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vcmi/client/battle/CBattleSiegeController.cpp

374 lines
11 KiB
C++

/*
* CBattleSiegeController.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 "CBattleSiegeController.h"
#include "../CMusicHandler.h"
#include "../../lib/NetPacks.h"
#include "../CGameInfo.h"
#include "../../CCallback.h"
#include "../CBitmapHandler.h"
#include "../CPlayerInterface.h"
#include "../../lib/CStack.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "CBattleInterface.h"
#include "CBattleAnimations.h"
#include "CBattleInterfaceClasses.h"
CBattleSiegeController::~CBattleSiegeController()
{
auto gateState = owner->curInt->cb->battleGetGateState();
for (int g = 0; g < ARRAY_COUNT(walls); ++g)
{
if (g != EWallVisual::GATE || (gateState != EGateState::NONE && gateState != EGateState::CLOSED && gateState != EGateState::BLOCKED))
SDL_FreeSurface(walls[g]);
}
SDL_FreeSurface(moatSurface);
SDL_FreeSurface(mlipSurface);
}
std::string CBattleSiegeController::getSiegeName(ui16 what) const
{
return getSiegeName(what, EWallState::INTACT);
}
std::string CBattleSiegeController::getSiegeName(ui16 what, int state) const
{
auto getImageIndex = [&]() -> int
{
switch (state)
{
case EWallState::INTACT : return 1;
case EWallState::DAMAGED :
if(what == 2 || what == 3 || what == 8) // towers don't have separate image here - INTACT and DAMAGED is 1, DESTROYED is 2
return 1;
else
return 2;
case EWallState::DESTROYED :
if (what == 2 || what == 3 || what == 8)
return 2;
else
return 3;
}
return 1;
};
const std::string & prefix = town->town->clientInfo.siegePrefix;
std::string addit = boost::lexical_cast<std::string>(getImageIndex());
switch(what)
{
case EWallVisual::BACKGROUND:
return prefix + "BACK.BMP";
case EWallVisual::BACKGROUND_WALL:
{
switch(town->town->faction->index)
{
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::BACKGROUND_MOAT:
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 CBattleSiegeController::printPartOfWall(SDL_Surface *to, int what)
{
Point pos = Point(-1, -1);
auto & ci = town->town->clientInfo;
if (vstd::iswithin(what, 1, 17))
{
pos.x = ci.siegePositions[what].x + owner->pos.x;
pos.y = ci.siegePositions[what].y + owner->pos.y;
}
if (town->town->faction->index == ETownType::TOWER
&& (what == EWallVisual::MOAT || what == EWallVisual::BACKGROUND_MOAT))
return; // no moat in Tower. TODO: remove hardcode somehow?
if (pos.x != -1)
{
//gate have no displayed bitmap when drawbridge is raised
if (what == EWallVisual::GATE)
{
auto gateState = owner->curInt->cb->battleGetGateState();
if (gateState != EGateState::OPENED && gateState != EGateState::DESTROYED)
return;
}
blitAt(walls[what], pos.x, pos.y, to);
}
}
std::string CBattleSiegeController::getBattleBackgroundName()
{
return getSiegeName(0);
}
CBattleSiegeController::CBattleSiegeController(CBattleInterface * owner, const CGTownInstance *siegeTown):
owner(owner),
town(siegeTown)
{
assert(owner->fieldController.get() == nullptr); // must be created after this
moatSurface = BitmapHandler::loadBitmap( getSiegeName(13) );
mlipSurface = BitmapHandler::loadBitmap( getSiegeName(14) );
for (int g = 0; g < ARRAY_COUNT(walls); ++g)
{
if (g != EWallVisual::GATE)
walls[g] = BitmapHandler::loadBitmap(getSiegeName(g));
}
}
const CCreature *CBattleSiegeController::turretCreature()
{
return CGI->creh->objects[town->town->clientInfo.siegeShooter];
}
Point CBattleSiegeController::turretCreaturePosition( BattleHex position )
{
// Turret positions are read out of the config/wall_pos.txt
int posID = 0;
switch (position)
{
case BattleHex::CASTLE_CENTRAL_TOWER: // keep creature
posID = 18;
break;
case BattleHex::CASTLE_BOTTOM_TOWER: // bottom creature
posID = 19;
break;
case BattleHex::CASTLE_UPPER_TOWER: // upper creature
posID = 20;
break;
}
if (posID != 0)
{
Point result = owner->pos.topLeft();
result.x += town->town->clientInfo.siegePositions[posID].x;
result.y += town->town->clientInfo.siegePositions[posID].y;
return result;
}
assert(0);
return Point(0,0);
}
void CBattleSiegeController::gateStateChanged(const EGateState state)
{
auto oldState = owner->curInt->cb->battleGetGateState();
bool playSound = false;
int 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)
SDL_FreeSurface(walls[EWallVisual::GATE]);
if (stateId != EWallState::NONE)
walls[EWallVisual::GATE] = BitmapHandler::loadBitmap(getSiegeName(EWallVisual::GATE, stateId));
if (playSound)
CCS->soundh->playSound(soundBase::DRAWBRG);
}
void CBattleSiegeController::showAbsoluteObstacles(SDL_Surface * to)
{
ui8 siegeLevel = owner->curInt->cb->battleGetSiegeLevel();
if (siegeLevel >= 2) //citadel or castle
{
//print moat/mlip
auto & info = town->town->clientInfo;
Point moatPos(info.siegePositions[13].x, info.siegePositions[13].y);
Point mlipPos(info.siegePositions[14].x, info.siegePositions[14].y);
if (moatSurface) //eg. tower has no moat
blitAt(moatSurface, moatPos.x + owner->pos.x, moatPos.y + owner->pos.y, to);
if (mlipSurface) //eg. tower has no mlip
blitAt(mlipSurface, mlipPos.x + owner->pos.x, mlipPos.y + owner->pos.y, to);
printPartOfWall(to, EWallVisual::BACKGROUND_MOAT);
}
}
void CBattleSiegeController::sortObjectsByHex(BattleObjectsByHex & sorted)
{
sorted.beforeAll.walls.push_back(EWallVisual::BACKGROUND_WALL);
sorted.hex[135].walls.push_back(EWallVisual::KEEP);
sorted.afterAll.walls.push_back(EWallVisual::BOTTOM_TOWER);
sorted.hex[182].walls.push_back(EWallVisual::BOTTOM_WALL);
sorted.hex[130].walls.push_back(EWallVisual::WALL_BELLOW_GATE);
sorted.hex[78].walls.push_back(EWallVisual::WALL_OVER_GATE);
sorted.hex[12].walls.push_back(EWallVisual::UPPER_WALL);
sorted.beforeAll.walls.push_back(EWallVisual::UPPER_TOWER);
sorted.hex[94].walls.push_back(EWallVisual::GATE);
sorted.hex[112].walls.push_back(EWallVisual::GATE_ARCH);
sorted.hex[165].walls.push_back(EWallVisual::BOTTOM_STATIC_WALL);
sorted.hex[45].walls.push_back(EWallVisual::UPPER_STATIC_WALL);
if (town->hasBuilt(BuildingID::CITADEL))
{
sorted.beforeAll.walls.push_back(EWallVisual::MOAT);
//sorted.beforeAll.walls.push_back(EWallVisual::BACKGROUND_MOAT); // blit as absolute obstacle
sorted.hex[135].walls.push_back(EWallVisual::KEEP_BATTLEMENT);
}
if (town->hasBuilt(BuildingID::CASTLE))
{
sorted.afterAll.walls.push_back(EWallVisual::BOTTOM_BATTLEMENT);
sorted.beforeAll.walls.push_back(EWallVisual::UPPER_BATTLEMENT);
}
}
void CBattleSiegeController::showPiecesOfWall(SDL_Surface *to, std::vector<int> pieces)
{
for (auto piece : pieces)
{
if (piece < 15) // not a tower - just print
printPartOfWall(to, piece);
else // tower. find if tower is built and not destroyed - stack is present
{
// PieceID StackID
// 15 = keep, -2
// 16 = lower, -3
// 17 = upper, -4
// tower. check if tower is alive - stack is found
int stackPos = 13 - piece;
const CStack *turret = nullptr;
for (auto & stack : owner->curInt->cb->battleGetAllStacks(true))
{
if(stack->initialPosition == stackPos)
{
turret = stack;
break;
}
}
if (turret)
{
std::vector<const CStack *> stackList(1, turret);
owner->showStacks(to, stackList);
printPartOfWall(to, piece);
}
}
}
}
bool CBattleSiegeController::isCatapultAttackable(BattleHex hex) const
{
if (owner->tacticsMode)
return false;
auto wallPart = owner->curInt->cb->battleHexToWallPart(hex);
if (!owner->curInt->cb->isWallPartPotentiallyAttackable(wallPart))
return false;
auto state = owner->curInt->cb->battleGetWallState(static_cast<int>(wallPart));
return state != EWallState::DESTROYED && state != EWallState::NONE;
}
void CBattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
{
if (ca.attacker != -1)
{
const CStack *stack = owner->curInt->cb->battleGetStackByID(ca.attacker);
for (auto attackInfo : ca.attackedParts)
{
owner->addNewAnim(new CShootingAnimation(owner, stack, attackInfo.destinationTile, nullptr, true, attackInfo.damageDealt));
}
}
else
{
//no attacker stack, assume spell-related (earthquake) - only hit animation
for (auto attackInfo : ca.attackedParts)
{
Point destPos = CClickableHex::getXYUnitAnim(attackInfo.destinationTile, nullptr, owner) + Point(99, 120);
owner->addNewAnim(new CEffectAnimation(owner, "SGEXPL.DEF", destPos.x, destPos.y));
}
}
owner->waitForAnims();
for (auto attackInfo : ca.attackedParts)
{
int wallId = attackInfo.attackedPart + 2;
//gate state changing handled separately
if (wallId == EWallVisual::GATE)
continue;
SDL_FreeSurface(walls[wallId]);
walls[wallId] = BitmapHandler::loadBitmap(
getSiegeName(wallId, owner->curInt->cb->battleGetWallState(attackInfo.attackedPart)));
}
}