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 "../CMusicHandler.h"
  19. #include "../CGameInfo.h"
  20. #include "../CPlayerInterface.h"
  21. #include "../render/Canvas.h"
  22. #include "../render/IImage.h"
  23. #include "../../CCallback.h"
  24. #include "../../lib/NetPacks.h"
  25. #include "../../lib/CStack.h"
  26. #include "../../lib/mapObjects/CGTownInstance.h"
  27. std::string BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual what, EWallState state) const
  28. {
  29. auto getImageIndex = [&]() -> int
  30. {
  31. bool isTower = (what == EWallVisual::KEEP || what == EWallVisual::BOTTOM_TOWER || what == EWallVisual::UPPER_TOWER);
  32. switch (state)
  33. {
  34. case EWallState::REINFORCED :
  35. return 1;
  36. case EWallState::INTACT :
  37. if (town->hasBuilt(BuildingID::CASTLE))
  38. return 2; // reinforced walls were damaged
  39. else
  40. return 1;
  41. case EWallState::DAMAGED :
  42. // towers don't have separate image here - INTACT and DAMAGED is 1, DESTROYED is 2
  43. if (isTower)
  44. return 1;
  45. else
  46. return 2;
  47. case EWallState::DESTROYED :
  48. if (isTower)
  49. return 2;
  50. else
  51. return 3;
  52. }
  53. return 1;
  54. };
  55. const std::string & prefix = town->town->clientInfo.siegePrefix;
  56. std::string addit = std::to_string(getImageIndex());
  57. switch(what)
  58. {
  59. case EWallVisual::BACKGROUND_WALL:
  60. {
  61. switch(town->town->faction->getIndex())
  62. {
  63. case ETownType::RAMPART:
  64. case ETownType::NECROPOLIS:
  65. case ETownType::DUNGEON:
  66. case ETownType::STRONGHOLD:
  67. return prefix + "TPW1.BMP";
  68. default:
  69. return prefix + "TPWL.BMP";
  70. }
  71. }
  72. case EWallVisual::KEEP:
  73. return prefix + "MAN" + addit + ".BMP";
  74. case EWallVisual::BOTTOM_TOWER:
  75. return prefix + "TW1" + addit + ".BMP";
  76. case EWallVisual::BOTTOM_WALL:
  77. return prefix + "WA1" + addit + ".BMP";
  78. case EWallVisual::WALL_BELLOW_GATE:
  79. return prefix + "WA3" + addit + ".BMP";
  80. case EWallVisual::WALL_OVER_GATE:
  81. return prefix + "WA4" + addit + ".BMP";
  82. case EWallVisual::UPPER_WALL:
  83. return prefix + "WA6" + addit + ".BMP";
  84. case EWallVisual::UPPER_TOWER:
  85. return prefix + "TW2" + addit + ".BMP";
  86. case EWallVisual::GATE:
  87. return prefix + "DRW" + addit + ".BMP";
  88. case EWallVisual::GATE_ARCH:
  89. return prefix + "ARCH.BMP";
  90. case EWallVisual::BOTTOM_STATIC_WALL:
  91. return prefix + "WA2.BMP";
  92. case EWallVisual::UPPER_STATIC_WALL:
  93. return prefix + "WA5.BMP";
  94. case EWallVisual::MOAT:
  95. return prefix + "MOAT.BMP";
  96. case EWallVisual::MOAT_BANK:
  97. return prefix + "MLIP.BMP";
  98. case EWallVisual::KEEP_BATTLEMENT:
  99. return prefix + "MANC.BMP";
  100. case EWallVisual::BOTTOM_BATTLEMENT:
  101. return prefix + "TW1C.BMP";
  102. case EWallVisual::UPPER_BATTLEMENT:
  103. return prefix + "TW2C.BMP";
  104. default:
  105. return "";
  106. }
  107. }
  108. void BattleSiegeController::showWallPiece(Canvas & canvas, EWallVisual::EWallVisual what)
  109. {
  110. auto & ci = town->town->clientInfo;
  111. auto const & pos = ci.siegePositions[what];
  112. if ( wallPieceImages[what] && pos.isValid())
  113. canvas.draw(wallPieceImages[what], Point(pos.x, pos.y));
  114. }
  115. std::string BattleSiegeController::getBattleBackgroundName() const
  116. {
  117. const std::string & prefix = town->town->clientInfo.siegePrefix;
  118. return prefix + "BACK.BMP";
  119. }
  120. bool BattleSiegeController::getWallPieceExistance(EWallVisual::EWallVisual what) const
  121. {
  122. //FIXME: use this instead of buildings test?
  123. //ui8 siegeLevel = owner.curInt->cb->battleGetSiegeLevel();
  124. switch (what)
  125. {
  126. case EWallVisual::MOAT: return town->hasBuilt(BuildingID::CITADEL) && town->town->clientInfo.siegePositions.at(EWallVisual::MOAT).isValid();
  127. case EWallVisual::MOAT_BANK: return town->hasBuilt(BuildingID::CITADEL) && town->town->clientInfo.siegePositions.at(EWallVisual::MOAT_BANK).isValid();
  128. case EWallVisual::KEEP_BATTLEMENT: return town->hasBuilt(BuildingID::CITADEL) && owner.curInt->cb->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED;
  129. case EWallVisual::UPPER_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.curInt->cb->battleGetWallState(EWallPart::UPPER_TOWER) != EWallState::DESTROYED;
  130. case EWallVisual::BOTTOM_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.curInt->cb->battleGetWallState(EWallPart::BOTTOM_TOWER) != EWallState::DESTROYED;
  131. default: return true;
  132. }
  133. }
  134. BattleHex BattleSiegeController::getWallPiecePosition(EWallVisual::EWallVisual what) const
  135. {
  136. static const std::array<BattleHex, 18> wallsPositions = {
  137. BattleHex::INVALID, // BACKGROUND, // handled separately
  138. BattleHex::HEX_BEFORE_ALL, // BACKGROUND_WALL,
  139. 135, // KEEP,
  140. BattleHex::HEX_AFTER_ALL, // BOTTOM_TOWER,
  141. 182, // BOTTOM_WALL,
  142. 130, // WALL_BELLOW_GATE,
  143. 62, // WALL_OVER_GATE,
  144. 12, // UPPER_WALL,
  145. BattleHex::HEX_BEFORE_ALL, // UPPER_TOWER,
  146. BattleHex::HEX_BEFORE_ALL, // GATE, // 94
  147. 112, // GATE_ARCH,
  148. 165, // BOTTOM_STATIC_WALL,
  149. 45, // UPPER_STATIC_WALL,
  150. BattleHex::INVALID, // MOAT, // printed as absolute obstacle
  151. BattleHex::INVALID, // MOAT_BANK, // printed as absolute obstacle
  152. 135, // KEEP_BATTLEMENT,
  153. BattleHex::HEX_AFTER_ALL, // BOTTOM_BATTLEMENT,
  154. BattleHex::HEX_BEFORE_ALL, // UPPER_BATTLEMENT,
  155. };
  156. return wallsPositions[what];
  157. }
  158. BattleSiegeController::BattleSiegeController(BattleInterface & owner, const CGTownInstance *siegeTown):
  159. owner(owner),
  160. town(siegeTown)
  161. {
  162. assert(owner.fieldController.get() == nullptr); // must be created after this
  163. for (int g = 0; g < wallPieceImages.size(); ++g)
  164. {
  165. if ( g == EWallVisual::GATE ) // gate is initially closed and has no image to display in this state
  166. continue;
  167. if ( !getWallPieceExistance(EWallVisual::EWallVisual(g)) )
  168. continue;
  169. wallPieceImages[g] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(g), EWallState::REINFORCED));
  170. }
  171. }
  172. const CCreature *BattleSiegeController::getTurretCreature() const
  173. {
  174. return CGI->creh->objects[town->town->clientInfo.siegeShooter];
  175. }
  176. Point BattleSiegeController::getTurretCreaturePosition( BattleHex position ) const
  177. {
  178. // Turret positions are read out of the config/wall_pos.txt
  179. int posID = 0;
  180. switch (position)
  181. {
  182. case BattleHex::CASTLE_CENTRAL_TOWER: // keep creature
  183. posID = EWallVisual::CREATURE_KEEP;
  184. break;
  185. case BattleHex::CASTLE_BOTTOM_TOWER: // bottom creature
  186. posID = EWallVisual::CREATURE_BOTTOM_TOWER;
  187. break;
  188. case BattleHex::CASTLE_UPPER_TOWER: // upper creature
  189. posID = EWallVisual::CREATURE_UPPER_TOWER;
  190. break;
  191. }
  192. if (posID != 0)
  193. {
  194. return {
  195. town->town->clientInfo.siegePositions[posID].x,
  196. town->town->clientInfo.siegePositions[posID].y
  197. };
  198. }
  199. assert(0);
  200. return Point(0,0);
  201. }
  202. void BattleSiegeController::gateStateChanged(const EGateState state)
  203. {
  204. auto oldState = owner.curInt->cb->battleGetGateState();
  205. bool playSound = false;
  206. auto stateId = EWallState::NONE;
  207. switch(state)
  208. {
  209. case EGateState::CLOSED:
  210. if (oldState != EGateState::BLOCKED)
  211. playSound = true;
  212. break;
  213. case EGateState::BLOCKED:
  214. if (oldState != EGateState::CLOSED)
  215. playSound = true;
  216. break;
  217. case EGateState::OPENED:
  218. playSound = true;
  219. stateId = EWallState::DAMAGED;
  220. break;
  221. case EGateState::DESTROYED:
  222. stateId = EWallState::DESTROYED;
  223. break;
  224. }
  225. if (oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED)
  226. wallPieceImages[EWallVisual::GATE] = nullptr;
  227. if (stateId != EWallState::NONE)
  228. wallPieceImages[EWallVisual::GATE] = IImage::createFromFile(getWallPieceImageName(EWallVisual::GATE, stateId));
  229. if (playSound)
  230. CCS->soundh->playSound(soundBase::DRAWBRG);
  231. }
  232. void BattleSiegeController::showAbsoluteObstacles(Canvas & canvas)
  233. {
  234. if (getWallPieceExistance(EWallVisual::MOAT))
  235. showWallPiece(canvas, EWallVisual::MOAT);
  236. if (getWallPieceExistance(EWallVisual::MOAT_BANK))
  237. showWallPiece(canvas, EWallVisual::MOAT_BANK);
  238. }
  239. BattleHex BattleSiegeController::getTurretBattleHex(EWallVisual::EWallVisual wallPiece) const
  240. {
  241. switch(wallPiece)
  242. {
  243. case EWallVisual::KEEP_BATTLEMENT: return BattleHex::CASTLE_CENTRAL_TOWER;
  244. case EWallVisual::BOTTOM_BATTLEMENT: return BattleHex::CASTLE_BOTTOM_TOWER;
  245. case EWallVisual::UPPER_BATTLEMENT: return BattleHex::CASTLE_UPPER_TOWER;
  246. }
  247. assert(0);
  248. return BattleHex::INVALID;
  249. }
  250. const CStack * BattleSiegeController::getTurretStack(EWallVisual::EWallVisual wallPiece) const
  251. {
  252. for (auto & stack : owner.curInt->cb->battleGetAllStacks(true))
  253. {
  254. if ( stack->initialPosition == getTurretBattleHex(wallPiece))
  255. return stack;
  256. }
  257. assert(0);
  258. return nullptr;
  259. }
  260. void BattleSiegeController::collectRenderableObjects(BattleRenderer & renderer)
  261. {
  262. for (int i = EWallVisual::WALL_FIRST; i <= EWallVisual::WALL_LAST; ++i)
  263. {
  264. auto wallPiece = EWallVisual::EWallVisual(i);
  265. if ( !getWallPieceExistance(wallPiece))
  266. continue;
  267. if ( getWallPiecePosition(wallPiece) == BattleHex::INVALID)
  268. continue;
  269. if (wallPiece == EWallVisual::KEEP_BATTLEMENT ||
  270. wallPiece == EWallVisual::BOTTOM_BATTLEMENT ||
  271. wallPiece == EWallVisual::UPPER_BATTLEMENT)
  272. {
  273. renderer.insert( EBattleFieldLayer::STACKS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
  274. owner.stacksController->showStack(canvas, getTurretStack(wallPiece));
  275. });
  276. renderer.insert( EBattleFieldLayer::OBSTACLES_FG, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
  277. showWallPiece(canvas, wallPiece);
  278. });
  279. }
  280. renderer.insert( EBattleFieldLayer::WALLS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
  281. showWallPiece(canvas, wallPiece);
  282. });
  283. }
  284. }
  285. bool BattleSiegeController::isAttackableByCatapult(BattleHex hex) const
  286. {
  287. if (owner.tacticsMode)
  288. return false;
  289. auto wallPart = owner.curInt->cb->battleHexToWallPart(hex);
  290. return owner.curInt->cb->isWallPartAttackable(wallPart);
  291. }
  292. void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
  293. {
  294. if (ca.attacker != -1)
  295. {
  296. const CStack *stack = owner.curInt->cb->battleGetStackByID(ca.attacker);
  297. for (auto attackInfo : ca.attackedParts)
  298. {
  299. owner.stacksController->addNewAnim(new CatapultAnimation(owner, stack, attackInfo.destinationTile, nullptr, attackInfo.damageDealt));
  300. }
  301. }
  302. else
  303. {
  304. std::vector<Point> positions;
  305. //no attacker stack, assume spell-related (earthquake) - only hit animation
  306. for (auto attackInfo : ca.attackedParts)
  307. positions.push_back(owner.stacksController->getStackPositionAtHex(attackInfo.destinationTile, nullptr) + Point(99, 120));
  308. CCS->soundh->playSound( "WALLHIT" );
  309. owner.stacksController->addNewAnim(new EffectAnimation(owner, "SGEXPL.DEF", positions));
  310. }
  311. owner.waitForAnimations();
  312. for (auto attackInfo : ca.attackedParts)
  313. {
  314. int wallId = static_cast<int>(attackInfo.attackedPart) + EWallVisual::DESTRUCTIBLE_FIRST;
  315. //gate state changing handled separately
  316. if (wallId == EWallVisual::GATE)
  317. continue;
  318. auto wallState = EWallState(owner.curInt->cb->battleGetWallState(attackInfo.attackedPart));
  319. wallPieceImages[wallId] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(wallId), wallState));
  320. }
  321. }
  322. const CGTownInstance *BattleSiegeController::getSiegedTown() const
  323. {
  324. return town;
  325. }