BattleSiegeController.cpp 12 KB

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  1. /*
  2. * BattleSiegeController.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "BattleSiegeController.h"
  12. #include "BattleAnimationClasses.h"
  13. #include "BattleInterface.h"
  14. #include "BattleInterfaceClasses.h"
  15. #include "BattleStacksController.h"
  16. #include "BattleFieldController.h"
  17. #include "BattleRenderer.h"
  18. #include "../CGameInfo.h"
  19. #include "../CPlayerInterface.h"
  20. #include "../gui/CGuiHandler.h"
  21. #include "../media/ISoundPlayer.h"
  22. #include "../render/Canvas.h"
  23. #include "../render/IImage.h"
  24. #include "../render/IRenderHandler.h"
  25. #include "../../CCallback.h"
  26. #include "../../lib/CStack.h"
  27. #include "../../lib/entities/building/TownFortifications.h"
  28. #include "../../lib/mapObjects/CGTownInstance.h"
  29. #include "../../lib/networkPacks/PacksForClientBattle.h"
  30. ImagePath BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual what, EWallState state) const
  31. {
  32. auto getImageIndex = [&]() -> int
  33. {
  34. int health = static_cast<int>(state);
  35. switch (what)
  36. {
  37. case EWallVisual::KEEP:
  38. case EWallVisual::BOTTOM_TOWER:
  39. case EWallVisual::UPPER_TOWER:
  40. if (health > 0)
  41. return 1;
  42. else
  43. return 2;
  44. default:
  45. {
  46. int healthTotal = town->fortificationsLevel().wallsHealth;
  47. if (healthTotal == health)
  48. return 1;
  49. if (health > 0)
  50. return 2;
  51. return 3;
  52. }
  53. };
  54. };
  55. const std::string & prefix = town->getTown()->clientInfo.siegePrefix;
  56. std::string addit = std::to_string(getImageIndex());
  57. switch(what)
  58. {
  59. case EWallVisual::BACKGROUND_WALL:
  60. {
  61. auto faction = town->getFactionID();
  62. if (faction == ETownType::RAMPART || faction == ETownType::NECROPOLIS || faction == ETownType::DUNGEON || faction == ETownType::STRONGHOLD)
  63. return ImagePath::builtinTODO(prefix + "TPW1.BMP");
  64. else
  65. return ImagePath::builtinTODO(prefix + "TPWL.BMP");
  66. }
  67. case EWallVisual::KEEP:
  68. return ImagePath::builtinTODO(prefix + "MAN" + addit + ".BMP");
  69. case EWallVisual::BOTTOM_TOWER:
  70. return ImagePath::builtinTODO(prefix + "TW1" + addit + ".BMP");
  71. case EWallVisual::BOTTOM_WALL:
  72. return ImagePath::builtinTODO(prefix + "WA1" + addit + ".BMP");
  73. case EWallVisual::WALL_BELLOW_GATE:
  74. return ImagePath::builtinTODO(prefix + "WA3" + addit + ".BMP");
  75. case EWallVisual::WALL_OVER_GATE:
  76. return ImagePath::builtinTODO(prefix + "WA4" + addit + ".BMP");
  77. case EWallVisual::UPPER_WALL:
  78. return ImagePath::builtinTODO(prefix + "WA6" + addit + ".BMP");
  79. case EWallVisual::UPPER_TOWER:
  80. return ImagePath::builtinTODO(prefix + "TW2" + addit + ".BMP");
  81. case EWallVisual::GATE:
  82. return ImagePath::builtinTODO(prefix + "DRW" + addit + ".BMP");
  83. case EWallVisual::GATE_ARCH:
  84. return ImagePath::builtinTODO(prefix + "ARCH.BMP");
  85. case EWallVisual::BOTTOM_STATIC_WALL:
  86. return ImagePath::builtinTODO(prefix + "WA2.BMP");
  87. case EWallVisual::UPPER_STATIC_WALL:
  88. return ImagePath::builtinTODO(prefix + "WA5.BMP");
  89. case EWallVisual::MOAT:
  90. return ImagePath::builtinTODO(prefix + "MOAT.BMP");
  91. case EWallVisual::MOAT_BANK:
  92. return ImagePath::builtinTODO(prefix + "MLIP.BMP");
  93. case EWallVisual::KEEP_BATTLEMENT:
  94. return ImagePath::builtinTODO(prefix + "MANC.BMP");
  95. case EWallVisual::BOTTOM_BATTLEMENT:
  96. return ImagePath::builtinTODO(prefix + "TW1C.BMP");
  97. case EWallVisual::UPPER_BATTLEMENT:
  98. return ImagePath::builtinTODO(prefix + "TW2C.BMP");
  99. default:
  100. return ImagePath();
  101. }
  102. }
  103. void BattleSiegeController::showWallPiece(Canvas & canvas, EWallVisual::EWallVisual what)
  104. {
  105. auto & ci = town->getTown()->clientInfo;
  106. auto const & pos = ci.siegePositions[what];
  107. if ( wallPieceImages[what] && pos.isValid())
  108. canvas.draw(wallPieceImages[what], Point(pos.x, pos.y));
  109. }
  110. ImagePath BattleSiegeController::getBattleBackgroundName() const
  111. {
  112. const std::string & prefix = town->getTown()->clientInfo.siegePrefix;
  113. return ImagePath::builtinTODO(prefix + "BACK.BMP");
  114. }
  115. bool BattleSiegeController::getWallPieceExistence(EWallVisual::EWallVisual what) const
  116. {
  117. const auto & fortifications = town->fortificationsLevel();
  118. switch (what)
  119. {
  120. case EWallVisual::MOAT: return fortifications.hasMoat && town->getTown()->clientInfo.siegePositions.at(EWallVisual::MOAT).isValid();
  121. case EWallVisual::MOAT_BANK: return fortifications.hasMoat && town->getTown()->clientInfo.siegePositions.at(EWallVisual::MOAT_BANK).isValid();
  122. case EWallVisual::KEEP_BATTLEMENT: return fortifications.citadelHealth > 0 && owner.getBattle()->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED;
  123. case EWallVisual::UPPER_BATTLEMENT: return fortifications.upperTowerHealth > 0 && owner.getBattle()->battleGetWallState(EWallPart::UPPER_TOWER) != EWallState::DESTROYED;
  124. case EWallVisual::BOTTOM_BATTLEMENT: return fortifications.lowerTowerHealth > 0 && owner.getBattle()->battleGetWallState(EWallPart::BOTTOM_TOWER) != EWallState::DESTROYED;
  125. default: return true;
  126. }
  127. }
  128. BattleHex BattleSiegeController::getWallPiecePosition(EWallVisual::EWallVisual what) const
  129. {
  130. static const std::array<BattleHex, 18> wallsPositions = {
  131. BattleHex::INVALID, // BACKGROUND, // handled separately
  132. BattleHex::HEX_BEFORE_ALL, // BACKGROUND_WALL,
  133. 135, // KEEP,
  134. BattleHex::HEX_AFTER_ALL, // BOTTOM_TOWER,
  135. 182, // BOTTOM_WALL,
  136. 130, // WALL_BELLOW_GATE,
  137. 62, // WALL_OVER_GATE,
  138. 12, // UPPER_WALL,
  139. BattleHex::HEX_BEFORE_ALL, // UPPER_TOWER,
  140. BattleHex::HEX_BEFORE_ALL, // GATE, // 94
  141. 112, // GATE_ARCH,
  142. 165, // BOTTOM_STATIC_WALL,
  143. 45, // UPPER_STATIC_WALL,
  144. BattleHex::INVALID, // MOAT, // printed as absolute obstacle
  145. BattleHex::INVALID, // MOAT_BANK, // printed as absolute obstacle
  146. 135, // KEEP_BATTLEMENT,
  147. BattleHex::HEX_AFTER_ALL, // BOTTOM_BATTLEMENT,
  148. BattleHex::HEX_BEFORE_ALL, // UPPER_BATTLEMENT,
  149. };
  150. return wallsPositions[what];
  151. }
  152. BattleSiegeController::BattleSiegeController(BattleInterface & owner, const CGTownInstance *siegeTown):
  153. owner(owner),
  154. town(siegeTown)
  155. {
  156. assert(owner.fieldController.get() == nullptr); // must be created after this
  157. for (int g = 0; g < wallPieceImages.size(); ++g)
  158. {
  159. if ( g == EWallVisual::GATE ) // gate is initially closed and has no image to display in this state
  160. continue;
  161. if ( !getWallPieceExistence(EWallVisual::EWallVisual(g)) )
  162. continue;
  163. wallPieceImages[g] = GH.renderHandler().loadImage(getWallPieceImageName(EWallVisual::EWallVisual(g), EWallState::REINFORCED), EImageBlitMode::COLORKEY);
  164. }
  165. }
  166. const CCreature *BattleSiegeController::getTurretCreature(BattleHex position) const
  167. {
  168. switch (position.toInt())
  169. {
  170. case BattleHex::CASTLE_CENTRAL_TOWER:
  171. return town->fortificationsLevel().citadelShooter.toCreature();
  172. case BattleHex::CASTLE_UPPER_TOWER:
  173. return town->fortificationsLevel().upperTowerShooter.toCreature();
  174. case BattleHex::CASTLE_BOTTOM_TOWER:
  175. return town->fortificationsLevel().lowerTowerShooter.toCreature();
  176. }
  177. throw std::runtime_error("Unable to select shooter for tower at " + std::to_string(position.toInt()));
  178. }
  179. Point BattleSiegeController::getTurretCreaturePosition( BattleHex position ) const
  180. {
  181. // Turret positions are read out of the config/wall_pos.txt
  182. int posID = 0;
  183. switch (position.toInt())
  184. {
  185. case BattleHex::CASTLE_CENTRAL_TOWER: // keep creature
  186. posID = EWallVisual::CREATURE_KEEP;
  187. break;
  188. case BattleHex::CASTLE_BOTTOM_TOWER: // bottom creature
  189. posID = EWallVisual::CREATURE_BOTTOM_TOWER;
  190. break;
  191. case BattleHex::CASTLE_UPPER_TOWER: // upper creature
  192. posID = EWallVisual::CREATURE_UPPER_TOWER;
  193. break;
  194. }
  195. if (posID != 0)
  196. {
  197. return {
  198. town->getTown()->clientInfo.siegePositions[posID].x,
  199. town->getTown()->clientInfo.siegePositions[posID].y
  200. };
  201. }
  202. assert(0);
  203. return Point(0,0);
  204. }
  205. void BattleSiegeController::gateStateChanged(const EGateState state)
  206. {
  207. auto oldState = owner.getBattle()->battleGetGateState();
  208. bool playSound = false;
  209. auto stateId = EWallState::NONE;
  210. switch(state)
  211. {
  212. case EGateState::CLOSED:
  213. if (oldState != EGateState::BLOCKED)
  214. playSound = true;
  215. break;
  216. case EGateState::BLOCKED:
  217. if (oldState != EGateState::CLOSED)
  218. playSound = true;
  219. break;
  220. case EGateState::OPENED:
  221. playSound = true;
  222. stateId = EWallState::DAMAGED;
  223. break;
  224. case EGateState::DESTROYED:
  225. stateId = EWallState::DESTROYED;
  226. break;
  227. }
  228. if (oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED)
  229. wallPieceImages[EWallVisual::GATE] = nullptr;
  230. if (stateId != EWallState::NONE)
  231. wallPieceImages[EWallVisual::GATE] = GH.renderHandler().loadImage(getWallPieceImageName(EWallVisual::GATE, stateId), EImageBlitMode::COLORKEY);
  232. if (playSound)
  233. CCS->soundh->playSound(soundBase::DRAWBRG);
  234. }
  235. void BattleSiegeController::showAbsoluteObstacles(Canvas & canvas)
  236. {
  237. if (getWallPieceExistence(EWallVisual::MOAT))
  238. showWallPiece(canvas, EWallVisual::MOAT);
  239. if (getWallPieceExistence(EWallVisual::MOAT_BANK))
  240. showWallPiece(canvas, EWallVisual::MOAT_BANK);
  241. }
  242. BattleHex BattleSiegeController::getTurretBattleHex(EWallVisual::EWallVisual wallPiece) const
  243. {
  244. switch(wallPiece)
  245. {
  246. case EWallVisual::KEEP_BATTLEMENT: return BattleHex::CASTLE_CENTRAL_TOWER;
  247. case EWallVisual::BOTTOM_BATTLEMENT: return BattleHex::CASTLE_BOTTOM_TOWER;
  248. case EWallVisual::UPPER_BATTLEMENT: return BattleHex::CASTLE_UPPER_TOWER;
  249. }
  250. assert(0);
  251. return BattleHex::INVALID;
  252. }
  253. const CStack * BattleSiegeController::getTurretStack(EWallVisual::EWallVisual wallPiece) const
  254. {
  255. for (auto & stack : owner.getBattle()->battleGetAllStacks(true))
  256. {
  257. if ( stack->initialPosition == getTurretBattleHex(wallPiece))
  258. return stack;
  259. }
  260. assert(0);
  261. return nullptr;
  262. }
  263. void BattleSiegeController::collectRenderableObjects(BattleRenderer & renderer)
  264. {
  265. for (int i = EWallVisual::WALL_FIRST; i <= EWallVisual::WALL_LAST; ++i)
  266. {
  267. auto wallPiece = EWallVisual::EWallVisual(i);
  268. if ( !getWallPieceExistence(wallPiece))
  269. continue;
  270. if ( getWallPiecePosition(wallPiece) == BattleHex::INVALID)
  271. continue;
  272. if (wallPiece == EWallVisual::KEEP_BATTLEMENT ||
  273. wallPiece == EWallVisual::BOTTOM_BATTLEMENT ||
  274. wallPiece == EWallVisual::UPPER_BATTLEMENT)
  275. {
  276. renderer.insert( EBattleFieldLayer::STACKS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
  277. owner.stacksController->showStack(canvas, getTurretStack(wallPiece));
  278. });
  279. renderer.insert( EBattleFieldLayer::OBSTACLES, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
  280. showWallPiece(canvas, wallPiece);
  281. });
  282. }
  283. renderer.insert( EBattleFieldLayer::WALLS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
  284. showWallPiece(canvas, wallPiece);
  285. });
  286. }
  287. }
  288. bool BattleSiegeController::isAttackableByCatapult(BattleHex hex) const
  289. {
  290. if (owner.tacticsMode)
  291. return false;
  292. auto wallPart = owner.getBattle()->battleHexToWallPart(hex);
  293. return owner.getBattle()->isWallPartAttackable(wallPart);
  294. }
  295. void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
  296. {
  297. if (ca.attacker != -1)
  298. {
  299. const CStack *stack = owner.getBattle()->battleGetStackByID(ca.attacker);
  300. for (auto attackInfo : ca.attackedParts)
  301. {
  302. owner.stacksController->addNewAnim(new CatapultAnimation(owner, stack, attackInfo.destinationTile, nullptr, attackInfo.damageDealt));
  303. }
  304. }
  305. else
  306. {
  307. std::vector<Point> positions;
  308. //no attacker stack, assume spell-related (earthquake) - only hit animation
  309. for (auto attackInfo : ca.attackedParts)
  310. positions.push_back(owner.stacksController->getStackPositionAtHex(attackInfo.destinationTile, nullptr) + Point(99, 120));
  311. CCS->soundh->playSound( AudioPath::builtin("WALLHIT") );
  312. owner.stacksController->addNewAnim(new EffectAnimation(owner, AnimationPath::builtin("SGEXPL.DEF"), positions));
  313. }
  314. owner.waitForAnimations();
  315. for (auto attackInfo : ca.attackedParts)
  316. {
  317. int wallId = static_cast<int>(attackInfo.attackedPart) + EWallVisual::DESTRUCTIBLE_FIRST;
  318. //gate state changing handled separately
  319. if (wallId == EWallVisual::GATE)
  320. continue;
  321. auto wallState = EWallState(owner.getBattle()->battleGetWallState(attackInfo.attackedPart));
  322. wallPieceImages[wallId] = GH.renderHandler().loadImage(getWallPieceImageName(EWallVisual::EWallVisual(wallId), wallState), EImageBlitMode::COLORKEY);
  323. }
  324. }
  325. const CGTownInstance *BattleSiegeController::getSiegedTown() const
  326. {
  327. return town;
  328. }