mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-22 22:13:35 +02:00
3dd4fa2528
Final goal (of multiple PR's) is to remove all remaining pointers from serializeable game state, and replace them with either identifiers or with shared/unique pointers. CGTownInstance::town and CGHeroInstance::type members have been removed. Now this data is computed dynamically using subID member. VLC entity of a town can now be accessed via following methods: - getFactionID() returns ID of a faction - getFaction() returns pointer to a faction - getTown() returns pointer to a town VLC entity of a hero can now be accessed via following methods: - getHeroTypeID() returns ID of a hero - getHeroClassID() returns ID of a hero class - getHeroType() returns pointer to a hero - getHeroClass() returns pointer to a hero class
375 lines
12 KiB
C++
375 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 "../CGameInfo.h"
|
|
#include "../CPlayerInterface.h"
|
|
#include "../gui/CGuiHandler.h"
|
|
#include "../media/ISoundPlayer.h"
|
|
#include "../render/Canvas.h"
|
|
#include "../render/IImage.h"
|
|
#include "../render/IRenderHandler.h"
|
|
|
|
#include "../../CCallback.h"
|
|
#include "../../lib/CStack.h"
|
|
#include "../../lib/entities/building/TownFortifications.h"
|
|
#include "../../lib/mapObjects/CGTownInstance.h"
|
|
#include "../../lib/networkPacks/PacksForClientBattle.h"
|
|
|
|
ImagePath BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual what, EWallState state) const
|
|
{
|
|
auto getImageIndex = [&]() -> int
|
|
{
|
|
int health = static_cast<int>(state);
|
|
|
|
switch (what)
|
|
{
|
|
case EWallVisual::KEEP:
|
|
case EWallVisual::BOTTOM_TOWER:
|
|
case EWallVisual::UPPER_TOWER:
|
|
if (health > 0)
|
|
return 1;
|
|
else
|
|
return 2;
|
|
default:
|
|
{
|
|
int healthTotal = town->fortificationsLevel().wallsHealth;
|
|
if (healthTotal == health)
|
|
return 1;
|
|
if (health > 0)
|
|
return 2;
|
|
return 3;
|
|
}
|
|
};
|
|
};
|
|
|
|
const std::string & prefix = town->getTown()->clientInfo.siegePrefix;
|
|
std::string addit = std::to_string(getImageIndex());
|
|
|
|
switch(what)
|
|
{
|
|
case EWallVisual::BACKGROUND_WALL:
|
|
{
|
|
auto faction = town->getFactionID();
|
|
|
|
if (faction == ETownType::RAMPART || faction == ETownType::NECROPOLIS || faction == ETownType::DUNGEON || faction == ETownType::STRONGHOLD)
|
|
return ImagePath::builtinTODO(prefix + "TPW1.BMP");
|
|
else
|
|
return ImagePath::builtinTODO(prefix + "TPWL.BMP");
|
|
}
|
|
case EWallVisual::KEEP:
|
|
return ImagePath::builtinTODO(prefix + "MAN" + addit + ".BMP");
|
|
case EWallVisual::BOTTOM_TOWER:
|
|
return ImagePath::builtinTODO(prefix + "TW1" + addit + ".BMP");
|
|
case EWallVisual::BOTTOM_WALL:
|
|
return ImagePath::builtinTODO(prefix + "WA1" + addit + ".BMP");
|
|
case EWallVisual::WALL_BELLOW_GATE:
|
|
return ImagePath::builtinTODO(prefix + "WA3" + addit + ".BMP");
|
|
case EWallVisual::WALL_OVER_GATE:
|
|
return ImagePath::builtinTODO(prefix + "WA4" + addit + ".BMP");
|
|
case EWallVisual::UPPER_WALL:
|
|
return ImagePath::builtinTODO(prefix + "WA6" + addit + ".BMP");
|
|
case EWallVisual::UPPER_TOWER:
|
|
return ImagePath::builtinTODO(prefix + "TW2" + addit + ".BMP");
|
|
case EWallVisual::GATE:
|
|
return ImagePath::builtinTODO(prefix + "DRW" + addit + ".BMP");
|
|
case EWallVisual::GATE_ARCH:
|
|
return ImagePath::builtinTODO(prefix + "ARCH.BMP");
|
|
case EWallVisual::BOTTOM_STATIC_WALL:
|
|
return ImagePath::builtinTODO(prefix + "WA2.BMP");
|
|
case EWallVisual::UPPER_STATIC_WALL:
|
|
return ImagePath::builtinTODO(prefix + "WA5.BMP");
|
|
case EWallVisual::MOAT:
|
|
return ImagePath::builtinTODO(prefix + "MOAT.BMP");
|
|
case EWallVisual::MOAT_BANK:
|
|
return ImagePath::builtinTODO(prefix + "MLIP.BMP");
|
|
case EWallVisual::KEEP_BATTLEMENT:
|
|
return ImagePath::builtinTODO(prefix + "MANC.BMP");
|
|
case EWallVisual::BOTTOM_BATTLEMENT:
|
|
return ImagePath::builtinTODO(prefix + "TW1C.BMP");
|
|
case EWallVisual::UPPER_BATTLEMENT:
|
|
return ImagePath::builtinTODO(prefix + "TW2C.BMP");
|
|
default:
|
|
return ImagePath();
|
|
}
|
|
}
|
|
|
|
void BattleSiegeController::showWallPiece(Canvas & canvas, EWallVisual::EWallVisual what)
|
|
{
|
|
auto & ci = town->getTown()->clientInfo;
|
|
auto const & pos = ci.siegePositions[what];
|
|
|
|
if ( wallPieceImages[what] && pos.isValid())
|
|
canvas.draw(wallPieceImages[what], Point(pos.x, pos.y));
|
|
}
|
|
|
|
ImagePath BattleSiegeController::getBattleBackgroundName() const
|
|
{
|
|
const std::string & prefix = town->getTown()->clientInfo.siegePrefix;
|
|
return ImagePath::builtinTODO(prefix + "BACK.BMP");
|
|
}
|
|
|
|
bool BattleSiegeController::getWallPieceExistence(EWallVisual::EWallVisual what) const
|
|
{
|
|
const auto & fortifications = town->fortificationsLevel();
|
|
|
|
switch (what)
|
|
{
|
|
case EWallVisual::MOAT: return fortifications.hasMoat && town->getTown()->clientInfo.siegePositions.at(EWallVisual::MOAT).isValid();
|
|
case EWallVisual::MOAT_BANK: return fortifications.hasMoat && town->getTown()->clientInfo.siegePositions.at(EWallVisual::MOAT_BANK).isValid();
|
|
case EWallVisual::KEEP_BATTLEMENT: return fortifications.citadelHealth > 0 && owner.getBattle()->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED;
|
|
case EWallVisual::UPPER_BATTLEMENT: return fortifications.upperTowerHealth > 0 && owner.getBattle()->battleGetWallState(EWallPart::UPPER_TOWER) != EWallState::DESTROYED;
|
|
case EWallVisual::BOTTOM_BATTLEMENT: return fortifications.lowerTowerHealth > 0 && owner.getBattle()->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 ( !getWallPieceExistence(EWallVisual::EWallVisual(g)) )
|
|
continue;
|
|
|
|
wallPieceImages[g] = GH.renderHandler().loadImage(getWallPieceImageName(EWallVisual::EWallVisual(g), EWallState::REINFORCED), EImageBlitMode::COLORKEY);
|
|
}
|
|
}
|
|
|
|
const CCreature *BattleSiegeController::getTurretCreature(BattleHex position) const
|
|
{
|
|
switch (position)
|
|
{
|
|
case BattleHex::CASTLE_CENTRAL_TOWER:
|
|
return town->fortificationsLevel().citadelShooter.toCreature();
|
|
case BattleHex::CASTLE_UPPER_TOWER:
|
|
return town->fortificationsLevel().upperTowerShooter.toCreature();
|
|
case BattleHex::CASTLE_BOTTOM_TOWER:
|
|
return town->fortificationsLevel().lowerTowerShooter.toCreature();
|
|
}
|
|
|
|
throw std::runtime_error("Unable to select shooter for tower at " + std::to_string(position.hex));
|
|
}
|
|
|
|
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->getTown()->clientInfo.siegePositions[posID].x,
|
|
town->getTown()->clientInfo.siegePositions[posID].y
|
|
};
|
|
}
|
|
|
|
assert(0);
|
|
return Point(0,0);
|
|
}
|
|
|
|
void BattleSiegeController::gateStateChanged(const EGateState state)
|
|
{
|
|
auto oldState = owner.getBattle()->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] = GH.renderHandler().loadImage(getWallPieceImageName(EWallVisual::GATE, stateId), EImageBlitMode::COLORKEY);
|
|
|
|
if (playSound)
|
|
CCS->soundh->playSound(soundBase::DRAWBRG);
|
|
}
|
|
|
|
void BattleSiegeController::showAbsoluteObstacles(Canvas & canvas)
|
|
{
|
|
if (getWallPieceExistence(EWallVisual::MOAT))
|
|
showWallPiece(canvas, EWallVisual::MOAT);
|
|
|
|
if (getWallPieceExistence(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.getBattle()->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 ( !getWallPieceExistence(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, 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.getBattle()->battleHexToWallPart(hex);
|
|
return owner.getBattle()->isWallPartAttackable(wallPart);
|
|
}
|
|
|
|
void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
|
|
{
|
|
if (ca.attacker != -1)
|
|
{
|
|
const CStack *stack = owner.getBattle()->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( AudioPath::builtin("WALLHIT") );
|
|
owner.stacksController->addNewAnim(new EffectAnimation(owner, AnimationPath::builtin("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.getBattle()->battleGetWallState(attackInfo.attackedPart));
|
|
|
|
wallPieceImages[wallId] = GH.renderHandler().loadImage(getWallPieceImageName(EWallVisual::EWallVisual(wallId), wallState), EImageBlitMode::COLORKEY);
|
|
}
|
|
}
|
|
|
|
const CGTownInstance *BattleSiegeController::getSiegedTown() const
|
|
{
|
|
return town;
|
|
}
|