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- /*
- * BattleFieldController.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "BattleFieldController.h"
- #include "BattleInterface.h"
- #include "BattleWindow.h"
- #include "BattleActionsController.h"
- #include "BattleInterfaceClasses.h"
- #include "BattleEffectsController.h"
- #include "BattleSiegeController.h"
- #include "BattleStacksController.h"
- #include "BattleObstacleController.h"
- #include "BattleProjectileController.h"
- #include "BattleRenderer.h"
- #include "../CGameInfo.h"
- #include "../CPlayerInterface.h"
- #include "../render/CAnimation.h"
- #include "../render/Canvas.h"
- #include "../render/IImage.h"
- #include "../renderSDL/SDL_Extensions.h"
- #include "../render/IRenderHandler.h"
- #include "../gui/CGuiHandler.h"
- #include "../gui/CursorHandler.h"
- #include "../adventureMap/CInGameConsole.h"
- #include "../client/render/CAnimation.h"
- #include "../../CCallback.h"
- #include "../../lib/BattleFieldHandler.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/CStack.h"
- #include "../../lib/spells/ISpellMechanics.h"
- namespace HexMasks
- {
- // mask definitions that has set to 1 the edges present in the hex edges highlight image
- /*
- /\
- 0 1
- / \
- | |
- 5 2
- | |
- \ /
- 4 3
- \/
- */
- enum HexEdgeMasks {
- empty = 0b000000, // empty used when wanting to keep indexes the same but no highlight should be displayed
- topLeft = 0b000001,
- topRight = 0b000010,
- right = 0b000100,
- bottomRight = 0b001000,
- bottomLeft = 0b010000,
- left = 0b100000,
-
- top = 0b000011,
- bottom = 0b011000,
- topRightHalfCorner = 0b000110,
- bottomRightHalfCorner = 0b001100,
- bottomLeftHalfCorner = 0b110000,
- topLeftHalfCorner = 0b100001,
- rightTopAndBottom = 0b001010, // special case, right half can be drawn instead of only top and bottom
- leftTopAndBottom = 0b010001, // special case, left half can be drawn instead of only top and bottom
-
- rightHalf = 0b001110,
- leftHalf = 0b110001,
-
- topRightCorner = 0b000111,
- bottomRightCorner = 0b011100,
- bottomLeftCorner = 0b111000,
- topLeftCorner = 0b100011
- };
- }
- static const std::map<int, int> hexEdgeMaskToFrameIndex =
- {
- { HexMasks::empty, 0 },
- { HexMasks::topLeft, 1 },
- { HexMasks::topRight, 2 },
- { HexMasks::right, 3 },
- { HexMasks::bottomRight, 4 },
- { HexMasks::bottomLeft, 5 },
- { HexMasks::left, 6 },
- { HexMasks::top, 7 },
- { HexMasks::bottom, 8 },
- { HexMasks::topRightHalfCorner, 9 },
- { HexMasks::bottomRightHalfCorner, 10 },
- { HexMasks::bottomLeftHalfCorner, 11 },
- { HexMasks::topLeftHalfCorner, 12 },
- { HexMasks::rightTopAndBottom, 13 },
- { HexMasks::leftTopAndBottom, 14 },
- { HexMasks::rightHalf, 13 },
- { HexMasks::leftHalf, 14 },
- { HexMasks::topRightCorner, 15 },
- { HexMasks::bottomRightCorner, 16 },
- { HexMasks::bottomLeftCorner, 17 },
- { HexMasks::topLeftCorner, 18 }
- };
- BattleFieldController::BattleFieldController(BattleInterface & owner):
- owner(owner)
- {
- OBJECT_CONSTRUCTION;
- //preparing cells and hexes
- cellBorder = GH.renderHandler().loadImage(ImagePath::builtin("CCELLGRD.BMP"), EImageBlitMode::COLORKEY);
- cellShade = GH.renderHandler().loadImage(ImagePath::builtin("CCELLSHD.BMP"), EImageBlitMode::SIMPLE);
- cellUnitMovementHighlight = GH.renderHandler().loadImage(ImagePath::builtin("UnitMovementHighlight.PNG"), EImageBlitMode::COLORKEY);
- cellUnitMaxMovementHighlight = GH.renderHandler().loadImage(ImagePath::builtin("UnitMaxMovementHighlight.PNG"), EImageBlitMode::COLORKEY);
- attackCursors = GH.renderHandler().loadAnimation(AnimationPath::builtin("CRCOMBAT"), EImageBlitMode::COLORKEY);
- spellCursors = GH.renderHandler().loadAnimation(AnimationPath::builtin("CRSPELL"), EImageBlitMode::COLORKEY);
- rangedFullDamageLimitImages = GH.renderHandler().loadAnimation(AnimationPath::builtin("battle/rangeHighlights/rangeHighlightsGreen.json"), EImageBlitMode::COLORKEY);
- shootingRangeLimitImages = GH.renderHandler().loadAnimation(AnimationPath::builtin("battle/rangeHighlights/rangeHighlightsRed.json"), EImageBlitMode::COLORKEY);
- if(!owner.siegeController)
- {
- auto bfieldType = owner.getBattle()->battleGetBattlefieldType();
- if(bfieldType == BattleField::NONE)
- logGlobal->error("Invalid battlefield returned for current battle");
- else
- background = GH.renderHandler().loadImage(bfieldType.getInfo()->graphics, EImageBlitMode::OPAQUE);
- }
- else
- {
- auto backgroundName = owner.siegeController->getBattleBackgroundName();
- background = GH.renderHandler().loadImage(backgroundName, EImageBlitMode::OPAQUE);
- }
- pos.w = background->width();
- pos.h = background->height();
- backgroundWithHexes = std::make_unique<Canvas>(Point(background->width(), background->height()), CanvasScalingPolicy::AUTO);
- updateAccessibleHexes();
- addUsedEvents(LCLICK | SHOW_POPUP | MOVE | TIME | GESTURE);
- }
- void BattleFieldController::activate()
- {
- LOCPLINT->cingconsole->pos = this->pos;
- CIntObject::activate();
- }
- void BattleFieldController::createHeroes()
- {
- OBJECT_CONSTRUCTION;
- // create heroes as part of our constructor for correct positioning inside battlefield
- if(owner.attackingHeroInstance)
- owner.attackingHero = std::make_shared<BattleHero>(owner, owner.attackingHeroInstance, false);
- if(owner.defendingHeroInstance)
- owner.defendingHero = std::make_shared<BattleHero>(owner, owner.defendingHeroInstance, true);
- }
- void BattleFieldController::gesture(bool on, const Point & initialPosition, const Point & finalPosition)
- {
- if (!on && pos.isInside(finalPosition))
- clickPressed(finalPosition);
- }
- void BattleFieldController::gesturePanning(const Point & initialPosition, const Point & currentPosition, const Point & lastUpdateDistance)
- {
- Point distance = currentPosition - initialPosition;
- if (distance.length() < settings["battle"]["swipeAttackDistance"].Float())
- hoveredHex = getHexAtPosition(initialPosition);
- else
- hoveredHex = BattleHex::INVALID;
- currentAttackOriginPoint = currentPosition;
- if (pos.isInside(initialPosition))
- owner.actionsController->onHexHovered(getHoveredHex());
- }
- void BattleFieldController::mouseMoved(const Point & cursorPosition, const Point & lastUpdateDistance)
- {
- hoveredHex = getHexAtPosition(cursorPosition);
- currentAttackOriginPoint = cursorPosition;
- if (pos.isInside(cursorPosition))
- owner.actionsController->onHexHovered(getHoveredHex());
- else
- owner.actionsController->onHoverEnded();
- }
- void BattleFieldController::clickPressed(const Point & cursorPosition)
- {
- BattleHex selectedHex = getHoveredHex();
- if (selectedHex != BattleHex::INVALID)
- owner.actionsController->onHexLeftClicked(selectedHex);
- }
- void BattleFieldController::showPopupWindow(const Point & cursorPosition)
- {
- BattleHex selectedHex = getHoveredHex();
- if (selectedHex != BattleHex::INVALID)
- owner.actionsController->onHexRightClicked(selectedHex);
- }
- void BattleFieldController::renderBattlefield(Canvas & canvas)
- {
- Canvas clippedCanvas(canvas, pos);
- showBackground(clippedCanvas);
- BattleRenderer renderer(owner);
- renderer.execute(clippedCanvas);
- owner.projectilesController->render(clippedCanvas);
- }
- void BattleFieldController::showBackground(Canvas & canvas)
- {
- if (owner.stacksController->getActiveStack() != nullptr )
- showBackgroundImageWithHexes(canvas);
- else
- showBackgroundImage(canvas);
- showHighlightedHexes(canvas);
- }
- void BattleFieldController::showBackgroundImage(Canvas & canvas)
- {
- canvas.draw(background, Point(0, 0));
- owner.obstacleController->showAbsoluteObstacles(canvas);
- if ( owner.siegeController )
- owner.siegeController->showAbsoluteObstacles(canvas);
- if (settings["battle"]["cellBorders"].Bool())
- {
- for (int i=0; i<GameConstants::BFIELD_SIZE; ++i)
- {
- if ( i % GameConstants::BFIELD_WIDTH == 0)
- continue;
- if ( i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
- continue;
- canvas.draw(cellBorder, hexPositionLocal(i).topLeft());
- }
- }
- }
- void BattleFieldController::showBackgroundImageWithHexes(Canvas & canvas)
- {
- canvas.draw(*backgroundWithHexes, Point(0, 0));
- }
- void BattleFieldController::redrawBackgroundWithHexes()
- {
- const CStack *activeStack = owner.stacksController->getActiveStack();
- BattleHexArray attackableHexes;
- if(activeStack)
- occupiableHexes = owner.getBattle()->battleGetAvailableHexes(activeStack, false, true, &attackableHexes);
- // prepare background graphic with hexes and shaded hexes
- backgroundWithHexes->draw(background, Point(0,0));
- owner.obstacleController->showAbsoluteObstacles(*backgroundWithHexes);
- if(owner.siegeController)
- owner.siegeController->showAbsoluteObstacles(*backgroundWithHexes);
- // show shaded hexes for active's stack valid movement and the hexes that it can attack
- if(settings["battle"]["stackRange"].Bool())
- {
- BattleHexArray hexesToShade = occupiableHexes;
- hexesToShade.insert(attackableHexes);
- for(BattleHex hex : hexesToShade)
- {
- showHighlightedHex(*backgroundWithHexes, cellShade, hex, false);
- }
- }
- // draw cell borders
- if(settings["battle"]["cellBorders"].Bool())
- {
- for(int i=0; i<GameConstants::BFIELD_SIZE; ++i)
- {
- if(i % GameConstants::BFIELD_WIDTH == 0)
- continue;
- if(i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
- continue;
- backgroundWithHexes->draw(cellBorder, hexPositionLocal(i).topLeft());
- }
- }
- }
- void BattleFieldController::showHighlightedHex(Canvas & canvas, std::shared_ptr<IImage> highlight, BattleHex hex, bool darkBorder)
- {
- Point hexPos = hexPositionLocal(hex).topLeft();
- canvas.draw(highlight, hexPos);
- if(!darkBorder && settings["battle"]["cellBorders"].Bool())
- canvas.draw(cellBorder, hexPos);
- }
- BattleHexArray BattleFieldController::getHighlightedHexesForActiveStack()
- {
- BattleHexArray result;
- if(!owner.stacksController->getActiveStack())
- return result;
- if(!settings["battle"]["stackRange"].Bool())
- return result;
- auto hoveredHex = getHoveredHex();
- BattleHexArray set = owner.getBattle()->battleGetAttackedHexes(owner.stacksController->getActiveStack(), hoveredHex);
- for(BattleHex hex : set)
- result.insert(hex);
- return result;
- }
- BattleHexArray BattleFieldController::getMovementRangeForHoveredStack()
- {
- BattleHexArray result;
- if (!owner.stacksController->getActiveStack())
- return result;
- if (!settings["battle"]["movementHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
- return result;
- auto hoveredStack = getHoveredStack();
- if(hoveredStack)
- {
- BattleHexArray v = owner.getBattle()->battleGetAvailableHexes(hoveredStack, true, true, nullptr);
- for(BattleHex hex : v)
- result.insert(hex);
- }
- return result;
- }
- BattleHexArray BattleFieldController::getHighlightedHexesForSpellRange()
- {
- BattleHexArray result;
- auto hoveredHex = getHoveredHex();
- const spells::Caster *caster = nullptr;
- const CSpell *spell = nullptr;
- spells::Mode mode = owner.actionsController->getCurrentCastMode();
- spell = owner.actionsController->getCurrentSpell(hoveredHex);
- caster = owner.actionsController->getCurrentSpellcaster();
- if(caster && spell) //when casting spell
- {
- // printing shaded hex(es)
- spells::BattleCast event(owner.getBattle().get(), caster, mode, spell);
- auto shadedHexes = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
- for(BattleHex shadedHex : shadedHexes)
- {
- if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
- result.insert(shadedHex);
- }
- }
- return result;
- }
- BattleHexArray BattleFieldController::getHighlightedHexesForMovementTarget()
- {
- const CStack * stack = owner.stacksController->getActiveStack();
- auto hoveredHex = getHoveredHex();
- if(!stack)
- return {};
- BattleHexArray availableHexes = owner.getBattle()->battleGetAvailableHexes(stack, false, false, nullptr);
- auto hoveredStack = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
- if(owner.getBattle()->battleCanAttack(stack, hoveredStack, hoveredHex))
- {
- if(isTileAttackable(hoveredHex))
- {
- BattleHex attackFromHex = fromWhichHexAttack(hoveredHex);
- if(stack->doubleWide())
- return {attackFromHex, stack->occupiedHex(attackFromHex)};
- else
- return {attackFromHex};
- }
- }
- if(availableHexes.contains(hoveredHex))
- {
- if(stack->doubleWide())
- return {hoveredHex, stack->occupiedHex(hoveredHex)};
- else
- return {hoveredHex};
- }
- if(stack->doubleWide())
- {
- for(auto hex : availableHexes)
- {
- if(stack->occupiedHex(hex) == hoveredHex)
- return {hoveredHex, hex};
- }
- }
- return {};
- }
- // Range limit highlight helpers
- BattleHexArray BattleFieldController::getRangeHexes(BattleHex sourceHex, uint8_t distance)
- {
- BattleHexArray rangeHexes;
- if (!settings["battle"]["rangeLimitHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
- return rangeHexes;
- // get only battlefield hexes that are within the given distance
- for(auto i = 0; i < GameConstants::BFIELD_SIZE; i++)
- {
- BattleHex hex(i);
- if(hex.isAvailable() && BattleHex::getDistance(sourceHex, hex) <= distance)
- rangeHexes.insert(hex);
- }
- return rangeHexes;
- }
- BattleHexArray BattleFieldController::getRangeLimitHexes(BattleHex hoveredHex, const BattleHexArray & rangeHexes, uint8_t distanceToLimit)
- {
- BattleHexArray rangeLimitHexes;
- // from range hexes get only the ones at the limit
- for(auto & hex : rangeHexes)
- {
- if(BattleHex::getDistance(hoveredHex, hex) == distanceToLimit)
- rangeLimitHexes.insert(hex);
- }
- return rangeLimitHexes;
- }
- bool BattleFieldController::IsHexInRangeLimit(BattleHex hex, const BattleHexArray & rangeLimitHexes, int * hexIndexInRangeLimit)
- {
- bool hexInRangeLimit = false;
- if(!rangeLimitHexes.empty())
- {
- auto pos = std::find(rangeLimitHexes.begin(), rangeLimitHexes.end(), hex);
- *hexIndexInRangeLimit = std::distance(rangeLimitHexes.begin(), pos);
- hexInRangeLimit = pos != rangeLimitHexes.end();
- }
- return hexInRangeLimit;
- }
- std::vector<std::vector<BattleHex::EDir>> BattleFieldController::getOutsideNeighbourDirectionsForLimitHexes(
- const BattleHexArray & wholeRangeHexes, const BattleHexArray & rangeLimitHexes)
- {
- std::vector<std::vector<BattleHex::EDir>> output;
- if(wholeRangeHexes.empty())
- return output;
- for(auto hex : rangeLimitHexes)
- {
- // get all neighbours and their directions
-
- const BattleHexArray & neighbouringTiles = hex.getAllNeighbouringTiles();
- std::vector<BattleHex::EDir> outsideNeighbourDirections;
- // for each neighbour add to output only the valid ones and only that are not found in range Hexes
- for(auto direction = 0; direction < 6; direction++)
- {
- if(!neighbouringTiles[direction].isAvailable())
- continue;
- if(!wholeRangeHexes.contains(neighbouringTiles[direction]))
- outsideNeighbourDirections.push_back(BattleHex::EDir(direction)); // push direction
- }
- output.push_back(outsideNeighbourDirections);
- }
- return output;
- }
- std::vector<std::shared_ptr<IImage>> BattleFieldController::calculateRangeLimitHighlightImages(std::vector<std::vector<BattleHex::EDir>> hexesNeighbourDirections, std::shared_ptr<CAnimation> limitImages)
- {
- std::vector<std::shared_ptr<IImage>> output; // if no image is to be shown an empty image is still added to help with traverssing the range
- if(hexesNeighbourDirections.empty())
- return output;
- for(auto & directions : hexesNeighbourDirections)
- {
- std::bitset<6> mask;
-
- // convert directions to mask
- for(auto direction : directions)
- mask.set(direction);
- uint8_t imageKey = static_cast<uint8_t>(mask.to_ulong());
- output.push_back(limitImages->getImage(hexEdgeMaskToFrameIndex.at(imageKey)));
- }
- return output;
- }
- void BattleFieldController::calculateRangeLimitAndHighlightImages(uint8_t distance, std::shared_ptr<CAnimation> rangeLimitImages, BattleHexArray & rangeLimitHexes, std::vector<std::shared_ptr<IImage>> & rangeLimitHexesHighlights)
- {
- BattleHexArray rangeHexes = getRangeHexes(hoveredHex, distance);
- rangeLimitHexes = getRangeLimitHexes(hoveredHex, rangeHexes, distance);
- std::vector<std::vector<BattleHex::EDir>> rangeLimitNeighbourDirections = getOutsideNeighbourDirectionsForLimitHexes(rangeHexes, rangeLimitHexes);
- rangeLimitHexesHighlights = calculateRangeLimitHighlightImages(rangeLimitNeighbourDirections, rangeLimitImages);
- }
- void BattleFieldController::showHighlightedHexes(Canvas & canvas)
- {
- BattleHexArray rangedFullDamageLimitHexes;
- BattleHexArray shootingRangeLimitHexes;
- std::vector<std::shared_ptr<IImage>> rangedFullDamageLimitHexesHighlights;
- std::vector<std::shared_ptr<IImage>> shootingRangeLimitHexesHighlights;
- BattleHexArray hoveredStackMovementRangeHexes = getMovementRangeForHoveredStack();
- BattleHexArray hoveredSpellHexes = getHighlightedHexesForSpellRange();
- BattleHexArray hoveredMoveHexes = getHighlightedHexesForMovementTarget();
- BattleHex hoveredHex = getHoveredHex();
- BattleHexArray hoveredMouseHex = hoveredHex.isValid() ? BattleHexArray({ hoveredHex }) : BattleHexArray();
- const CStack * hoveredStack = getHoveredStack();
- if(!hoveredStack && hoveredHex == BattleHex::INVALID)
- return;
- // skip range limit calculations if unit hovered is not a shooter
- if(hoveredStack && hoveredStack->isShooter())
- {
- // calculate array with highlight images for ranged full damage limit
- auto rangedFullDamageDistance = hoveredStack->getRangedFullDamageDistance();
- calculateRangeLimitAndHighlightImages(rangedFullDamageDistance, rangedFullDamageLimitImages, rangedFullDamageLimitHexes, rangedFullDamageLimitHexesHighlights);
- // calculate array with highlight images for shooting range limit
- auto shootingRangeDistance = hoveredStack->getShootingRangeDistance();
- calculateRangeLimitAndHighlightImages(shootingRangeDistance, shootingRangeLimitImages, shootingRangeLimitHexes, shootingRangeLimitHexesHighlights);
- }
- bool useSpellRangeForMouse = hoveredHex != BattleHex::INVALID
- && (owner.actionsController->currentActionSpellcasting(getHoveredHex())
- || owner.actionsController->creatureSpellcastingModeActive()); //at least shooting with SPELL_LIKE_ATTACK can operate in spellcasting mode without being actual spellcast
- bool useMoveRangeForMouse = !hoveredMoveHexes.empty() || !settings["battle"]["mouseShadow"].Bool();
- const auto & hoveredMouseHexes = useSpellRangeForMouse ? hoveredSpellHexes : ( useMoveRangeForMouse ? hoveredMoveHexes : hoveredMouseHex);
- for(int hex = 0; hex < GameConstants::BFIELD_SIZE; ++hex)
- {
- bool stackMovement = hoveredStackMovementRangeHexes.contains(hex);
- bool mouse = hoveredMouseHexes.contains(hex);
- // calculate if hex is Ranged Full Damage Limit and its position in highlight array
- int hexIndexInRangedFullDamageLimit = 0;
- bool hexInRangedFullDamageLimit = IsHexInRangeLimit(hex, rangedFullDamageLimitHexes, &hexIndexInRangedFullDamageLimit);
- // calculate if hex is Shooting Range Limit and its position in highlight array
- int hexIndexInShootingRangeLimit = 0;
- bool hexInShootingRangeLimit = IsHexInRangeLimit(hex, shootingRangeLimitHexes, &hexIndexInShootingRangeLimit);
- if(stackMovement && mouse) // area where hovered stackMovement can move shown with highlight. Because also affected by mouse cursor, shade as well
- {
- showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
- showHighlightedHex(canvas, cellShade, hex, true);
- }
- if(!stackMovement && mouse) // hexes affected only at mouse cursor shown as shaded
- {
- showHighlightedHex(canvas, cellShade, hex, true);
- }
- if(stackMovement && !mouse) // hexes where hovered stackMovement can move shown with highlight
- {
- showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
- }
- if(hexInRangedFullDamageLimit)
- {
- showHighlightedHex(canvas, rangedFullDamageLimitHexesHighlights[hexIndexInRangedFullDamageLimit], hex, false);
- }
- if(hexInShootingRangeLimit)
- {
- showHighlightedHex(canvas, shootingRangeLimitHexesHighlights[hexIndexInShootingRangeLimit], hex, false);
- }
- }
- }
- Rect BattleFieldController::hexPositionLocal(BattleHex hex) const
- {
- int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX();
- int y = 86 + 42 *hex.getY();
- int w = cellShade->width();
- int h = cellShade->height();
- return Rect(x, y, w, h);
- }
- Rect BattleFieldController::hexPositionAbsolute(BattleHex hex) const
- {
- return hexPositionLocal(hex) + pos.topLeft();
- }
- bool BattleFieldController::isPixelInHex(Point const & position)
- {
- return !cellShade->isTransparent(position);
- }
- BattleHex BattleFieldController::getHoveredHex()
- {
- return hoveredHex;
- }
- const CStack* BattleFieldController::getHoveredStack()
- {
- auto hoveredHex = getHoveredHex();
- const CStack* hoveredStack = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
- if(owner.windowObject->getQueueHoveredUnitId().has_value())
- {
- auto stacks = owner.getBattle()->battleGetAllStacks();
- for(const CStack * stack : stacks)
- if(stack->unitId() == *owner.windowObject->getQueueHoveredUnitId())
- hoveredStack = stack;
- }
- return hoveredStack;
- }
- BattleHex BattleFieldController::getHexAtPosition(Point hoverPos)
- {
- if (owner.attackingHero)
- {
- if (owner.attackingHero->pos.isInside(hoverPos))
- return BattleHex::HERO_ATTACKER;
- }
- if (owner.defendingHero)
- {
- if (owner.attackingHero->pos.isInside(hoverPos))
- return BattleHex::HERO_DEFENDER;
- }
- for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
- {
- Rect hexPosition = hexPositionAbsolute(h);
- if (!hexPosition.isInside(hoverPos))
- continue;
- if (isPixelInHex(hoverPos - hexPosition.topLeft()))
- return h;
- }
- return BattleHex::INVALID;
- }
- BattleHex::EDir BattleFieldController::selectAttackDirection(BattleHex myNumber)
- {
- const bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
- const BattleHexArray & neighbours = myNumber.getAllNeighbouringTiles();
- // 0 1
- // 5 x 2
- // 4 3
- // if true - our current stack can move into this hex (and attack)
- std::array<bool, 8> attackAvailability;
- if (doubleWide)
- {
- // For double-hexes we need to ensure that both hexes needed for this direction are occupyable:
- // | -0- | -1- | -2- | -3- | -4- | -5- | -6- | -7-
- // | o o - | - o o | - - | - - | - - | - - | o o | - -
- // | - x - | - x - | - x o o| - x - | - x - |o o x - | - x - | - x -
- // | - - | - - | - - | - o o | o o - | - - | - - | o o
- for (size_t i : { 1, 2, 3})
- attackAvailability[i] = occupiableHexes.contains(neighbours[i]) && occupiableHexes.contains(neighbours[i].cloneInDirection(BattleHex::RIGHT, false));
- for (size_t i : { 4, 5, 0})
- attackAvailability[i] = occupiableHexes.contains(neighbours[i]) && occupiableHexes.contains(neighbours[i].cloneInDirection(BattleHex::LEFT, false));
- attackAvailability[6] = occupiableHexes.contains(neighbours[0]) && occupiableHexes.contains(neighbours[1]);
- attackAvailability[7] = occupiableHexes.contains(neighbours[3]) && occupiableHexes.contains(neighbours[4]);
- }
- else
- {
- for (size_t i = 0; i < 6; ++i)
- attackAvailability[i] = occupiableHexes.contains(neighbours[i]);
- attackAvailability[6] = false;
- attackAvailability[7] = false;
- }
- // Zero available tiles to attack from
- if ( vstd::find(attackAvailability, true) == attackAvailability.end())
- {
- logGlobal->error("Error: cannot find a hex to attack hex %d from!", myNumber);
- return BattleHex::NONE;
- }
- // For each valid direction, select position to test against
- std::array<Point, 8> testPoint;
- for (size_t i = 0; i < 6; ++i)
- if (attackAvailability[i])
- testPoint[i] = hexPositionAbsolute(neighbours[i]).center();
- // For bottom/top directions select central point, but move it a bit away from true center to reduce zones allocated to them
- if (attackAvailability[6])
- testPoint[6] = (hexPositionAbsolute(neighbours[0]).center() + hexPositionAbsolute(neighbours[1]).center()) / 2 + Point(0, -5);
- if (attackAvailability[7])
- testPoint[7] = (hexPositionAbsolute(neighbours[3]).center() + hexPositionAbsolute(neighbours[4]).center()) / 2 + Point(0, 5);
- // Compute distance between tested position & cursor position and pick nearest
- std::array<int, 8> distance2;
- for (size_t i = 0; i < 8; ++i)
- if (attackAvailability[i])
- distance2[i] = (testPoint[i].y - currentAttackOriginPoint.y)*(testPoint[i].y - currentAttackOriginPoint.y) + (testPoint[i].x - currentAttackOriginPoint.x)*(testPoint[i].x - currentAttackOriginPoint.x);
- size_t nearest = -1;
- for (size_t i = 0; i < 8; ++i)
- if (attackAvailability[i] && (nearest == -1 || distance2[i] < distance2[nearest]) )
- nearest = i;
- assert(nearest != -1);
- return BattleHex::EDir(nearest);
- }
- BattleHex BattleFieldController::fromWhichHexAttack(BattleHex attackTarget)
- {
- BattleHex::EDir direction = selectAttackDirection(getHoveredHex());
- const CStack * attacker = owner.stacksController->getActiveStack();
- assert(direction != BattleHex::NONE);
- assert(attacker);
- if (!attacker->doubleWide())
- {
- assert(direction != BattleHex::BOTTOM);
- assert(direction != BattleHex::TOP);
- return attackTarget.cloneInDirection(direction);
- }
- else
- {
- // We need to find position of right hex of double-hex creature (or left for defending side)
- // | TOP_LEFT |TOP_RIGHT | RIGHT |BOTTOM_RIGHT|BOTTOM_LEFT| LEFT | TOP |BOTTOM
- // | o o - | - o o | - - | - - | - - | - - | o o | - -
- // | - x - | - x - | - x o o| - x - | - x - |o o x - | - x - | - x -
- // | - - | - - | - - | - o o | o o - | - - | - - | o o
- switch (direction)
- {
- case BattleHex::TOP_LEFT:
- case BattleHex::LEFT:
- case BattleHex::BOTTOM_LEFT:
- {
- if ( attacker->unitSide() == BattleSide::ATTACKER )
- return attackTarget.cloneInDirection(direction);
- else
- return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::LEFT);
- }
- case BattleHex::TOP_RIGHT:
- case BattleHex::RIGHT:
- case BattleHex::BOTTOM_RIGHT:
- {
- if ( attacker->unitSide() == BattleSide::ATTACKER )
- return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::RIGHT);
- else
- return attackTarget.cloneInDirection(direction);
- }
- case BattleHex::TOP:
- {
- if ( attacker->unitSide() == BattleSide::ATTACKER )
- return attackTarget.cloneInDirection(BattleHex::TOP_RIGHT);
- else
- return attackTarget.cloneInDirection(BattleHex::TOP_LEFT);
- }
- case BattleHex::BOTTOM:
- {
- if ( attacker->unitSide() == BattleSide::ATTACKER )
- return attackTarget.cloneInDirection(BattleHex::BOTTOM_RIGHT);
- else
- return attackTarget.cloneInDirection(BattleHex::BOTTOM_LEFT);
- }
- default:
- assert(0);
- return BattleHex::INVALID;
- }
- }
- }
- bool BattleFieldController::isTileAttackable(const BattleHex & number) const
- {
- if(!number.isValid())
- return false;
- for (auto & elem : occupiableHexes)
- {
- if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
- return true;
- }
- return false;
- }
- void BattleFieldController::updateAccessibleHexes()
- {
- auto accessibility = owner.getBattle()->getAccessibility();
- for(int i = 0; i < accessibility.size(); i++)
- stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE || (accessibility[i] == EAccessibility::SIDE_COLUMN));
- }
- bool BattleFieldController::stackCountOutsideHex(const BattleHex & number) const
- {
- return stackCountOutsideHexes[number.toInt()];
- }
- void BattleFieldController::showAll(Canvas & to)
- {
- show(to);
- }
- void BattleFieldController::tick(uint32_t msPassed)
- {
- updateAccessibleHexes();
- owner.stacksController->tick(msPassed);
- owner.obstacleController->tick(msPassed);
- owner.projectilesController->tick(msPassed);
- }
- void BattleFieldController::show(Canvas & to)
- {
- CSDL_Ext::CClipRectGuard guard(to.getInternalSurface(), pos);
- renderBattlefield(to);
- if (isActive() && isGesturing() && getHoveredHex() != BattleHex::INVALID)
- {
- auto combatCursorIndex = CCS->curh->get<Cursor::Combat>();
- if (combatCursorIndex)
- {
- auto combatImageIndex = static_cast<size_t>(*combatCursorIndex);
- to.draw(attackCursors->getImage(combatImageIndex), hexPositionAbsolute(getHoveredHex()).center() - CCS->curh->getPivotOffsetCombat(combatImageIndex));
- return;
- }
- auto spellCursorIndex = CCS->curh->get<Cursor::Spellcast>();
- if (spellCursorIndex)
- {
- auto spellImageIndex = static_cast<size_t>(*spellCursorIndex);
- to.draw(spellCursors->getImage(spellImageIndex), hexPositionAbsolute(getHoveredHex()).center() - CCS->curh->getPivotOffsetSpellcast());
- return;
- }
- }
- }
- bool BattleFieldController::receiveEvent(const Point & position, int eventType) const
- {
- if (eventType == HOVER)
- return true;
- return CIntObject::receiveEvent(position, eventType);
- }
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