1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-02 09:02:03 +02:00
vcmi/client/battle/BattleSiegeController.cpp
2023-07-22 12:15:27 +03:00

372 lines
12 KiB
C++

/*
* BattleSiegeController.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 "BattleSiegeController.h"
#include "BattleAnimationClasses.h"
#include "BattleInterface.h"
#include "BattleInterfaceClasses.h"
#include "BattleStacksController.h"
#include "BattleFieldController.h"
#include "BattleRenderer.h"
#include "../CMusicHandler.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../render/Canvas.h"
#include "../render/IImage.h"
#include "../../CCallback.h"
#include "../../lib/NetPacks.h"
#include "../../lib/CStack.h"
#include "../../lib/mapObjects/CGTownInstance.h"
std::string BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual what, EWallState state) const
{
auto getImageIndex = [&]() -> int
{
bool isTower = (what == EWallVisual::KEEP || what == EWallVisual::BOTTOM_TOWER || what == EWallVisual::UPPER_TOWER);
switch (state)
{
case EWallState::REINFORCED :
return 1;
case EWallState::INTACT :
if (town->hasBuilt(BuildingID::CASTLE))
return 2; // reinforced walls were damaged
else
return 1;
case EWallState::DAMAGED :
// towers don't have separate image here - INTACT and DAMAGED is 1, DESTROYED is 2
if (isTower)
return 1;
else
return 2;
case EWallState::DESTROYED :
if (isTower)
return 2;
else
return 3;
}
return 1;
};
const std::string & prefix = town->town->clientInfo.siegePrefix;
std::string addit = std::to_string(getImageIndex());
switch(what)
{
case EWallVisual::BACKGROUND_WALL:
{
switch(town->town->faction->getIndex())
{
case ETownType::RAMPART:
case ETownType::NECROPOLIS:
case ETownType::DUNGEON:
case ETownType::STRONGHOLD:
return prefix + "TPW1.BMP";
default:
return prefix + "TPWL.BMP";
}
}
case EWallVisual::KEEP:
return prefix + "MAN" + addit + ".BMP";
case EWallVisual::BOTTOM_TOWER:
return prefix + "TW1" + addit + ".BMP";
case EWallVisual::BOTTOM_WALL:
return prefix + "WA1" + addit + ".BMP";
case EWallVisual::WALL_BELLOW_GATE:
return prefix + "WA3" + addit + ".BMP";
case EWallVisual::WALL_OVER_GATE:
return prefix + "WA4" + addit + ".BMP";
case EWallVisual::UPPER_WALL:
return prefix + "WA6" + addit + ".BMP";
case EWallVisual::UPPER_TOWER:
return prefix + "TW2" + addit + ".BMP";
case EWallVisual::GATE:
return prefix + "DRW" + addit + ".BMP";
case EWallVisual::GATE_ARCH:
return prefix + "ARCH.BMP";
case EWallVisual::BOTTOM_STATIC_WALL:
return prefix + "WA2.BMP";
case EWallVisual::UPPER_STATIC_WALL:
return prefix + "WA5.BMP";
case EWallVisual::MOAT:
return prefix + "MOAT.BMP";
case EWallVisual::MOAT_BANK:
return prefix + "MLIP.BMP";
case EWallVisual::KEEP_BATTLEMENT:
return prefix + "MANC.BMP";
case EWallVisual::BOTTOM_BATTLEMENT:
return prefix + "TW1C.BMP";
case EWallVisual::UPPER_BATTLEMENT:
return prefix + "TW2C.BMP";
default:
return "";
}
}
void BattleSiegeController::showWallPiece(Canvas & canvas, EWallVisual::EWallVisual what)
{
auto & ci = town->town->clientInfo;
auto const & pos = ci.siegePositions[what];
if ( wallPieceImages[what] && pos.isValid())
canvas.draw(wallPieceImages[what], Point(pos.x, pos.y));
}
std::string BattleSiegeController::getBattleBackgroundName() const
{
const std::string & prefix = town->town->clientInfo.siegePrefix;
return prefix + "BACK.BMP";
}
bool BattleSiegeController::getWallPieceExistance(EWallVisual::EWallVisual what) const
{
//FIXME: use this instead of buildings test?
//ui8 siegeLevel = owner.curInt->cb->battleGetSiegeLevel();
switch (what)
{
case EWallVisual::MOAT: return town->hasBuilt(BuildingID::CITADEL) && town->town->clientInfo.siegePositions.at(EWallVisual::MOAT).isValid();
case EWallVisual::MOAT_BANK: return town->hasBuilt(BuildingID::CITADEL) && town->town->clientInfo.siegePositions.at(EWallVisual::MOAT_BANK).isValid();
case EWallVisual::KEEP_BATTLEMENT: return town->hasBuilt(BuildingID::CITADEL) && owner.curInt->cb->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED;
case EWallVisual::UPPER_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.curInt->cb->battleGetWallState(EWallPart::UPPER_TOWER) != EWallState::DESTROYED;
case EWallVisual::BOTTOM_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.curInt->cb->battleGetWallState(EWallPart::BOTTOM_TOWER) != EWallState::DESTROYED;
default: return true;
}
}
BattleHex BattleSiegeController::getWallPiecePosition(EWallVisual::EWallVisual what) const
{
static const std::array<BattleHex, 18> wallsPositions = {
BattleHex::INVALID, // BACKGROUND, // handled separately
BattleHex::HEX_BEFORE_ALL, // BACKGROUND_WALL,
135, // KEEP,
BattleHex::HEX_AFTER_ALL, // BOTTOM_TOWER,
182, // BOTTOM_WALL,
130, // WALL_BELLOW_GATE,
62, // WALL_OVER_GATE,
12, // UPPER_WALL,
BattleHex::HEX_BEFORE_ALL, // UPPER_TOWER,
BattleHex::HEX_BEFORE_ALL, // GATE, // 94
112, // GATE_ARCH,
165, // BOTTOM_STATIC_WALL,
45, // UPPER_STATIC_WALL,
BattleHex::INVALID, // MOAT, // printed as absolute obstacle
BattleHex::INVALID, // MOAT_BANK, // printed as absolute obstacle
135, // KEEP_BATTLEMENT,
BattleHex::HEX_AFTER_ALL, // BOTTOM_BATTLEMENT,
BattleHex::HEX_BEFORE_ALL, // UPPER_BATTLEMENT,
};
return wallsPositions[what];
}
BattleSiegeController::BattleSiegeController(BattleInterface & owner, const CGTownInstance *siegeTown):
owner(owner),
town(siegeTown)
{
assert(owner.fieldController.get() == nullptr); // must be created after this
for (int g = 0; g < wallPieceImages.size(); ++g)
{
if ( g == EWallVisual::GATE ) // gate is initially closed and has no image to display in this state
continue;
if ( !getWallPieceExistance(EWallVisual::EWallVisual(g)) )
continue;
wallPieceImages[g] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(g), EWallState::REINFORCED));
}
}
const CCreature *BattleSiegeController::getTurretCreature() const
{
return CGI->creh->objects[town->town->clientInfo.siegeShooter];
}
Point BattleSiegeController::getTurretCreaturePosition( BattleHex position ) const
{
// Turret positions are read out of the config/wall_pos.txt
int posID = 0;
switch (position)
{
case BattleHex::CASTLE_CENTRAL_TOWER: // keep creature
posID = EWallVisual::CREATURE_KEEP;
break;
case BattleHex::CASTLE_BOTTOM_TOWER: // bottom creature
posID = EWallVisual::CREATURE_BOTTOM_TOWER;
break;
case BattleHex::CASTLE_UPPER_TOWER: // upper creature
posID = EWallVisual::CREATURE_UPPER_TOWER;
break;
}
if (posID != 0)
{
return {
town->town->clientInfo.siegePositions[posID].x,
town->town->clientInfo.siegePositions[posID].y
};
}
assert(0);
return Point(0,0);
}
void BattleSiegeController::gateStateChanged(const EGateState state)
{
auto oldState = owner.curInt->cb->battleGetGateState();
bool playSound = false;
auto stateId = EWallState::NONE;
switch(state)
{
case EGateState::CLOSED:
if (oldState != EGateState::BLOCKED)
playSound = true;
break;
case EGateState::BLOCKED:
if (oldState != EGateState::CLOSED)
playSound = true;
break;
case EGateState::OPENED:
playSound = true;
stateId = EWallState::DAMAGED;
break;
case EGateState::DESTROYED:
stateId = EWallState::DESTROYED;
break;
}
if (oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED)
wallPieceImages[EWallVisual::GATE] = nullptr;
if (stateId != EWallState::NONE)
wallPieceImages[EWallVisual::GATE] = IImage::createFromFile(getWallPieceImageName(EWallVisual::GATE, stateId));
if (playSound)
CCS->soundh->playSound(soundBase::DRAWBRG);
}
void BattleSiegeController::showAbsoluteObstacles(Canvas & canvas)
{
if (getWallPieceExistance(EWallVisual::MOAT))
showWallPiece(canvas, EWallVisual::MOAT);
if (getWallPieceExistance(EWallVisual::MOAT_BANK))
showWallPiece(canvas, EWallVisual::MOAT_BANK);
}
BattleHex BattleSiegeController::getTurretBattleHex(EWallVisual::EWallVisual wallPiece) const
{
switch(wallPiece)
{
case EWallVisual::KEEP_BATTLEMENT: return BattleHex::CASTLE_CENTRAL_TOWER;
case EWallVisual::BOTTOM_BATTLEMENT: return BattleHex::CASTLE_BOTTOM_TOWER;
case EWallVisual::UPPER_BATTLEMENT: return BattleHex::CASTLE_UPPER_TOWER;
}
assert(0);
return BattleHex::INVALID;
}
const CStack * BattleSiegeController::getTurretStack(EWallVisual::EWallVisual wallPiece) const
{
for (auto & stack : owner.curInt->cb->battleGetAllStacks(true))
{
if ( stack->initialPosition == getTurretBattleHex(wallPiece))
return stack;
}
assert(0);
return nullptr;
}
void BattleSiegeController::collectRenderableObjects(BattleRenderer & renderer)
{
for (int i = EWallVisual::WALL_FIRST; i <= EWallVisual::WALL_LAST; ++i)
{
auto wallPiece = EWallVisual::EWallVisual(i);
if ( !getWallPieceExistance(wallPiece))
continue;
if ( getWallPiecePosition(wallPiece) == BattleHex::INVALID)
continue;
if (wallPiece == EWallVisual::KEEP_BATTLEMENT ||
wallPiece == EWallVisual::BOTTOM_BATTLEMENT ||
wallPiece == EWallVisual::UPPER_BATTLEMENT)
{
renderer.insert( EBattleFieldLayer::STACKS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
owner.stacksController->showStack(canvas, getTurretStack(wallPiece));
});
renderer.insert( EBattleFieldLayer::OBSTACLES_FG, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
showWallPiece(canvas, wallPiece);
});
}
renderer.insert( EBattleFieldLayer::WALLS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
showWallPiece(canvas, wallPiece);
});
}
}
bool BattleSiegeController::isAttackableByCatapult(BattleHex hex) const
{
if (owner.tacticsMode)
return false;
auto wallPart = owner.curInt->cb->battleHexToWallPart(hex);
return owner.curInt->cb->isWallPartAttackable(wallPart);
}
void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
{
if (ca.attacker != -1)
{
const CStack *stack = owner.curInt->cb->battleGetStackByID(ca.attacker);
for (auto attackInfo : ca.attackedParts)
{
owner.stacksController->addNewAnim(new CatapultAnimation(owner, stack, attackInfo.destinationTile, nullptr, attackInfo.damageDealt));
}
}
else
{
std::vector<Point> positions;
//no attacker stack, assume spell-related (earthquake) - only hit animation
for (auto attackInfo : ca.attackedParts)
positions.push_back(owner.stacksController->getStackPositionAtHex(attackInfo.destinationTile, nullptr) + Point(99, 120));
CCS->soundh->playSound( "WALLHIT" );
owner.stacksController->addNewAnim(new EffectAnimation(owner, "SGEXPL.DEF", positions));
}
owner.waitForAnimations();
for (auto attackInfo : ca.attackedParts)
{
int wallId = static_cast<int>(attackInfo.attackedPart) + EWallVisual::DESTRUCTIBLE_FIRST;
//gate state changing handled separately
if (wallId == EWallVisual::GATE)
continue;
auto wallState = EWallState(owner.curInt->cb->battleGetWallState(attackInfo.attackedPart));
wallPieceImages[wallId] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(wallId), wallState));
}
}
const CGTownInstance *BattleSiegeController::getSiegedTown() const
{
return town;
}