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379 lines
12 KiB
C++
379 lines
12 KiB
C++
/*
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* BattleSiegeController.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "BattleSiegeController.h"
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#include "BattleAnimationClasses.h"
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#include "BattleInterface.h"
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#include "BattleInterfaceClasses.h"
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#include "BattleStacksController.h"
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#include "BattleFieldController.h"
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#include "BattleRenderer.h"
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#include "../CMusicHandler.h"
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#include "../CGameInfo.h"
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#include "../CPlayerInterface.h"
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#include "../render/Canvas.h"
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#include "../render/IImage.h"
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#include "../../CCallback.h"
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#include "../../lib/NetPacks.h"
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#include "../../lib/CStack.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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std::string BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual what, EWallState state) const
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{
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auto getImageIndex = [&]() -> int
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{
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bool isTower = (what == EWallVisual::KEEP || what == EWallVisual::BOTTOM_TOWER || what == EWallVisual::UPPER_TOWER);
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switch (state)
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{
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case EWallState::REINFORCED :
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return 1;
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case EWallState::INTACT :
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if (town->hasBuilt(BuildingID::CASTLE))
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return 2; // reinforced walls were damaged
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else
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return 1;
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case EWallState::DAMAGED :
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// towers don't have separate image here - INTACT and DAMAGED is 1, DESTROYED is 2
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if (isTower)
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return 1;
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else
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return 2;
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case EWallState::DESTROYED :
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if (isTower)
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return 2;
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else
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return 3;
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}
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return 1;
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};
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const std::string & prefix = town->town->clientInfo.siegePrefix;
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std::string addit = std::to_string(getImageIndex());
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switch(what)
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{
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case EWallVisual::BACKGROUND_WALL:
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{
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switch(town->town->faction->getIndex())
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{
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case ETownType::RAMPART:
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case ETownType::NECROPOLIS:
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case ETownType::DUNGEON:
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case ETownType::STRONGHOLD:
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return prefix + "TPW1.BMP";
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default:
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return prefix + "TPWL.BMP";
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}
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}
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case EWallVisual::KEEP:
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return prefix + "MAN" + addit + ".BMP";
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case EWallVisual::BOTTOM_TOWER:
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return prefix + "TW1" + addit + ".BMP";
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case EWallVisual::BOTTOM_WALL:
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return prefix + "WA1" + addit + ".BMP";
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case EWallVisual::WALL_BELLOW_GATE:
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return prefix + "WA3" + addit + ".BMP";
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case EWallVisual::WALL_OVER_GATE:
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return prefix + "WA4" + addit + ".BMP";
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case EWallVisual::UPPER_WALL:
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return prefix + "WA6" + addit + ".BMP";
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case EWallVisual::UPPER_TOWER:
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return prefix + "TW2" + addit + ".BMP";
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case EWallVisual::GATE:
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return prefix + "DRW" + addit + ".BMP";
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case EWallVisual::GATE_ARCH:
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return prefix + "ARCH.BMP";
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case EWallVisual::BOTTOM_STATIC_WALL:
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return prefix + "WA2.BMP";
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case EWallVisual::UPPER_STATIC_WALL:
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return prefix + "WA5.BMP";
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case EWallVisual::MOAT:
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return prefix + "MOAT.BMP";
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case EWallVisual::MOAT_BANK:
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return prefix + "MLIP.BMP";
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case EWallVisual::KEEP_BATTLEMENT:
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return prefix + "MANC.BMP";
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case EWallVisual::BOTTOM_BATTLEMENT:
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return prefix + "TW1C.BMP";
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case EWallVisual::UPPER_BATTLEMENT:
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return prefix + "TW2C.BMP";
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default:
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return "";
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}
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}
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void BattleSiegeController::showWallPiece(Canvas & canvas, EWallVisual::EWallVisual what)
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{
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auto & ci = town->town->clientInfo;
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auto const & pos = ci.siegePositions[what];
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if ( wallPieceImages[what])
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canvas.draw(wallPieceImages[what], Point(pos.x, pos.y));
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}
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std::string BattleSiegeController::getBattleBackgroundName() const
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{
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const std::string & prefix = town->town->clientInfo.siegePrefix;
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return prefix + "BACK.BMP";
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}
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bool BattleSiegeController::getWallPieceExistance(EWallVisual::EWallVisual what) const
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{
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//FIXME: use this instead of buildings test?
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//ui8 siegeLevel = owner.curInt->cb->battleGetSiegeLevel();
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switch (what)
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{
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case EWallVisual::MOAT: return town->hasBuilt(BuildingID::CITADEL) && town->town->faction->getIndex() != ETownType::TOWER;
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case EWallVisual::MOAT_BANK: return town->hasBuilt(BuildingID::CITADEL) && town->town->faction->getIndex() != ETownType::TOWER && town->town->faction->getIndex() != ETownType::NECROPOLIS;
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case EWallVisual::KEEP_BATTLEMENT: return town->hasBuilt(BuildingID::CITADEL) && owner.curInt->cb->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED;
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case EWallVisual::UPPER_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.curInt->cb->battleGetWallState(EWallPart::UPPER_TOWER) != EWallState::DESTROYED;
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case EWallVisual::BOTTOM_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.curInt->cb->battleGetWallState(EWallPart::BOTTOM_TOWER) != EWallState::DESTROYED;
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default: return true;
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}
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}
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BattleHex BattleSiegeController::getWallPiecePosition(EWallVisual::EWallVisual what) const
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{
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static const std::array<BattleHex, 18> wallsPositions = {
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BattleHex::INVALID, // BACKGROUND, // handled separately
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BattleHex::HEX_BEFORE_ALL, // BACKGROUND_WALL,
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135, // KEEP,
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BattleHex::HEX_AFTER_ALL, // BOTTOM_TOWER,
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182, // BOTTOM_WALL,
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130, // WALL_BELLOW_GATE,
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62, // WALL_OVER_GATE,
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12, // UPPER_WALL,
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BattleHex::HEX_BEFORE_ALL, // UPPER_TOWER,
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BattleHex::HEX_BEFORE_ALL, // GATE, // 94
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112, // GATE_ARCH,
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165, // BOTTOM_STATIC_WALL,
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45, // UPPER_STATIC_WALL,
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BattleHex::INVALID, // MOAT, // printed as absolute obstacle
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BattleHex::INVALID, // MOAT_BANK, // printed as absolute obstacle
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135, // KEEP_BATTLEMENT,
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BattleHex::HEX_AFTER_ALL, // BOTTOM_BATTLEMENT,
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BattleHex::HEX_BEFORE_ALL, // UPPER_BATTLEMENT,
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};
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return wallsPositions[what];
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}
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BattleSiegeController::BattleSiegeController(BattleInterface & owner, const CGTownInstance *siegeTown):
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owner(owner),
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town(siegeTown)
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{
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assert(owner.fieldController.get() == nullptr); // must be created after this
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for (int g = 0; g < wallPieceImages.size(); ++g)
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{
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if ( g == EWallVisual::GATE ) // gate is initially closed and has no image to display in this state
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continue;
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if ( !getWallPieceExistance(EWallVisual::EWallVisual(g)) )
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continue;
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wallPieceImages[g] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(g), EWallState::REINFORCED));
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}
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}
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const CCreature *BattleSiegeController::getTurretCreature() const
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{
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return CGI->creh->objects[town->town->clientInfo.siegeShooter];
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}
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Point BattleSiegeController::getTurretCreaturePosition( BattleHex position ) const
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{
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// Turret positions are read out of the config/wall_pos.txt
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int posID = 0;
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switch (position)
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{
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case BattleHex::CASTLE_CENTRAL_TOWER: // keep creature
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posID = EWallVisual::CREATURE_KEEP;
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break;
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case BattleHex::CASTLE_BOTTOM_TOWER: // bottom creature
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posID = EWallVisual::CREATURE_BOTTOM_TOWER;
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break;
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case BattleHex::CASTLE_UPPER_TOWER: // upper creature
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posID = EWallVisual::CREATURE_UPPER_TOWER;
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break;
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}
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if (posID != 0)
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{
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return {
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town->town->clientInfo.siegePositions[posID].x,
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town->town->clientInfo.siegePositions[posID].y
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};
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}
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assert(0);
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return Point(0,0);
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}
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void BattleSiegeController::gateStateChanged(const EGateState state)
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{
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auto oldState = owner.curInt->cb->battleGetGateState();
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bool playSound = false;
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auto stateId = EWallState::NONE;
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switch(state)
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{
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case EGateState::CLOSED:
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if (oldState != EGateState::BLOCKED)
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playSound = true;
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break;
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case EGateState::BLOCKED:
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if (oldState != EGateState::CLOSED)
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playSound = true;
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break;
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case EGateState::OPENED:
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playSound = true;
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stateId = EWallState::DAMAGED;
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break;
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case EGateState::DESTROYED:
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stateId = EWallState::DESTROYED;
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break;
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}
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if (oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED)
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wallPieceImages[EWallVisual::GATE] = nullptr;
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if (stateId != EWallState::NONE)
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wallPieceImages[EWallVisual::GATE] = IImage::createFromFile(getWallPieceImageName(EWallVisual::GATE, stateId));
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if (playSound)
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CCS->soundh->playSound(soundBase::DRAWBRG);
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}
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void BattleSiegeController::showAbsoluteObstacles(Canvas & canvas)
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{
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if (getWallPieceExistance(EWallVisual::MOAT))
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showWallPiece(canvas, EWallVisual::MOAT);
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if (getWallPieceExistance(EWallVisual::MOAT_BANK))
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showWallPiece(canvas, EWallVisual::MOAT_BANK);
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}
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BattleHex BattleSiegeController::getTurretBattleHex(EWallVisual::EWallVisual wallPiece) const
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{
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switch(wallPiece)
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{
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case EWallVisual::KEEP_BATTLEMENT: return BattleHex::CASTLE_CENTRAL_TOWER;
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case EWallVisual::BOTTOM_BATTLEMENT: return BattleHex::CASTLE_BOTTOM_TOWER;
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case EWallVisual::UPPER_BATTLEMENT: return BattleHex::CASTLE_UPPER_TOWER;
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}
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assert(0);
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return BattleHex::INVALID;
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}
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const CStack * BattleSiegeController::getTurretStack(EWallVisual::EWallVisual wallPiece) const
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{
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for (auto & stack : owner.curInt->cb->battleGetAllStacks(true))
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{
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if ( stack->initialPosition == getTurretBattleHex(wallPiece))
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return stack;
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}
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assert(0);
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return nullptr;
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}
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void BattleSiegeController::collectRenderableObjects(BattleRenderer & renderer)
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{
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for (int i = EWallVisual::WALL_FIRST; i <= EWallVisual::WALL_LAST; ++i)
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{
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auto wallPiece = EWallVisual::EWallVisual(i);
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if ( !getWallPieceExistance(wallPiece))
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continue;
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if ( getWallPiecePosition(wallPiece) == BattleHex::INVALID)
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continue;
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if (wallPiece == EWallVisual::KEEP_BATTLEMENT ||
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wallPiece == EWallVisual::BOTTOM_BATTLEMENT ||
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wallPiece == EWallVisual::UPPER_BATTLEMENT)
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{
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renderer.insert( EBattleFieldLayer::STACKS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
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owner.stacksController->showStack(canvas, getTurretStack(wallPiece));
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});
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renderer.insert( EBattleFieldLayer::BATTLEMENTS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
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showWallPiece(canvas, wallPiece);
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});
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}
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renderer.insert( EBattleFieldLayer::WALLS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
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showWallPiece(canvas, wallPiece);
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});
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}
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}
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bool BattleSiegeController::isAttackableByCatapult(BattleHex hex) const
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{
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if (owner.tacticsMode)
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return false;
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auto wallPart = owner.curInt->cb->battleHexToWallPart(hex);
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if (!owner.curInt->cb->isWallPartPotentiallyAttackable(wallPart))
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return false;
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auto state = owner.curInt->cb->battleGetWallState(wallPart);
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return state != EWallState::DESTROYED && state != EWallState::NONE;
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}
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void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
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{
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assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
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if (ca.attacker != -1)
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{
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const CStack *stack = owner.curInt->cb->battleGetStackByID(ca.attacker);
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for (auto attackInfo : ca.attackedParts)
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{
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owner.stacksController->addNewAnim(new CatapultAnimation(owner, stack, attackInfo.destinationTile, nullptr, attackInfo.damageDealt));
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}
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}
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else
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{
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std::vector<Point> positions;
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//no attacker stack, assume spell-related (earthquake) - only hit animation
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for (auto attackInfo : ca.attackedParts)
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positions.push_back(owner.stacksController->getStackPositionAtHex(attackInfo.destinationTile, nullptr) + Point(99, 120));
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CCS->soundh->playSound( "WALLHIT" );
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owner.stacksController->addNewAnim(new EffectAnimation(owner, "SGEXPL.DEF", positions));
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}
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owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
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owner.setAnimationCondition(EAnimationEvents::HIT, false);
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for (auto attackInfo : ca.attackedParts)
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{
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int wallId = static_cast<int>(attackInfo.attackedPart) + EWallVisual::DESTRUCTIBLE_FIRST;
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//gate state changing handled separately
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if (wallId == EWallVisual::GATE)
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continue;
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auto wallState = EWallState(owner.curInt->cb->battleGetWallState(attackInfo.attackedPart));
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wallPieceImages[wallId] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(wallId), wallState));
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}
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}
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const CGTownInstance *BattleSiegeController::getSiegedTown() const
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{
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return town;
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}
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