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							- /*
 
-  * BattleSiegeController.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 "BattleSiegeController.h"
 
- #include "BattleAnimationClasses.h"
 
- #include "BattleFieldController.h"
 
- #include "BattleInterface.h"
 
- #include "BattleRenderer.h"
 
- #include "BattleStacksController.h"
 
- #include "../CPlayerInterface.h"
 
- #include "../GameEngine.h"
 
- #include "../media/ISoundPlayer.h"
 
- #include "../render/Canvas.h"
 
- #include "../render/IImage.h"
 
- #include "../render/IRenderHandler.h"
 
- #include "../../lib/CStack.h"
 
- #include "../../lib/battle/CPlayerBattleCallback.h"
 
- #include "../../lib/entities/building/TownFortifications.h"
 
- #include "../../lib/mapObjects/CGTownInstance.h"
 
- #include "../../lib/networkPacks/PacksForClientBattle.h"
 
- ImagePath BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual what, EWallState state) const
 
- {
 
- 	auto getImageIndex = [&]() -> int
 
- 	{
 
- 		int health = static_cast<int>(state);
 
- 		switch (what)
 
- 		{
 
- 			case EWallVisual::KEEP:
 
- 			case EWallVisual::BOTTOM_TOWER:
 
- 			case EWallVisual::UPPER_TOWER:
 
- 				if (health > 0)
 
- 					return 1;
 
- 				else
 
- 					return 2;
 
- 			default:
 
- 			{
 
- 				int healthTotal = town->fortificationsLevel().wallsHealth;
 
- 				if (healthTotal == health)
 
- 					return 1;
 
- 				if (health > 0)
 
- 					return 2;
 
- 				return 3;
 
- 			}
 
- 		};
 
- 	};
 
- 	const std::string & prefix = town->getTown()->clientInfo.siegePrefix;
 
- 	std::string addit = std::to_string(getImageIndex());
 
- 	switch(what)
 
- 	{
 
- 	case EWallVisual::BACKGROUND_WALL:
 
- 		{
 
- 			auto faction = town->getFactionID();
 
- 			if (faction == ETownType::RAMPART || faction == ETownType::NECROPOLIS || faction == ETownType::DUNGEON || faction == ETownType::STRONGHOLD)
 
- 				return ImagePath::builtinTODO(prefix + "TPW1.BMP");
 
- 			else
 
- 				return ImagePath::builtinTODO(prefix + "TPWL.BMP");
 
- 		}
 
- 	case EWallVisual::KEEP:
 
- 		return ImagePath::builtinTODO(prefix + "MAN" + addit + ".BMP");
 
- 	case EWallVisual::BOTTOM_TOWER:
 
- 		return ImagePath::builtinTODO(prefix + "TW1" + addit + ".BMP");
 
- 	case EWallVisual::BOTTOM_WALL:
 
- 		return ImagePath::builtinTODO(prefix + "WA1" + addit + ".BMP");
 
- 	case EWallVisual::WALL_BELLOW_GATE:
 
- 		return ImagePath::builtinTODO(prefix + "WA3" + addit + ".BMP");
 
- 	case EWallVisual::WALL_OVER_GATE:
 
- 		return ImagePath::builtinTODO(prefix + "WA4" + addit + ".BMP");
 
- 	case EWallVisual::UPPER_WALL:
 
- 		return ImagePath::builtinTODO(prefix + "WA6" + addit + ".BMP");
 
- 	case EWallVisual::UPPER_TOWER:
 
- 		return ImagePath::builtinTODO(prefix + "TW2" + addit + ".BMP");
 
- 	case EWallVisual::GATE:
 
- 		return ImagePath::builtinTODO(prefix + "DRW" + addit + ".BMP");
 
- 	case EWallVisual::GATE_ARCH:
 
- 		return ImagePath::builtinTODO(prefix + "ARCH.BMP");
 
- 	case EWallVisual::BOTTOM_STATIC_WALL:
 
- 		return ImagePath::builtinTODO(prefix + "WA2.BMP");
 
- 	case EWallVisual::UPPER_STATIC_WALL:
 
- 		return ImagePath::builtinTODO(prefix + "WA5.BMP");
 
- 	case EWallVisual::MOAT:
 
- 		return ImagePath::builtinTODO(prefix + "MOAT.BMP");
 
- 	case EWallVisual::MOAT_BANK:
 
- 		return ImagePath::builtinTODO(prefix + "MLIP.BMP");
 
- 	case EWallVisual::KEEP_BATTLEMENT:
 
- 		return ImagePath::builtinTODO(prefix + "MANC.BMP");
 
- 	case EWallVisual::BOTTOM_BATTLEMENT:
 
- 		return ImagePath::builtinTODO(prefix + "TW1C.BMP");
 
- 	case EWallVisual::UPPER_BATTLEMENT:
 
- 		return ImagePath::builtinTODO(prefix + "TW2C.BMP");
 
- 	default:
 
- 		return ImagePath();
 
- 	}
 
- }
 
- void BattleSiegeController::showWallPiece(Canvas & canvas, EWallVisual::EWallVisual what)
 
- {
 
- 	auto & ci = town->getTown()->clientInfo;
 
- 	auto const & pos = ci.siegePositions[what];
 
- 	if ( wallPieceImages[what] && pos.isValid())
 
- 		canvas.draw(wallPieceImages[what], Point(pos.x, pos.y));
 
- }
 
- ImagePath BattleSiegeController::getBattleBackgroundName() const
 
- {
 
- 	const std::string & prefix = town->getTown()->clientInfo.siegePrefix;
 
- 	return ImagePath::builtinTODO(prefix + "BACK.BMP");
 
- }
 
- bool BattleSiegeController::getWallPieceExistence(EWallVisual::EWallVisual what) const
 
- {
 
- 	const auto & fortifications = town->fortificationsLevel();
 
- 	switch (what)
 
- 	{
 
- 	case EWallVisual::MOAT:              return fortifications.hasMoat && town->getTown()->clientInfo.siegePositions.at(EWallVisual::MOAT).isValid();
 
- 	case EWallVisual::MOAT_BANK:         return fortifications.hasMoat && town->getTown()->clientInfo.siegePositions.at(EWallVisual::MOAT_BANK).isValid();
 
- 	case EWallVisual::KEEP_BATTLEMENT:   return fortifications.citadelHealth > 0 && owner.getBattle()->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED;
 
- 	case EWallVisual::UPPER_BATTLEMENT:  return fortifications.upperTowerHealth > 0 && owner.getBattle()->battleGetWallState(EWallPart::UPPER_TOWER) != EWallState::DESTROYED;
 
- 	case EWallVisual::BOTTOM_BATTLEMENT: return fortifications.lowerTowerHealth > 0 && owner.getBattle()->battleGetWallState(EWallPart::BOTTOM_TOWER) != EWallState::DESTROYED;
 
- 	default:                             return true;
 
- 	}
 
- }
 
- BattleHex BattleSiegeController::getWallPiecePosition(EWallVisual::EWallVisual what) const
 
- {
 
- 	static const std::array<BattleHex, 18> wallsPositions = {
 
- 		BattleHex::INVALID,        // BACKGROUND,         // handled separately
 
- 		BattleHex::HEX_BEFORE_ALL, // BACKGROUND_WALL,
 
- 		135,                       // KEEP,
 
- 		BattleHex::HEX_AFTER_ALL,  // BOTTOM_TOWER,
 
- 		182,                       // BOTTOM_WALL,
 
- 		130,                       // WALL_BELLOW_GATE,
 
- 		62,                        // WALL_OVER_GATE,
 
- 		12,                        // UPPER_WALL,
 
- 		BattleHex::HEX_BEFORE_ALL, // UPPER_TOWER,
 
- 		BattleHex::HEX_BEFORE_ALL, // GATE,               // 94
 
- 		112,                       // GATE_ARCH,
 
- 		165,                       // BOTTOM_STATIC_WALL,
 
- 		45,                        // UPPER_STATIC_WALL,
 
- 		BattleHex::INVALID,        // MOAT,               // printed as absolute obstacle
 
- 		BattleHex::INVALID,        // MOAT_BANK,          // printed as absolute obstacle
 
- 		135,                       // KEEP_BATTLEMENT,
 
- 		BattleHex::HEX_AFTER_ALL,  // BOTTOM_BATTLEMENT,
 
- 		BattleHex::HEX_BEFORE_ALL, // UPPER_BATTLEMENT,
 
- 	};
 
- 	return wallsPositions[what];
 
- }
 
- BattleSiegeController::BattleSiegeController(BattleInterface & owner, const CGTownInstance *siegeTown):
 
- 	owner(owner),
 
- 	town(siegeTown)
 
- {
 
- 	assert(owner.fieldController.get() == nullptr); // must be created after this
 
- 	for (int g = 0; g < wallPieceImages.size(); ++g)
 
- 	{
 
- 		if ( g == EWallVisual::GATE ) // gate is initially closed and has no image to display in this state
 
- 			continue;
 
- 		if ( !getWallPieceExistence(EWallVisual::EWallVisual(g)) )
 
- 			continue;
 
- 		wallPieceImages[g] = ENGINE->renderHandler().loadImage(getWallPieceImageName(EWallVisual::EWallVisual(g), EWallState::REINFORCED), EImageBlitMode::COLORKEY);
 
- 	}
 
- }
 
- const CCreature *BattleSiegeController::getTurretCreature(const BattleHex & position) const
 
- {
 
- 	switch (position.toInt())
 
- 	{
 
- 		case BattleHex::CASTLE_CENTRAL_TOWER:
 
- 			return town->fortificationsLevel().citadelShooter.toCreature();
 
- 		case BattleHex::CASTLE_UPPER_TOWER:
 
- 			return town->fortificationsLevel().upperTowerShooter.toCreature();
 
- 		case BattleHex::CASTLE_BOTTOM_TOWER:
 
- 			return town->fortificationsLevel().lowerTowerShooter.toCreature();
 
- 	}
 
- 	throw std::runtime_error("Unable to select shooter for tower at " + std::to_string(position.toInt()));
 
- }
 
- Point BattleSiegeController::getTurretCreaturePosition( BattleHex position ) const
 
- {
 
- 	// Turret positions are read out of the config/wall_pos.txt
 
- 	int posID = 0;
 
- 	switch (position.toInt())
 
- 	{
 
- 	case BattleHex::CASTLE_CENTRAL_TOWER: // keep creature
 
- 		posID = EWallVisual::CREATURE_KEEP;
 
- 		break;
 
- 	case BattleHex::CASTLE_BOTTOM_TOWER: // bottom creature
 
- 		posID = EWallVisual::CREATURE_BOTTOM_TOWER;
 
- 		break;
 
- 	case BattleHex::CASTLE_UPPER_TOWER: // upper creature
 
- 		posID = EWallVisual::CREATURE_UPPER_TOWER;
 
- 		break;
 
- 	}
 
- 	if (posID != 0)
 
- 	{
 
- 		return {
 
- 			town->getTown()->clientInfo.siegePositions[posID].x,
 
- 			town->getTown()->clientInfo.siegePositions[posID].y
 
- 		};
 
- 	}
 
- 	assert(0);
 
- 	return Point(0,0);
 
- }
 
- void BattleSiegeController::gateStateChanged(const EGateState state)
 
- {
 
- 	auto oldState = owner.getBattle()->battleGetGateState();
 
- 	bool playSound = false;
 
- 	auto stateId = EWallState::NONE;
 
- 	switch(state)
 
- 	{
 
- 	case EGateState::CLOSED:
 
- 		if (oldState != EGateState::BLOCKED)
 
- 			playSound = true;
 
- 		break;
 
- 	case EGateState::BLOCKED:
 
- 		if (oldState != EGateState::CLOSED)
 
- 			playSound = true;
 
- 		break;
 
- 	case EGateState::OPENED:
 
- 		playSound = true;
 
- 		stateId = EWallState::DAMAGED;
 
- 		break;
 
- 	case EGateState::DESTROYED:
 
- 		stateId = EWallState::DESTROYED;
 
- 		break;
 
- 	}
 
- 	if (oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED)
 
- 		wallPieceImages[EWallVisual::GATE] = nullptr;
 
- 	if (stateId != EWallState::NONE)
 
- 		wallPieceImages[EWallVisual::GATE] = ENGINE->renderHandler().loadImage(getWallPieceImageName(EWallVisual::GATE,  stateId), EImageBlitMode::COLORKEY);
 
- 	if (playSound)
 
- 		ENGINE->sound().playSound(soundBase::DRAWBRG);
 
- }
 
- void BattleSiegeController::showAbsoluteObstacles(Canvas & canvas)
 
- {
 
- 	if (getWallPieceExistence(EWallVisual::MOAT))
 
- 		showWallPiece(canvas, EWallVisual::MOAT);
 
- 	if (getWallPieceExistence(EWallVisual::MOAT_BANK))
 
- 		showWallPiece(canvas, EWallVisual::MOAT_BANK);
 
- }
 
- BattleHex BattleSiegeController::getTurretBattleHex(EWallVisual::EWallVisual wallPiece) const
 
- {
 
- 	switch(wallPiece)
 
- 	{
 
- 	case EWallVisual::KEEP_BATTLEMENT:   return BattleHex::CASTLE_CENTRAL_TOWER;
 
- 	case EWallVisual::BOTTOM_BATTLEMENT: return BattleHex::CASTLE_BOTTOM_TOWER;
 
- 	case EWallVisual::UPPER_BATTLEMENT:  return BattleHex::CASTLE_UPPER_TOWER;
 
- 	}
 
- 	assert(0);
 
- 	return BattleHex::INVALID;
 
- }
 
- const CStack * BattleSiegeController::getTurretStack(EWallVisual::EWallVisual wallPiece) const
 
- {
 
- 	for (auto & stack : owner.getBattle()->battleGetAllStacks(true))
 
- 	{
 
- 		if ( stack->initialPosition == getTurretBattleHex(wallPiece))
 
- 			return stack;
 
- 	}
 
- 	assert(0);
 
- 	return nullptr;
 
- }
 
- void BattleSiegeController::collectRenderableObjects(BattleRenderer & renderer)
 
- {
 
- 	for (int i = EWallVisual::WALL_FIRST; i <= EWallVisual::WALL_LAST; ++i)
 
- 	{
 
- 		auto wallPiece = EWallVisual::EWallVisual(i);
 
- 		if ( !getWallPieceExistence(wallPiece))
 
- 			continue;
 
- 		if ( getWallPiecePosition(wallPiece) == BattleHex::INVALID)
 
- 			continue;
 
- 		if (wallPiece == EWallVisual::KEEP_BATTLEMENT ||
 
- 			wallPiece == EWallVisual::BOTTOM_BATTLEMENT ||
 
- 			wallPiece == EWallVisual::UPPER_BATTLEMENT)
 
- 		{
 
- 			renderer.insert( EBattleFieldLayer::STACKS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
 
- 				owner.stacksController->showStack(canvas, getTurretStack(wallPiece));
 
- 			});
 
- 			renderer.insert( EBattleFieldLayer::OBSTACLES, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
 
- 				showWallPiece(canvas, wallPiece);
 
- 			});
 
- 		}
 
- 		renderer.insert( EBattleFieldLayer::WALLS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
 
- 			showWallPiece(canvas, wallPiece);
 
- 		});
 
- 	}
 
- }
 
- bool BattleSiegeController::isAttackableByCatapult(const BattleHex & hex) const
 
- {
 
- 	if (owner.tacticsMode)
 
- 		return false;
 
- 	auto wallPart = owner.getBattle()->battleHexToWallPart(hex);
 
- 	return owner.getBattle()->isWallPartAttackable(wallPart);
 
- }
 
- void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
 
- {
 
- 	if (ca.attacker != -1)
 
- 	{
 
- 		const CStack *stack = owner.getBattle()->battleGetStackByID(ca.attacker);
 
- 		for (auto attackInfo : ca.attackedParts)
 
- 		{
 
- 			owner.stacksController->addNewAnim(new CatapultAnimation(owner, stack, attackInfo.destinationTile, nullptr, attackInfo.damageDealt));
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		std::vector<Point> positions;
 
- 		//no attacker stack, assume spell-related (earthquake) - only hit animation
 
- 		for (auto attackInfo : ca.attackedParts)
 
- 			positions.push_back(owner.stacksController->getStackPositionAtHex(attackInfo.destinationTile, nullptr) + Point(99, 120));
 
- 		ENGINE->sound().playSound( AudioPath::builtin("WALLHIT") );
 
- 		owner.stacksController->addNewAnim(new EffectAnimation(owner, AnimationPath::builtin("SGEXPL.DEF"), positions));
 
- 	}
 
- 	owner.waitForAnimations();
 
- 	for (auto attackInfo : ca.attackedParts)
 
- 	{
 
- 		int wallId = static_cast<int>(attackInfo.attackedPart) + EWallVisual::DESTRUCTIBLE_FIRST;
 
- 		//gate state changing handled separately
 
- 		if (wallId == EWallVisual::GATE)
 
- 			continue;
 
- 		auto wallState = EWallState(owner.getBattle()->battleGetWallState(attackInfo.attackedPart));
 
- 		wallPieceImages[wallId] = ENGINE->renderHandler().loadImage(getWallPieceImageName(EWallVisual::EWallVisual(wallId), wallState), EImageBlitMode::COLORKEY);
 
- 	}
 
- }
 
- const CGTownInstance *BattleSiegeController::getSiegedTown() const
 
- {
 
- 	return town;
 
- }
 
 
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