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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 "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/Canvas.h"
 
- #include "../render/IImage.h"
 
- #include "../renderSDL/SDL_Extensions.h"
 
- #include "../gui/CGuiHandler.h"
 
- #include "../gui/CursorHandler.h"
 
- #include "../adventureMap/CInGameConsole.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/BattleFieldHandler.h"
 
- #include "../../lib/CConfigHandler.h"
 
- #include "../../lib/CStack.h"
 
- #include "../../lib/spells/ISpellMechanics.h"
 
- BattleFieldController::BattleFieldController(BattleInterface & owner):
 
- 	owner(owner)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
 
- 	strongInterest = true;
 
- 	//preparing cells and hexes
 
- 	cellBorder = IImage::createFromFile("CCELLGRD.BMP", EImageBlitMode::COLORKEY);
 
- 	cellShade = IImage::createFromFile("CCELLSHD.BMP");
 
- 	cellUnitMovementHighlight = IImage::createFromFile("UnitMovementHighlight.PNG", EImageBlitMode::COLORKEY);
 
- 	cellUnitMaxMovementHighlight = IImage::createFromFile("UnitMaxMovementHighlight.PNG", EImageBlitMode::COLORKEY);
 
- 	if(!owner.siegeController)
 
- 	{
 
- 		auto bfieldType = owner.curInt->cb->battleGetBattlefieldType();
 
- 		if(bfieldType == BattleField::NONE)
 
- 			logGlobal->error("Invalid battlefield returned for current battle");
 
- 		else
 
- 			background = IImage::createFromFile(bfieldType.getInfo()->graphics, EImageBlitMode::OPAQUE);
 
- 	}
 
- 	else
 
- 	{
 
- 		std::string backgroundName = owner.siegeController->getBattleBackgroundName();
 
- 		background = IImage::createFromFile(backgroundName, EImageBlitMode::OPAQUE);
 
- 	}
 
- 	pos.w = background->width();
 
- 	pos.h = background->height();
 
- 	backgroundWithHexes = std::make_unique<Canvas>(Point(background->width(), background->height()));
 
- 	updateAccessibleHexes();
 
- 	addUsedEvents(LCLICK | RCLICK | MOVE);
 
- 	LOCPLINT->cingconsole->pos = this->pos;
 
- }
 
- void BattleFieldController::createHeroes()
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
 
- 	// 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::mouseMoved(const Point & cursorPosition)
 
- {
 
- 	if (!pos.isInside(cursorPosition))
 
- 	{
 
- 		owner.actionsController->onHoverEnded();
 
- 		return;
 
- 	}
 
- 	BattleHex selectedHex = getHoveredHex();
 
- 	owner.actionsController->onHexHovered(selectedHex);
 
- }
 
- void BattleFieldController::clickLeft(tribool down, bool previousState)
 
- {
 
- 	if(!down)
 
- 	{
 
- 		BattleHex selectedHex = getHoveredHex();
 
- 		if (selectedHex != BattleHex::INVALID)
 
- 			owner.actionsController->onHexLeftClicked(selectedHex);
 
- 	}
 
- }
 
- void BattleFieldController::clickRight(tribool down, bool previousState)
 
- {
 
- 	if(down)
 
- 	{
 
- 		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->showProjectiles(clippedCanvas);
 
- }
 
- void BattleFieldController::showBackground(Canvas & canvas)
 
- {
 
- 	if (owner.stacksController->getActiveStack() != nullptr ) //&& creAnims[stacksController->getActiveStack()->ID]->isIdle() //show everything with range
 
- 		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.get(), Point(0, 0));
 
- }
 
- void BattleFieldController::redrawBackgroundWithHexes()
 
- {
 
- 	const CStack *activeStack = owner.stacksController->getActiveStack();
 
- 	std::vector<BattleHex> attackableHexes;
 
- 	if(activeStack)
 
- 		occupiableHexes = owner.curInt->cb->battleGetAvailableHexes(activeStack, true, 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())
 
- 	{
 
- 		std::vector<BattleHex> hexesToShade = occupiableHexes;
 
- 		hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
 
- 		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);
 
- }
 
- std::set<BattleHex> BattleFieldController::getHighlightedHexesForActiveStack()
 
- {
 
- 	std::set<BattleHex> result;
 
- 	if(!owner.stacksController->getActiveStack())
 
- 		return result;
 
- 	if(!settings["battle"]["stackRange"].Bool())
 
- 		return result;
 
- 	auto hoveredHex = getHoveredHex();
 
- 	std::set<BattleHex> set = owner.curInt->cb->battleGetAttackedHexes(owner.stacksController->getActiveStack(), hoveredHex, attackingHex);
 
- 	for(BattleHex hex : set)
 
- 		result.insert(hex);
 
- 	return result;
 
- }
 
- std::set<BattleHex> BattleFieldController::getMovementRangeForHoveredStack()
 
- {
 
- 	std::set<BattleHex> result;
 
- 	if (!owner.stacksController->getActiveStack())
 
- 		return result;
 
- 	if (!settings["battle"]["movementHighlightOnHover"].Bool())
 
- 		return result;
 
- 	auto hoveredHex = getHoveredHex();
 
- 	// add possible movement hexes for stack under mouse
 
- 	const CStack * const hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
 
- 	if(hoveredStack)
 
- 	{
 
- 		std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(hoveredStack, false, true, nullptr);
 
- 		for(BattleHex hex : v)
 
- 			result.insert(hex);
 
- 	}
 
- 	return result;
 
- }
 
- std::set<BattleHex> BattleFieldController::getHighlightedHexesForSpellRange()
 
- {
 
- 	std::set<BattleHex> result;
 
- 	auto hoveredHex = getHoveredHex();
 
- 	if(!settings["battle"]["mouseShadow"].Bool())
 
- 		return result;
 
- 	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.curInt->cb.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;
 
- }
 
- std::set<BattleHex> BattleFieldController::getHighlightedHexesMovementTarget()
 
- {
 
- 	const CStack * stack = owner.stacksController->getActiveStack();
 
- 	auto hoveredHex = getHoveredHex();
 
- 	if(!stack)
 
- 		return {};
 
- 	std::vector<BattleHex> availableHexes = owner.curInt->cb->battleGetAvailableHexes(stack, true, false, nullptr);
 
- 	auto hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
 
- 	if(owner.curInt->cb->battleCanAttack(stack, hoveredStack, hoveredHex))
 
- 	{
 
- 		if(isTileAttackable(hoveredHex))
 
- 		{
 
- 			BattleHex attackFromHex = fromWhichHexAttack(hoveredHex);
 
- 			if(stack->doubleWide())
 
- 				return {attackFromHex, stack->occupiedHex(attackFromHex)};
 
- 			else
 
- 				return {attackFromHex};
 
- 		}
 
- 	}
 
- 	if(vstd::contains(availableHexes, hoveredHex))
 
- 	{
 
- 		if(stack->doubleWide())
 
- 			return {hoveredHex, stack->occupiedHex(hoveredHex)};
 
- 		else
 
- 			return {hoveredHex};
 
- 	}
 
- 	if(stack->doubleWide())
 
- 	{
 
- 		for(auto const & hex : availableHexes)
 
- 		{
 
- 			if(stack->occupiedHex(hex) == hoveredHex)
 
- 				return {hoveredHex, hex};
 
- 		}
 
- 	}
 
- 	return {};
 
- }
 
- void BattleFieldController::showHighlightedHexes(Canvas & canvas)
 
- {
 
- 	std::set<BattleHex> hoveredStackMovementRangeHexes = getMovementRangeForHoveredStack();
 
- 	std::set<BattleHex> hoveredSpellHexes = getHighlightedHexesForSpellRange();
 
- 	std::set<BattleHex> hoveredMoveHexes  = getHighlightedHexesMovementTarget();
 
- 	if(getHoveredHex() == BattleHex::INVALID)
 
- 		return;
 
- 	auto const & hoveredMouseHexes = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpellHexes : hoveredMoveHexes;
 
- 	for(int hex = 0; hex < GameConstants::BFIELD_SIZE; ++hex)
 
- 	{
 
- 		bool stackMovement = hoveredStackMovementRangeHexes.count(hex);
 
- 		bool mouse = hoveredMouseHexes.count(hex);
 
- 		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);
 
- 		}
 
- 	}
 
- }
 
- 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()
 
- {
 
- 	Point hoverPos = GH.getCursorPosition();
 
- 	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;
 
- }
 
- void BattleFieldController::setBattleCursor(BattleHex myNumber)
 
- {
 
- 	Point cursorPos = CCS->curh->position();
 
- 	std::vector<Cursor::Combat> sectorCursor = {
 
- 		Cursor::Combat::HIT_SOUTHEAST,
 
- 		Cursor::Combat::HIT_SOUTHWEST,
 
- 		Cursor::Combat::HIT_WEST,
 
- 		Cursor::Combat::HIT_NORTHWEST,
 
- 		Cursor::Combat::HIT_NORTHEAST,
 
- 		Cursor::Combat::HIT_EAST,
 
- 		Cursor::Combat::HIT_SOUTH,
 
- 		Cursor::Combat::HIT_NORTH,
 
- 	};
 
- 	auto direction = static_cast<size_t>(selectAttackDirection(myNumber, cursorPos));
 
- 	assert(direction != -1);
 
- 	if (direction != -1)
 
- 		CCS->curh->set(sectorCursor[direction]);
 
- }
 
- BattleHex::EDir BattleFieldController::selectAttackDirection(BattleHex myNumber, const Point & cursorPos)
 
- {
 
- 	const bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
 
- 	auto neighbours = myNumber.allNeighbouringTiles();
 
- 	//   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] = vstd::contains(occupiableHexes, neighbours[i]) && vstd::contains(occupiableHexes, neighbours[i].cloneInDirection(BattleHex::RIGHT, false));
 
- 		for (size_t i : { 4, 5, 0})
 
- 			attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]) && vstd::contains(occupiableHexes, neighbours[i].cloneInDirection(BattleHex::LEFT, false));
 
- 		attackAvailability[6] = vstd::contains(occupiableHexes, neighbours[0]) && vstd::contains(occupiableHexes, neighbours[1]);
 
- 		attackAvailability[7] = vstd::contains(occupiableHexes, neighbours[3]) && vstd::contains(occupiableHexes, neighbours[4]);
 
- 	}
 
- 	else
 
- 	{
 
- 		for (size_t i = 0; i < 6; ++i)
 
- 			attackAvailability[i] = vstd::contains(occupiableHexes, 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 - cursorPos.y)*(testPoint[i].y - cursorPos.y) + (testPoint[i].x - cursorPos.x)*(testPoint[i].x - cursorPos.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(attackTarget, CCS->curh->position());
 
- 	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->side == 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->side == BattleSide::ATTACKER )
 
- 				return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::RIGHT);
 
- 			else
 
- 				return attackTarget.cloneInDirection(direction);
 
- 		}
 
- 		case BattleHex::TOP:
 
- 		{
 
- 			if ( attacker->side == BattleSide::ATTACKER )
 
- 				return attackTarget.cloneInDirection(BattleHex::TOP_RIGHT);
 
- 			else
 
- 				return attackTarget.cloneInDirection(BattleHex::TOP_LEFT);
 
- 		}
 
- 		case BattleHex::BOTTOM:
 
- 		{
 
- 			if ( attacker->side == 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
 
- {
 
- 	for (auto & elem : occupiableHexes)
 
- 	{
 
- 		if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- void BattleFieldController::updateAccessibleHexes()
 
- {
 
- 	auto accessibility = owner.curInt->cb->getAccesibility();
 
- 	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];
 
- }
 
- void BattleFieldController::showAll(SDL_Surface * to)
 
- {
 
- 	show(to);
 
- }
 
- void BattleFieldController::show(SDL_Surface * to)
 
- {
 
- 	updateAccessibleHexes();
 
- 	owner.stacksController->update();
 
- 	owner.obstacleController->update();
 
- 	Canvas canvas(to);
 
- 	CSDL_Ext::CClipRectGuard guard(to, pos);
 
- 	renderBattlefield(canvas);
 
- }
 
 
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