mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-28 23:06:24 +02:00
615 lines
20 KiB
C++
615 lines
20 KiB
C++
|
/*
|
||
|
* CBattleFieldController.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 "CBattleFieldController.h"
|
||
|
#include "CBattleInterface.h"
|
||
|
#include "CBattleInterfaceClasses.h"
|
||
|
#include "CBattleSiegeController.h"
|
||
|
#include "CBattleObstacleController.h"
|
||
|
#include "../CBitmapHandler.h"
|
||
|
#include "../CGameInfo.h"
|
||
|
#include "../../CCallback.h"
|
||
|
#include "../gui/SDL_Extensions.h"
|
||
|
#include "../gui/CGuiHandler.h"
|
||
|
#include "../CPlayerInterface.h"
|
||
|
#include "../gui/CCursorHandler.h"
|
||
|
#include "../../lib/BattleFieldHandler.h"
|
||
|
#include "../../lib/CConfigHandler.h"
|
||
|
#include "../../lib/CStack.h"
|
||
|
#include "../../lib/spells/ISpellMechanics.h"
|
||
|
|
||
|
CBattleFieldController::CBattleFieldController(CBattleInterface * owner):
|
||
|
owner(owner),
|
||
|
previouslyHoveredHex(-1),
|
||
|
currentlyHoveredHex(-1),
|
||
|
attackingHex(-1)
|
||
|
{
|
||
|
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
|
||
|
pos.w = owner->pos.w;
|
||
|
pos.h = owner->pos.h;
|
||
|
|
||
|
//preparing cells and hexes
|
||
|
cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
|
||
|
CSDL_Ext::alphaTransform(cellBorder);
|
||
|
cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
|
||
|
CSDL_Ext::alphaTransform(cellShade);
|
||
|
|
||
|
|
||
|
if(!owner->siegeController)
|
||
|
{
|
||
|
auto bfieldType = owner->curInt->cb->battleGetBattlefieldType();
|
||
|
|
||
|
if(bfieldType == BattleField::NONE)
|
||
|
{
|
||
|
logGlobal->error("Invalid battlefield returned for current battle");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
background = BitmapHandler::loadBitmap(bfieldType.getInfo()->graphics, false);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
std::string backgroundName = owner->siegeController->getBattleBackgroundName();
|
||
|
background = BitmapHandler::loadBitmap(backgroundName, false);
|
||
|
}
|
||
|
|
||
|
//preparing graphic with cell borders
|
||
|
cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
|
||
|
//copying palette
|
||
|
for (int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256
|
||
|
{
|
||
|
cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
|
||
|
}
|
||
|
//palette copied
|
||
|
for (int i=0; i<GameConstants::BFIELD_HEIGHT; ++i) //rows
|
||
|
{
|
||
|
for (int j=0; j<GameConstants::BFIELD_WIDTH-2; ++j) //columns
|
||
|
{
|
||
|
int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
|
||
|
int y = 86 + 42 *i;
|
||
|
for (int cellX = 0; cellX < cellBorder->w; ++cellX)
|
||
|
{
|
||
|
for (int cellY = 0; cellY < cellBorder->h; ++cellY)
|
||
|
{
|
||
|
if (y+cellY < cellBorders->h && x+cellX < cellBorders->w)
|
||
|
* ((Uint8*)cellBorders->pixels + (y+cellY) *cellBorders->pitch + (x+cellX)) |= *((Uint8*)cellBorder->pixels + cellY *cellBorder->pitch + cellX);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
|
||
|
|
||
|
|
||
|
for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
|
||
|
{
|
||
|
auto hex = std::make_shared<CClickableHex>();
|
||
|
hex->myNumber = h;
|
||
|
hex->pos = hexPosition(h);
|
||
|
hex->myInterface = owner;
|
||
|
bfield.push_back(hex);
|
||
|
}
|
||
|
|
||
|
//for(auto hex : bfield)
|
||
|
// addChild(hex.get());
|
||
|
}
|
||
|
|
||
|
CBattleFieldController::~CBattleFieldController()
|
||
|
{
|
||
|
SDL_FreeSurface(background);
|
||
|
SDL_FreeSurface(cellBorders);
|
||
|
SDL_FreeSurface(backgroundWithHexes);
|
||
|
SDL_FreeSurface(cellBorder);
|
||
|
SDL_FreeSurface(cellShade);
|
||
|
}
|
||
|
|
||
|
void CBattleFieldController::showBackgroundImage(SDL_Surface *to)
|
||
|
{
|
||
|
blitAt(background, owner->pos.x, owner->pos.y, to);
|
||
|
if (settings["battle"]["cellBorders"].Bool())
|
||
|
{
|
||
|
CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, to, &owner->pos);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CBattleFieldController::showBackgroundImageWithHexes(SDL_Surface *to)
|
||
|
{
|
||
|
blitAt(backgroundWithHexes, owner->pos.x, owner->pos.y, to);
|
||
|
}
|
||
|
|
||
|
void CBattleFieldController::redrawBackgroundWithHexes(const CStack *activeStack)
|
||
|
{
|
||
|
attackableHexes.clear();
|
||
|
if (activeStack)
|
||
|
occupyableHexes = owner->curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
|
||
|
|
||
|
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
|
||
|
blitAt(background, 0, 0, backgroundWithHexes);
|
||
|
|
||
|
owner->obstacleController->redrawBackgroundWithHexes(backgroundWithHexes);
|
||
|
|
||
|
if (settings["battle"]["stackRange"].Bool())
|
||
|
{
|
||
|
std::vector<BattleHex> hexesToShade = occupyableHexes;
|
||
|
hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
|
||
|
for (BattleHex hex : hexesToShade)
|
||
|
{
|
||
|
int i = hex.getY(); //row
|
||
|
int j = hex.getX()-1; //column
|
||
|
int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
|
||
|
int y = 86 + 42 *i;
|
||
|
SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
|
||
|
CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, nullptr, backgroundWithHexes, &temp_rect);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(settings["battle"]["cellBorders"].Bool())
|
||
|
CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, backgroundWithHexes, nullptr);
|
||
|
}
|
||
|
|
||
|
void CBattleFieldController::showHighlightedHex(SDL_Surface *to, BattleHex hex, bool darkBorder)
|
||
|
{
|
||
|
int x = 14 + (hex.getY() % 2 == 0 ? 22 : 0) + 44 *(hex.getX()) + owner->pos.x;
|
||
|
int y = 86 + 42 *hex.getY() + owner->pos.y;
|
||
|
SDL_Rect temp_rect = genRect (cellShade->h, cellShade->w, x, y);
|
||
|
CSDL_Ext::blit8bppAlphaTo24bpp (cellShade, nullptr, to, &temp_rect);
|
||
|
if(!darkBorder && settings["battle"]["cellBorders"].Bool())
|
||
|
CSDL_Ext::blit8bppAlphaTo24bpp(cellBorder, nullptr, to, &temp_rect); //redraw border to make it light green instead of shaded
|
||
|
}
|
||
|
|
||
|
void CBattleFieldController::showHighlightedHexes(SDL_Surface *to)
|
||
|
{
|
||
|
bool delayedBlit = false; //workaround for blitting enemy stack hex without mouse shadow with stack range on
|
||
|
if(owner->activeStack && settings["battle"]["stackRange"].Bool())
|
||
|
{
|
||
|
std::set<BattleHex> set = owner->curInt->cb->battleGetAttackedHexes(owner->activeStack, currentlyHoveredHex, attackingHex);
|
||
|
for(BattleHex hex : set)
|
||
|
if(hex != currentlyHoveredHex)
|
||
|
showHighlightedHex(to, hex, false);
|
||
|
|
||
|
// display the movement shadow of the stack at b (i.e. stack under mouse)
|
||
|
const CStack * const shere = owner->curInt->cb->battleGetStackByPos(currentlyHoveredHex, false);
|
||
|
if(shere && shere != owner->activeStack && shere->alive())
|
||
|
{
|
||
|
std::vector<BattleHex> v = owner->curInt->cb->battleGetAvailableHexes(shere, true, nullptr);
|
||
|
for(BattleHex hex : v)
|
||
|
{
|
||
|
if(hex != currentlyHoveredHex)
|
||
|
showHighlightedHex(to, hex, false);
|
||
|
else if(!settings["battle"]["mouseShadow"].Bool())
|
||
|
delayedBlit = true; //blit at the end of method to avoid graphic artifacts
|
||
|
else
|
||
|
showHighlightedHex(to, hex, true); //blit now and blit 2nd time later for darker shadow - avoids graphic artifacts
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
|
||
|
{
|
||
|
if(bfield[b]->strictHovered && bfield[b]->hovered)
|
||
|
{
|
||
|
if(previouslyHoveredHex == -1)
|
||
|
previouslyHoveredHex = b; //something to start with
|
||
|
if(currentlyHoveredHex == -1)
|
||
|
currentlyHoveredHex = b; //something to start with
|
||
|
|
||
|
if(currentlyHoveredHex != b) //repair hover info
|
||
|
{
|
||
|
previouslyHoveredHex = currentlyHoveredHex;
|
||
|
currentlyHoveredHex = b;
|
||
|
}
|
||
|
if(settings["battle"]["mouseShadow"].Bool() || delayedBlit)
|
||
|
{
|
||
|
const spells::Caster *caster = nullptr;
|
||
|
const CSpell *spell = nullptr;
|
||
|
|
||
|
spells::Mode mode = spells::Mode::HERO;
|
||
|
|
||
|
if(owner->spellToCast)//hero casts spell
|
||
|
{
|
||
|
spell = SpellID(owner->spellToCast->actionSubtype).toSpell();
|
||
|
caster = owner->getActiveHero();
|
||
|
}
|
||
|
else if(owner->creatureSpellToCast >= 0 && owner->stackCanCastSpell && owner->creatureCasting)//stack casts spell
|
||
|
{
|
||
|
spell = SpellID(owner->creatureSpellToCast).toSpell();
|
||
|
caster = owner->activeStack;
|
||
|
mode = spells::Mode::CREATURE_ACTIVE;
|
||
|
}
|
||
|
|
||
|
if(caster && spell) //when casting spell
|
||
|
{
|
||
|
// printing shaded hex(es)
|
||
|
spells::BattleCast event(owner->curInt->cb.get(), caster, mode, spell);
|
||
|
auto shaded = spell->battleMechanics(&event)->rangeInHexes(currentlyHoveredHex);
|
||
|
|
||
|
for(BattleHex shadedHex : shaded)
|
||
|
{
|
||
|
if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
|
||
|
showHighlightedHex(to, shadedHex, true);
|
||
|
}
|
||
|
}
|
||
|
else if(owner->active || delayedBlit) //always highlight pointed hex, keep this condition last in this method for correct behavior
|
||
|
{
|
||
|
if(currentlyHoveredHex.getX() != 0
|
||
|
&& currentlyHoveredHex.getX() != GameConstants::BFIELD_WIDTH - 1)
|
||
|
showHighlightedHex(to, currentlyHoveredHex, true); //keep true for OH3 behavior: hovered hex frame "thinner"
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Rect CBattleFieldController::hexPosition(BattleHex hex) const
|
||
|
{
|
||
|
int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX() + owner->pos.x;
|
||
|
int y = 86 + 42 *hex.getY() + owner->pos.y;
|
||
|
int w = cellShade->w;
|
||
|
int h = cellShade->h;
|
||
|
return Rect(x, y, w, h);
|
||
|
}
|
||
|
|
||
|
bool CBattleFieldController::isPixelInHex(Point const & position)
|
||
|
{
|
||
|
assert(cellShade);
|
||
|
return CSDL_Ext::SDL_GetPixel(cellShade, position.x, position.y) != 0;
|
||
|
}
|
||
|
|
||
|
BattleHex CBattleFieldController::getHoveredHex()
|
||
|
{
|
||
|
for ( auto const & hex : bfield)
|
||
|
if (hex->hovered && hex->strictHovered)
|
||
|
return hex->myNumber;
|
||
|
|
||
|
return BattleHex::INVALID;
|
||
|
}
|
||
|
|
||
|
void CBattleFieldController::setBattleCursor(BattleHex myNumber)
|
||
|
{
|
||
|
Rect hoveredHexPos = hexPosition(myNumber);
|
||
|
CCursorHandler *cursor = CCS->curh;
|
||
|
|
||
|
const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
|
||
|
const double hexMidX = hoveredHexPos.x + hoveredHexPos.w/2.0;
|
||
|
const double hexMidY = hoveredHexPos.y + hoveredHexPos.h/2.0;
|
||
|
const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2; //TODO: refactor this nightmare
|
||
|
const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);
|
||
|
const int zigzagCorrection = !((myNumber/GameConstants::BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.
|
||
|
|
||
|
std::vector<int> sectorCursor; // From left to bottom left.
|
||
|
sectorCursor.push_back(8);
|
||
|
sectorCursor.push_back(9);
|
||
|
sectorCursor.push_back(10);
|
||
|
sectorCursor.push_back(11);
|
||
|
sectorCursor.push_back(12);
|
||
|
sectorCursor.push_back(7);
|
||
|
|
||
|
const bool doubleWide = owner->activeStack->doubleWide();
|
||
|
bool aboveAttackable = true, belowAttackable = true;
|
||
|
|
||
|
// Exclude directions which cannot be attacked from.
|
||
|
// Check to the left.
|
||
|
if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1))
|
||
|
{
|
||
|
sectorCursor[0] = -1;
|
||
|
}
|
||
|
// Check top left, top right as well as above for 2-hex creatures.
|
||
|
if (myNumber/GameConstants::BFIELD_WIDTH == 0)
|
||
|
{
|
||
|
sectorCursor[1] = -1;
|
||
|
sectorCursor[2] = -1;
|
||
|
aboveAttackable = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (doubleWide)
|
||
|
{
|
||
|
bool attackRow[4] = {true, true, true, true};
|
||
|
|
||
|
if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
|
||
|
attackRow[0] = false;
|
||
|
if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
|
||
|
attackRow[1] = false;
|
||
|
if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
|
||
|
attackRow[2] = false;
|
||
|
if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
|
||
|
attackRow[3] = false;
|
||
|
|
||
|
if (!(attackRow[0] && attackRow[1]))
|
||
|
sectorCursor[1] = -1;
|
||
|
if (!(attackRow[1] && attackRow[2]))
|
||
|
aboveAttackable = false;
|
||
|
if (!(attackRow[2] && attackRow[3]))
|
||
|
sectorCursor[2] = -1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
|
||
|
sectorCursor[1] = -1;
|
||
|
if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
|
||
|
sectorCursor[2] = -1;
|
||
|
}
|
||
|
}
|
||
|
// Check to the right.
|
||
|
if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 1))
|
||
|
{
|
||
|
sectorCursor[3] = -1;
|
||
|
}
|
||
|
// Check bottom right, bottom left as well as below for 2-hex creatures.
|
||
|
if (myNumber/GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_HEIGHT - 1)
|
||
|
{
|
||
|
sectorCursor[4] = -1;
|
||
|
sectorCursor[5] = -1;
|
||
|
belowAttackable = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (doubleWide)
|
||
|
{
|
||
|
bool attackRow[4] = {true, true, true, true};
|
||
|
|
||
|
if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
|
||
|
attackRow[0] = false;
|
||
|
if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
|
||
|
attackRow[1] = false;
|
||
|
if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
|
||
|
attackRow[2] = false;
|
||
|
if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
|
||
|
attackRow[3] = false;
|
||
|
|
||
|
if (!(attackRow[0] && attackRow[1]))
|
||
|
sectorCursor[5] = -1;
|
||
|
if (!(attackRow[1] && attackRow[2]))
|
||
|
belowAttackable = false;
|
||
|
if (!(attackRow[2] && attackRow[3]))
|
||
|
sectorCursor[4] = -1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
|
||
|
sectorCursor[4] = -1;
|
||
|
if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
|
||
|
sectorCursor[5] = -1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Determine index from sector.
|
||
|
int cursorIndex;
|
||
|
if (doubleWide)
|
||
|
{
|
||
|
sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
|
||
|
sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
|
||
|
|
||
|
if (sector < 1.5)
|
||
|
cursorIndex = static_cast<int>(sector);
|
||
|
else if (sector >= 1.5 && sector < 2.5)
|
||
|
cursorIndex = 2;
|
||
|
else if (sector >= 2.5 && sector < 4.5)
|
||
|
cursorIndex = (int) sector + 1;
|
||
|
else if (sector >= 4.5 && sector < 5.5)
|
||
|
cursorIndex = 6;
|
||
|
else
|
||
|
cursorIndex = (int) sector + 2;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
cursorIndex = static_cast<int>(sector);
|
||
|
}
|
||
|
|
||
|
// Generally should NEVER happen, but to avoid the possibility of having endless loop below... [#1016]
|
||
|
if (!vstd::contains_if (sectorCursor, [](int sc) { return sc != -1; }))
|
||
|
{
|
||
|
logGlobal->error("Error: for hex %d cannot find a hex to attack from!", myNumber);
|
||
|
attackingHex = -1;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Find the closest direction attackable, starting with the right one.
|
||
|
// FIXME: Is this really how the original H3 client does it?
|
||
|
int i = 0;
|
||
|
while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1) //Why hast thou forsaken me?
|
||
|
i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
|
||
|
int index = (cursorIndex + i)%sectorCursor.size(); //hopefully we get elements from sectorCursor
|
||
|
cursor->changeGraphic(ECursor::COMBAT, sectorCursor[index]);
|
||
|
switch (index)
|
||
|
{
|
||
|
case 0:
|
||
|
attackingHex = myNumber - 1; //left
|
||
|
break;
|
||
|
case 1:
|
||
|
attackingHex = myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //top left
|
||
|
break;
|
||
|
case 2:
|
||
|
attackingHex = myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection; //top right
|
||
|
break;
|
||
|
case 3:
|
||
|
attackingHex = myNumber + 1; //right
|
||
|
break;
|
||
|
case 4:
|
||
|
attackingHex = myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection; //bottom right
|
||
|
break;
|
||
|
case 5:
|
||
|
attackingHex = myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //bottom left
|
||
|
break;
|
||
|
}
|
||
|
BattleHex hex(attackingHex);
|
||
|
if (!hex.isValid())
|
||
|
attackingHex = -1;
|
||
|
}
|
||
|
|
||
|
BattleHex CBattleFieldController::fromWhichHexAttack(BattleHex myNumber)
|
||
|
{
|
||
|
//TODO far too much repeating code
|
||
|
BattleHex destHex;
|
||
|
switch(CCS->curh->frame)
|
||
|
{
|
||
|
case 12: //from bottom right
|
||
|
{
|
||
|
bool doubleWide = owner->activeStack->doubleWide();
|
||
|
destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +
|
||
|
(owner->activeStack->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
|
||
|
if(vstd::contains(occupyableHexes, destHex))
|
||
|
return destHex;
|
||
|
else if(owner->activeStack->side == BattleSide::ATTACKER)
|
||
|
{
|
||
|
if (vstd::contains(occupyableHexes, destHex+1))
|
||
|
return destHex+1;
|
||
|
}
|
||
|
else //if we are defender
|
||
|
{
|
||
|
if(vstd::contains(occupyableHexes, destHex-1))
|
||
|
return destHex-1;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case 7: //from bottom left
|
||
|
{
|
||
|
destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );
|
||
|
if (vstd::contains(occupyableHexes, destHex))
|
||
|
return destHex;
|
||
|
else if(owner->activeStack->side == BattleSide::ATTACKER)
|
||
|
{
|
||
|
if(vstd::contains(occupyableHexes, destHex+1))
|
||
|
return destHex+1;
|
||
|
}
|
||
|
else //we are defender
|
||
|
{
|
||
|
if(vstd::contains(occupyableHexes, destHex-1))
|
||
|
return destHex-1;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case 8: //from left
|
||
|
{
|
||
|
if(owner->activeStack->doubleWide() && owner->activeStack->side == BattleSide::DEFENDER)
|
||
|
{
|
||
|
std::vector<BattleHex> acc = owner->curInt->cb->battleGetAvailableHexes(owner->activeStack);
|
||
|
if (vstd::contains(acc, myNumber))
|
||
|
return myNumber - 1;
|
||
|
else
|
||
|
return myNumber - 2;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return myNumber - 1;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case 9: //from top left
|
||
|
{
|
||
|
destHex = myNumber - ((myNumber/GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH + 1 : GameConstants::BFIELD_WIDTH);
|
||
|
if(vstd::contains(occupyableHexes, destHex))
|
||
|
return destHex;
|
||
|
else if(owner->activeStack->side == BattleSide::ATTACKER)
|
||
|
{
|
||
|
if(vstd::contains(occupyableHexes, destHex+1))
|
||
|
return destHex+1;
|
||
|
}
|
||
|
else //if we are defender
|
||
|
{
|
||
|
if(vstd::contains(occupyableHexes, destHex-1))
|
||
|
return destHex-1;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case 10: //from top right
|
||
|
{
|
||
|
bool doubleWide = owner->activeStack->doubleWide();
|
||
|
destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +
|
||
|
(owner->activeStack->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
|
||
|
if(vstd::contains(occupyableHexes, destHex))
|
||
|
return destHex;
|
||
|
else if(owner->activeStack->side == BattleSide::ATTACKER)
|
||
|
{
|
||
|
if(vstd::contains(occupyableHexes, destHex+1))
|
||
|
return destHex+1;
|
||
|
}
|
||
|
else //if we are defender
|
||
|
{
|
||
|
if(vstd::contains(occupyableHexes, destHex-1))
|
||
|
return destHex-1;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case 11: //from right
|
||
|
{
|
||
|
if(owner->activeStack->doubleWide() && owner->activeStack->side == BattleSide::ATTACKER)
|
||
|
{
|
||
|
std::vector<BattleHex> acc = owner->curInt->cb->battleGetAvailableHexes(owner->activeStack);
|
||
|
if(vstd::contains(acc, myNumber))
|
||
|
return myNumber + 1;
|
||
|
else
|
||
|
return myNumber + 2;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return myNumber + 1;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case 13: //from bottom
|
||
|
{
|
||
|
destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );
|
||
|
if(vstd::contains(occupyableHexes, destHex))
|
||
|
return destHex;
|
||
|
else if(owner->activeStack->side == BattleSide::ATTACKER)
|
||
|
{
|
||
|
if(vstd::contains(occupyableHexes, destHex+1))
|
||
|
return destHex+1;
|
||
|
}
|
||
|
else //if we are defender
|
||
|
{
|
||
|
if(vstd::contains(occupyableHexes, destHex-1))
|
||
|
return destHex-1;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case 14: //from top
|
||
|
{
|
||
|
destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );
|
||
|
if (vstd::contains(occupyableHexes, destHex))
|
||
|
return destHex;
|
||
|
else if(owner->activeStack->side == BattleSide::ATTACKER)
|
||
|
{
|
||
|
if(vstd::contains(occupyableHexes, destHex+1))
|
||
|
return destHex+1;
|
||
|
}
|
||
|
else //if we are defender
|
||
|
{
|
||
|
if(vstd::contains(occupyableHexes, destHex-1))
|
||
|
return destHex-1;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
bool CBattleFieldController::isTileAttackable(const BattleHex & number) const
|
||
|
{
|
||
|
for (auto & elem : occupyableHexes)
|
||
|
{
|
||
|
if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool CBattleFieldController::stackCountOutsideHex(const BattleHex & number) const
|
||
|
{
|
||
|
return stackCountOutsideHexes[number];
|
||
|
}
|