/* * 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 "../widgets/AdventureMapClasses.h" #include "../gui/CAnimation.h" #include "../gui/Canvas.h" #include "../gui/CGuiHandler.h" #include "../gui/CCursorHandler.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"); cellShade = IImage::createFromFile("CCELLSHD.BMP"); 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); } else { 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(Point(background->width(), background->height())); for (int i=0; idraw(cellBorder, hexPositionLocal(i).topLeft()); } backgroundWithHexes = std::make_unique(Point(background->width(), background->height())); for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h) { auto hex = std::make_shared(); hex->myNumber = h; hex->pos = hexPositionAbsolute(h); hex->myInterface = &owner; bfield.push_back(hex); } auto accessibility = owner.curInt->cb->getAccesibility(); for(int i = 0; i < accessibility.size(); i++) stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE); addUsedEvents(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(owner, owner.attackingHeroInstance, false); if(owner.defendingHeroInstance) owner.defendingHero = std::make_shared(owner, owner.defendingHeroInstance, true); } void BattleFieldController::mouseMoved(const SDL_MouseMotionEvent &event) { BattleHex selectedHex = getHoveredHex(); owner.actionsController->handleHex(selectedHex, MOVE); } void BattleFieldController::renderBattlefield(Canvas & canvas) { showBackground(canvas); BattleRenderer renderer(owner); renderer.execute(canvas); owner.projectilesController->showProjectiles(canvas); } 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, pos.topLeft()); owner.obstacleController->showAbsoluteObstacles(canvas, pos.topLeft()); if ( owner.siegeController ) owner.siegeController->showAbsoluteObstacles(canvas, pos.topLeft()); if (settings["battle"]["cellBorders"].Bool()) canvas.draw(*cellBorders, pos.topLeft()); } void BattleFieldController::showBackgroundImageWithHexes(Canvas & canvas) { canvas.draw(*backgroundWithHexes.get(), pos.topLeft()); } void BattleFieldController::redrawBackgroundWithHexes() { const CStack *activeStack = owner.stacksController->getActiveStack(); std::vector attackableHexes; 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 backgroundWithHexes->draw(background, Point(0,0)); owner.obstacleController->showAbsoluteObstacles(*backgroundWithHexes, Point(0,0)); if ( owner.siegeController ) owner.siegeController->showAbsoluteObstacles(*backgroundWithHexes, Point(0,0)); if (settings["battle"]["stackRange"].Bool()) { std::vector 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 = hexPositionAbsolute(hex).topLeft(); canvas.draw(cellShade, hexPos); if(!darkBorder && settings["battle"]["cellBorders"].Bool()) canvas.draw(cellBorder, hexPos); } std::set BattleFieldController::getHighlightedHexesStackRange() { std::set result; if ( !owner.stacksController->getActiveStack()) return result; if ( !settings["battle"]["stackRange"].Bool()) return result; auto hoveredHex = getHoveredHex(); std::set set = owner.curInt->cb->battleGetAttackedHexes(owner.stacksController->getActiveStack(), hoveredHex, attackingHex); for(BattleHex hex : set) result.insert(hex); // display the movement shadow of the stack at b (i.e. stack under mouse) const CStack * const shere = owner.curInt->cb->battleGetStackByPos(hoveredHex, false); if(shere && shere != owner.stacksController->getActiveStack() && shere->alive()) { std::vector v = owner.curInt->cb->battleGetAvailableHexes(shere, true, nullptr); for(BattleHex hex : v) result.insert(hex); } return result; } std::set BattleFieldController::getHighlightedHexesSpellRange() { std::set result; auto hoveredHex = getHoveredHex(); if(!settings["battle"]["mouseShadow"].Bool()) return result; const spells::Caster *caster = nullptr; const CSpell *spell = nullptr; spells::Mode mode = spells::Mode::HERO; if(owner.actionsController->spellcastingModeActive())//hero casts spell { spell = owner.actionsController->selectedSpell().toSpell(); caster = owner.getActiveHero(); } else if(owner.stacksController->activeStackSpellToCast() != SpellID::NONE)//stack casts spell { spell = SpellID(owner.stacksController->activeStackSpellToCast()).toSpell(); caster = owner.stacksController->getActiveStack(); 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(hoveredHex); for(BattleHex shadedHex : shaded) { if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1)) result.insert(shadedHex); } } return result; } std::set BattleFieldController::getHighlightedHexesMovementTarget() { const CStack * stack = owner.stacksController->getActiveStack(); auto hoveredHex = getHoveredHex(); if (stack) { std::vector 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}; } } if (vstd::contains(v,hoveredHex)) { if (stack->doubleWide()) return {hoveredHex, stack->occupiedHex(hoveredHex)}; else return {hoveredHex}; } if (stack->doubleWide()) { for (auto const & hex : v) { if (stack->occupiedHex(hex) == hoveredHex) return { hoveredHex, hex }; } } } return {}; } void BattleFieldController::showHighlightedHexes(Canvas & canvas) { std::set hoveredStack = getHighlightedHexesStackRange(); std::set hoveredSpell = getHighlightedHexesSpellRange(); std::set hoveredMove = getHighlightedHexesMovementTarget(); auto const & hoveredMouse = owner.actionsController->spellcastingModeActive() ? hoveredSpell : hoveredMove; for(int b=0; bwidth(); 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() { for ( auto const & hex : bfield) if (hex->hovered && hex->strictHovered) return hex->myNumber; return BattleHex::INVALID; } void BattleFieldController::setBattleCursor(BattleHex myNumber) { Point cursorPos = CCS->curh->position(); std::vector 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(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 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 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 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 attackTarget.cloneInDirection(BattleHex::LEFT); } } } 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(); SDL_Rect buf; Canvas canvas(to); SDL_GetClipRect(to, &buf); SDL_SetClipRect(to, &pos); renderBattlefield(canvas); SDL_SetClipRect(to, &buf); //restoring previous clip_rect }