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vcmi/client/battle/BattleFieldController.cpp

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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"
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#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"
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#include "../CGameInfo.h"
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#include "../CPlayerInterface.h"
#include "../render/Canvas.h"
#include "../render/IImage.h"
#include "../gui/CGuiHandler.h"
#include "../gui/CursorHandler.h"
#include "../adventureMap/CInGameConsole.h"
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#include "../../CCallback.h"
#include "../../lib/BattleFieldHandler.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CStack.h"
#include "../../lib/spells/ISpellMechanics.h"
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#include <SDL_events.h>
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BattleFieldController::BattleFieldController(BattleInterface & owner):
owner(owner)
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
strongInterest = true;
//preparing cells and hexes
cellBorder = IImage::createFromFile("CCELLGRD.BMP");
cellShade = IImage::createFromFile("CCELLSHD.BMP");
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if(!owner.siegeController)
{
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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);
}
else
{
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std::string backgroundName = owner.siegeController->getBattleBackgroundName();
background = IImage::createFromFile(backgroundName);
}
pos.w = background->width();
pos.h = background->height();
//preparing graphic with cell borders
cellBorders = std::make_unique<Canvas>(Point(background->width(), background->height()));
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;
cellBorders->draw(cellBorder, hexPositionLocal(i).topLeft());
}
backgroundWithHexes = std::make_unique<Canvas>(Point(background->width(), background->height()));
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auto accessibility = owner.curInt->cb->getAccesibility();
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for(int i = 0; i < accessibility.size(); i++)
stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE);
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))
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{
owner.actionsController->onHoverEnded();
return;
}
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BattleHex selectedHex = getHoveredHex();
owner.actionsController->onHexHovered(selectedHex);
}
void BattleFieldController::clickLeft(tribool down, bool previousState)
{
if(!down)
{
BattleHex selectedHex = getHoveredHex();
if (selectedHex != BattleHex::INVALID)
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owner.actionsController->onHexLeftClicked(selectedHex);
}
}
void BattleFieldController::clickRight(tribool down, bool previousState)
{
if(down)
{
BattleHex selectedHex = getHoveredHex();
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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)
{
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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);
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if ( owner.siegeController )
owner.siegeController->showAbsoluteObstacles(canvas);
if (settings["battle"]["cellBorders"].Bool())
canvas.draw(*cellBorders, Point(0, 0));
}
void BattleFieldController::showBackgroundImageWithHexes(Canvas & canvas)
{
canvas.draw(*backgroundWithHexes.get(), Point(0, 0));
}
void BattleFieldController::redrawBackgroundWithHexes()
{
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const CStack *activeStack = owner.stacksController->getActiveStack();
std::vector<BattleHex> attackableHexes;
if (activeStack)
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occupyableHexes = owner.curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
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auto accessibility = owner.curInt->cb->getAccesibility();
for(int i = 0; i < accessibility.size(); i++)
stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE);
//prepare background graphic with hexes and shaded hexes
backgroundWithHexes->draw(background, Point(0,0));
owner.obstacleController->showAbsoluteObstacles(*backgroundWithHexes);
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if ( owner.siegeController )
owner.siegeController->showAbsoluteObstacles(*backgroundWithHexes);
if (settings["battle"]["stackRange"].Bool())
{
std::vector<BattleHex> hexesToShade = occupyableHexes;
hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
for (BattleHex hex : hexesToShade)
{
backgroundWithHexes->draw(cellShade, hexPositionLocal(hex).topLeft());
}
}
if(settings["battle"]["cellBorders"].Bool())
backgroundWithHexes->draw(*cellBorders, Point(0, 0));
}
void BattleFieldController::showHighlightedHex(Canvas & canvas, BattleHex hex, bool darkBorder)
{
Point hexPos = hexPositionLocal(hex).topLeft();
canvas.draw(cellShade, hexPos);
if(!darkBorder && settings["battle"]["cellBorders"].Bool())
canvas.draw(cellBorder, hexPos);
}
std::set<BattleHex> BattleFieldController::getHighlightedHexesStackRange()
{
std::set<BattleHex> result;
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if ( !owner.stacksController->getActiveStack())
return result;
if ( !settings["battle"]["stackRange"].Bool())
return result;
auto hoveredHex = getHoveredHex();
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std::set<BattleHex> set = owner.curInt->cb->battleGetAttackedHexes(owner.stacksController->getActiveStack(), hoveredHex, attackingHex);
for(BattleHex hex : set)
result.insert(hex);
// display the movement shadow of stack under mouse
const CStack * const hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
if(hoveredStack && hoveredStack != owner.stacksController->getActiveStack())
{
std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(hoveredStack, true, nullptr);
for(BattleHex hex : v)
result.insert(hex);
}
return result;
}
std::set<BattleHex> BattleFieldController::getHighlightedHexesSpellRange()
{
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();
caster = owner.actionsController->getCurrentSpellcaster();
if(caster && spell) //when casting spell
{
// printing shaded hex(es)
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spells::BattleCast event(owner.curInt->cb.get(), caster, mode, spell);
auto shaded = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
for(BattleHex shadedHex : shaded)
{
if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
result.insert(shadedHex);
}
}
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return result;
}
std::set<BattleHex> BattleFieldController::getHighlightedHexesMovementTarget()
{
const CStack * stack = owner.stacksController->getActiveStack();
auto hoveredHex = getHoveredHex();
if (stack)
{
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std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(stack, 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};
}
}
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if (vstd::contains(v,hoveredHex))
{
if (stack->doubleWide())
return {hoveredHex, stack->occupiedHex(hoveredHex)};
else
return {hoveredHex};
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}
if (stack->doubleWide())
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{
for (auto const & hex : v)
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{
if (stack->occupiedHex(hex) == hoveredHex)
return { hoveredHex, hex };
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}
}
}
return {};
}
void BattleFieldController::showHighlightedHexes(Canvas & canvas)
{
std::set<BattleHex> hoveredStack = getHighlightedHexesStackRange();
std::set<BattleHex> hoveredSpell = getHighlightedHexesSpellRange();
std::set<BattleHex> hoveredMove = getHighlightedHexesMovementTarget();
if (getHoveredHex() == BattleHex::INVALID)
return;
auto const & hoveredMouse = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpell : hoveredMove;
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
{
bool stack = hoveredStack.count(b);
bool mouse = hoveredMouse.count(b);
if ( stack && mouse )
{
// area where enemy stack can move AND affected by mouse cursor - create darker highlight by blitting twice
showHighlightedHex(canvas, b, true);
showHighlightedHex(canvas, b, true);
}
if ( !stack && mouse )
{
showHighlightedHex(canvas, b, true);
}
if ( stack && !mouse )
{
showHighlightedHex(canvas, b, 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();
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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)
{
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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(occupyableHexes, neighbours[i]) && vstd::contains(occupyableHexes, neighbours[i].cloneInDirection(BattleHex::RIGHT, false));
for (size_t i : { 4, 5, 0})
attackAvailability[i] = vstd::contains(occupyableHexes, neighbours[i]) && vstd::contains(occupyableHexes, neighbours[i].cloneInDirection(BattleHex::LEFT, false));
attackAvailability[6] = vstd::contains(occupyableHexes, neighbours[0]) && vstd::contains(occupyableHexes, neighbours[1]);
attackAvailability[7] = vstd::contains(occupyableHexes, neighbours[3]) && vstd::contains(occupyableHexes, neighbours[4]);
}
else
{
for (size_t i = 0; i < 6; ++i)
attackAvailability[i] = vstd::contains(occupyableHexes, 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 : occupyableHexes)
{
if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
return true;
}
return false;
}
bool BattleFieldController::stackCountOutsideHex(const BattleHex & number) const
{
return stackCountOutsideHexes[number];
}
void BattleFieldController::showAll(SDL_Surface * to)
{
show(to);
}
void BattleFieldController::show(SDL_Surface * to)
{
owner.stacksController->update();
owner.obstacleController->update();
Canvas canvas(to);
renderBattlefield(canvas);
}