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vcmi/client/battle/CBattleFieldController.cpp

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/*
* 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];
}