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904 lines
30 KiB
C++
904 lines
30 KiB
C++
/*
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* BattleFieldController.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 "BattleFieldController.h"
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#include "BattleInterface.h"
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#include "BattleActionsController.h"
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#include "BattleInterfaceClasses.h"
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#include "BattleEffectsController.h"
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#include "BattleSiegeController.h"
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#include "BattleStacksController.h"
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#include "BattleObstacleController.h"
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#include "BattleProjectileController.h"
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#include "BattleRenderer.h"
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#include "../CGameInfo.h"
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#include "../CPlayerInterface.h"
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#include "../render/CAnimation.h"
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#include "../render/Canvas.h"
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#include "../render/IImage.h"
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#include "../renderSDL/SDL_Extensions.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/CursorHandler.h"
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#include "../adventureMap/CInGameConsole.h"
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#include "../client/render/CAnimation.h"
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#include "../../CCallback.h"
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#include "../../lib/BattleFieldHandler.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CStack.h"
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#include "../../lib/spells/ISpellMechanics.h"
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namespace HexMasks
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{
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// mask definitions that has set to 1 the edges present in the hex edges highlight image
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/*
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/\
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0 1
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/ \
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| |
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5 2
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\ /
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4 3
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\/
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*/
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enum HexEdgeMasks {
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empty = 0b000000, // empty used when wanting to keep indexes the same but no highlight should be displayed
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topLeft = 0b000001,
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topRight = 0b000010,
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right = 0b000100,
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bottomRight = 0b001000,
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bottomLeft = 0b010000,
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left = 0b100000,
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top = 0b000011,
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bottom = 0b011000,
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topRightHalfCorner = 0b000110,
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bottomRightHalfCorner = 0b001100,
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bottomLeftHalfCorner = 0b110000,
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topLeftHalfCorner = 0b100001,
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rightTopAndBottom = 0b001010, // special case, right half can be drawn instead of only top and bottom
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leftTopAndBottom = 0b010001, // special case, left half can be drawn instead of only top and bottom
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rightHalf = 0b001110,
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leftHalf = 0b110001,
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topRightCorner = 0b000111,
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bottomRightCorner = 0b011100,
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bottomLeftCorner = 0b111000,
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topLeftCorner = 0b100011
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};
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}
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std::map<int, int> hexEdgeMaskToFrameIndex;
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// Maps HexEdgesMask to "Frame" indexes for range highligt images
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void initializeHexEdgeMaskToFrameIndex()
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{
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hexEdgeMaskToFrameIndex[HexMasks::empty] = 0;
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hexEdgeMaskToFrameIndex[HexMasks::topLeft] = 1;
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hexEdgeMaskToFrameIndex[HexMasks::topRight] = 2;
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hexEdgeMaskToFrameIndex[HexMasks::right] = 3;
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hexEdgeMaskToFrameIndex[HexMasks::bottomRight] = 4;
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hexEdgeMaskToFrameIndex[HexMasks::bottomLeft] = 5;
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hexEdgeMaskToFrameIndex[HexMasks::left] = 6;
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hexEdgeMaskToFrameIndex[HexMasks::top] = 7;
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hexEdgeMaskToFrameIndex[HexMasks::bottom] = 8;
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hexEdgeMaskToFrameIndex[HexMasks::topRightHalfCorner] = 9;
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hexEdgeMaskToFrameIndex[HexMasks::bottomRightHalfCorner] = 10;
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hexEdgeMaskToFrameIndex[HexMasks::bottomLeftHalfCorner] = 11;
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hexEdgeMaskToFrameIndex[HexMasks::topLeftHalfCorner] = 12;
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hexEdgeMaskToFrameIndex[HexMasks::rightTopAndBottom] = 13;
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hexEdgeMaskToFrameIndex[HexMasks::leftTopAndBottom] = 14;
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hexEdgeMaskToFrameIndex[HexMasks::rightHalf] = 13;
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hexEdgeMaskToFrameIndex[HexMasks::leftHalf] = 14;
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hexEdgeMaskToFrameIndex[HexMasks::topRightCorner] = 15;
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hexEdgeMaskToFrameIndex[HexMasks::bottomRightCorner] = 16;
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hexEdgeMaskToFrameIndex[HexMasks::bottomLeftCorner] = 17;
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hexEdgeMaskToFrameIndex[HexMasks::topLeftCorner] = 18;
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}
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BattleFieldController::BattleFieldController(BattleInterface & owner):
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owner(owner)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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//preparing cells and hexes
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cellBorder = IImage::createFromFile("CCELLGRD.BMP", EImageBlitMode::COLORKEY);
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cellShade = IImage::createFromFile("CCELLSHD.BMP");
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cellUnitMovementHighlight = IImage::createFromFile("UnitMovementHighlight.PNG", EImageBlitMode::COLORKEY);
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cellUnitMaxMovementHighlight = IImage::createFromFile("UnitMaxMovementHighlight.PNG", EImageBlitMode::COLORKEY);
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attackCursors = std::make_shared<CAnimation>("CRCOMBAT");
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attackCursors->preload();
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initializeHexEdgeMaskToFrameIndex();
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rangedFullDamageLimitImages = std::make_shared<CAnimation>("battle/rangeHighlights/rangeHighlightsGreen.json");
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rangedFullDamageLimitImages->preload();
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shootingRangeLimitImages = std::make_shared<CAnimation>("battle/rangeHighlights/rangeHighlightsRed.json");
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shootingRangeLimitImages->preload();
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flipRangeLimitImagesIntoPositions(rangedFullDamageLimitImages);
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flipRangeLimitImagesIntoPositions(shootingRangeLimitImages);
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if(!owner.siegeController)
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{
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auto bfieldType = owner.curInt->cb->battleGetBattlefieldType();
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if(bfieldType == BattleField::NONE)
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logGlobal->error("Invalid battlefield returned for current battle");
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else
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background = IImage::createFromFile(bfieldType.getInfo()->graphics, EImageBlitMode::OPAQUE);
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}
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else
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{
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std::string backgroundName = owner.siegeController->getBattleBackgroundName();
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background = IImage::createFromFile(backgroundName, EImageBlitMode::OPAQUE);
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}
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pos.w = background->width();
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pos.h = background->height();
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backgroundWithHexes = std::make_unique<Canvas>(Point(background->width(), background->height()));
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updateAccessibleHexes();
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addUsedEvents(LCLICK | SHOW_POPUP | MOVE | TIME | GESTURE);
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}
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void BattleFieldController::activate()
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{
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LOCPLINT->cingconsole->pos = this->pos;
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CIntObject::activate();
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}
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void BattleFieldController::createHeroes()
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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// create heroes as part of our constructor for correct positioning inside battlefield
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if(owner.attackingHeroInstance)
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owner.attackingHero = std::make_shared<BattleHero>(owner, owner.attackingHeroInstance, false);
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if(owner.defendingHeroInstance)
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owner.defendingHero = std::make_shared<BattleHero>(owner, owner.defendingHeroInstance, true);
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}
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void BattleFieldController::gesture(bool on, const Point & initialPosition, const Point & finalPosition)
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{
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if (!on && pos.isInside(finalPosition))
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clickPressed(finalPosition);
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}
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void BattleFieldController::gesturePanning(const Point & initialPosition, const Point & currentPosition, const Point & lastUpdateDistance)
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{
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Point distance = currentPosition - initialPosition;
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if (distance.length() < settings["battle"]["swipeAttackDistance"].Float())
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hoveredHex = getHexAtPosition(initialPosition);
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else
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hoveredHex = BattleHex::INVALID;
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currentAttackOriginPoint = currentPosition;
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if (pos.isInside(initialPosition))
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owner.actionsController->onHexHovered(getHoveredHex());
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}
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void BattleFieldController::mouseMoved(const Point & cursorPosition, const Point & lastUpdateDistance)
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{
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hoveredHex = getHexAtPosition(cursorPosition);
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currentAttackOriginPoint = cursorPosition;
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if (pos.isInside(cursorPosition))
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owner.actionsController->onHexHovered(getHoveredHex());
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else
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owner.actionsController->onHoverEnded();
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}
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void BattleFieldController::clickPressed(const Point & cursorPosition)
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{
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BattleHex selectedHex = getHoveredHex();
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if (selectedHex != BattleHex::INVALID)
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owner.actionsController->onHexLeftClicked(selectedHex);
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}
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void BattleFieldController::showPopupWindow(const Point & cursorPosition)
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{
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BattleHex selectedHex = getHoveredHex();
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if (selectedHex != BattleHex::INVALID)
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owner.actionsController->onHexRightClicked(selectedHex);
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}
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void BattleFieldController::renderBattlefield(Canvas & canvas)
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{
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Canvas clippedCanvas(canvas, pos);
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showBackground(clippedCanvas);
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BattleRenderer renderer(owner);
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renderer.execute(clippedCanvas);
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owner.projectilesController->render(clippedCanvas);
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}
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void BattleFieldController::showBackground(Canvas & canvas)
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{
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if (owner.stacksController->getActiveStack() != nullptr )
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showBackgroundImageWithHexes(canvas);
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else
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showBackgroundImage(canvas);
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showHighlightedHexes(canvas);
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}
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void BattleFieldController::showBackgroundImage(Canvas & canvas)
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{
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canvas.draw(background, Point(0, 0));
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owner.obstacleController->showAbsoluteObstacles(canvas);
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if ( owner.siegeController )
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owner.siegeController->showAbsoluteObstacles(canvas);
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if (settings["battle"]["cellBorders"].Bool())
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{
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for (int i=0; i<GameConstants::BFIELD_SIZE; ++i)
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{
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if ( i % GameConstants::BFIELD_WIDTH == 0)
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continue;
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if ( i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
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continue;
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canvas.draw(cellBorder, hexPositionLocal(i).topLeft());
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}
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}
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}
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void BattleFieldController::showBackgroundImageWithHexes(Canvas & canvas)
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{
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canvas.draw(*backgroundWithHexes, Point(0, 0));
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}
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void BattleFieldController::redrawBackgroundWithHexes()
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{
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const CStack *activeStack = owner.stacksController->getActiveStack();
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std::vector<BattleHex> attackableHexes;
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if(activeStack)
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occupiableHexes = owner.curInt->cb->battleGetAvailableHexes(activeStack, false, true, &attackableHexes);
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// prepare background graphic with hexes and shaded hexes
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backgroundWithHexes->draw(background, Point(0,0));
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owner.obstacleController->showAbsoluteObstacles(*backgroundWithHexes);
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if(owner.siegeController)
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owner.siegeController->showAbsoluteObstacles(*backgroundWithHexes);
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// show shaded hexes for active's stack valid movement and the hexes that it can attack
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if(settings["battle"]["stackRange"].Bool())
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{
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std::vector<BattleHex> hexesToShade = occupiableHexes;
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hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
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for(BattleHex hex : hexesToShade)
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{
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showHighlightedHex(*backgroundWithHexes, cellShade, hex, false);
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}
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}
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// draw cell borders
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if(settings["battle"]["cellBorders"].Bool())
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{
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for(int i=0; i<GameConstants::BFIELD_SIZE; ++i)
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{
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if(i % GameConstants::BFIELD_WIDTH == 0)
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continue;
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if(i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
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continue;
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backgroundWithHexes->draw(cellBorder, hexPositionLocal(i).topLeft());
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}
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}
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}
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void BattleFieldController::showHighlightedHex(Canvas & canvas, std::shared_ptr<IImage> highlight, BattleHex hex, bool darkBorder)
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{
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Point hexPos = hexPositionLocal(hex).topLeft();
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canvas.draw(highlight, hexPos);
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if(!darkBorder && settings["battle"]["cellBorders"].Bool())
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canvas.draw(cellBorder, hexPos);
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}
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std::set<BattleHex> BattleFieldController::getHighlightedHexesForActiveStack()
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{
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std::set<BattleHex> result;
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if(!owner.stacksController->getActiveStack())
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return result;
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if(!settings["battle"]["stackRange"].Bool())
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return result;
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auto hoveredHex = getHoveredHex();
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std::set<BattleHex> set = owner.curInt->cb->battleGetAttackedHexes(owner.stacksController->getActiveStack(), hoveredHex);
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for(BattleHex hex : set)
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result.insert(hex);
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return result;
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}
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std::set<BattleHex> BattleFieldController::getMovementRangeForHoveredStack()
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{
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std::set<BattleHex> result;
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if (!owner.stacksController->getActiveStack())
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return result;
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if (!settings["battle"]["movementHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
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return result;
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auto hoveredHex = getHoveredHex();
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// add possible movement hexes for stack under mouse
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const CStack * const hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
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if(hoveredStack)
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{
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std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(hoveredStack, true, true, nullptr);
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for(BattleHex hex : v)
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result.insert(hex);
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}
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return result;
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}
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std::set<BattleHex> BattleFieldController::getHighlightedHexesForSpellRange()
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{
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std::set<BattleHex> result;
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auto hoveredHex = getHoveredHex();
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if(!settings["battle"]["mouseShadow"].Bool())
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return result;
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const spells::Caster *caster = nullptr;
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const CSpell *spell = nullptr;
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spells::Mode mode = owner.actionsController->getCurrentCastMode();
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spell = owner.actionsController->getCurrentSpell(hoveredHex);
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caster = owner.actionsController->getCurrentSpellcaster();
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if(caster && spell) //when casting spell
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{
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// printing shaded hex(es)
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spells::BattleCast event(owner.curInt->cb.get(), caster, mode, spell);
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auto shadedHexes = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
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for(BattleHex shadedHex : shadedHexes)
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{
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if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
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result.insert(shadedHex);
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}
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}
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return result;
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}
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std::set<BattleHex> BattleFieldController::getHighlightedHexesForMovementTarget()
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{
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const CStack * stack = owner.stacksController->getActiveStack();
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auto hoveredHex = getHoveredHex();
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if(!stack)
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return {};
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std::vector<BattleHex> availableHexes = owner.curInt->cb->battleGetAvailableHexes(stack, false, false, nullptr);
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auto hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
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if(owner.curInt->cb->battleCanAttack(stack, hoveredStack, hoveredHex))
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{
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if(isTileAttackable(hoveredHex))
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{
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BattleHex attackFromHex = fromWhichHexAttack(hoveredHex);
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if(stack->doubleWide())
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return {attackFromHex, stack->occupiedHex(attackFromHex)};
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else
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return {attackFromHex};
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}
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}
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if(vstd::contains(availableHexes, hoveredHex))
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{
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if(stack->doubleWide())
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return {hoveredHex, stack->occupiedHex(hoveredHex)};
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else
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return {hoveredHex};
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}
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if(stack->doubleWide())
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{
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for(auto const & hex : availableHexes)
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{
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if(stack->occupiedHex(hex) == hoveredHex)
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return {hoveredHex, hex};
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}
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}
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return {};
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}
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// Range limit highlight helpers
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std::vector<BattleHex> BattleFieldController::getRangeHexes(BattleHex sourceHex, uint8_t distance)
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{
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std::vector<BattleHex> rangeHexes;
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if (!settings["battle"]["rangeLimitHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
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return rangeHexes;
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// get only battlefield hexes that are within the given distance
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for(auto i = 0; i < GameConstants::BFIELD_SIZE; i++)
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{
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BattleHex hex(i);
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if(hex.isAvailable() && BattleHex::getDistance(sourceHex, hex) <= distance)
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rangeHexes.push_back(hex);
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}
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return rangeHexes;
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}
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std::vector<BattleHex> BattleFieldController::getRangeLimitHexes(BattleHex hoveredHex, std::vector<BattleHex> rangeHexes, uint8_t distanceToLimit)
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{
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std::vector<BattleHex> rangeLimitHexes;
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// from range hexes get only the ones at the limit
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for(auto & hex : rangeHexes)
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{
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if(BattleHex::getDistance(hoveredHex, hex) == distanceToLimit)
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rangeLimitHexes.push_back(hex);
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}
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return rangeLimitHexes;
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}
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bool BattleFieldController::IsHexInRangeLimit(BattleHex hex, std::vector<BattleHex> & rangeLimitHexes, int * hexIndexInRangeLimit)
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{
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bool hexInRangeLimit = false;
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if(!rangeLimitHexes.empty())
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{
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auto pos = std::find(rangeLimitHexes.begin(), rangeLimitHexes.end(), hex);
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*hexIndexInRangeLimit = std::distance(rangeLimitHexes.begin(), pos);
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hexInRangeLimit = pos != rangeLimitHexes.end();
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}
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return hexInRangeLimit;
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}
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std::vector<std::vector<BattleHex::EDir>> BattleFieldController::getOutsideNeighbourDirectionsForLimitHexes(std::vector<BattleHex> wholeRangeHexes, std::vector<BattleHex> rangeLimitHexes)
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{
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std::vector<std::vector<BattleHex::EDir>> output;
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if(wholeRangeHexes.empty())
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return output;
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for(auto & hex : rangeLimitHexes)
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{
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// get all neighbours and their directions
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auto neighbouringTiles = hex.allNeighbouringTiles();
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std::vector<BattleHex::EDir> outsideNeighbourDirections;
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// for each neighbour add to output only the valid ones and only that are not found in range Hexes
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for(auto direction = 0; direction < 6; direction++)
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{
|
|
if(!neighbouringTiles[direction].isAvailable())
|
|
continue;
|
|
|
|
auto it = std::find(wholeRangeHexes.begin(), wholeRangeHexes.end(), neighbouringTiles[direction]);
|
|
|
|
if(it == wholeRangeHexes.end())
|
|
outsideNeighbourDirections.push_back(BattleHex::EDir(direction)); // push direction
|
|
}
|
|
|
|
output.push_back(outsideNeighbourDirections);
|
|
}
|
|
|
|
return output;
|
|
}
|
|
|
|
std::vector<std::shared_ptr<IImage>> BattleFieldController::calculateRangeLimitHighlightImages(std::vector<std::vector<BattleHex::EDir>> hexesNeighbourDirections, std::shared_ptr<CAnimation> limitImages)
|
|
{
|
|
std::vector<std::shared_ptr<IImage>> output; // if no image is to be shown an empty image is still added to help with traverssing the range
|
|
|
|
if(hexesNeighbourDirections.empty())
|
|
return output;
|
|
|
|
for(auto & directions : hexesNeighbourDirections)
|
|
{
|
|
std::bitset<6> mask;
|
|
|
|
// convert directions to mask
|
|
for(auto direction : directions)
|
|
mask.set(direction);
|
|
|
|
uint8_t imageKey = static_cast<uint8_t>(mask.to_ulong());
|
|
output.push_back(limitImages->getImage(hexEdgeMaskToFrameIndex[imageKey]));
|
|
}
|
|
|
|
return output;
|
|
}
|
|
|
|
void BattleFieldController::calculateRangeLimitAndHighlightImages(uint8_t distance, std::shared_ptr<CAnimation> rangeLimitImages, std::vector<BattleHex> & rangeLimitHexes, std::vector<std::shared_ptr<IImage>> & rangeLimitHexesHighligts)
|
|
{
|
|
std::vector<BattleHex> rangeHexes = getRangeHexes(hoveredHex, distance);
|
|
rangeLimitHexes = getRangeLimitHexes(hoveredHex, rangeHexes, distance);
|
|
std::vector<std::vector<BattleHex::EDir>> rangeLimitNeighbourDirections = getOutsideNeighbourDirectionsForLimitHexes(rangeHexes, rangeLimitHexes);
|
|
rangeLimitHexesHighligts = calculateRangeLimitHighlightImages(rangeLimitNeighbourDirections, rangeLimitImages);
|
|
}
|
|
|
|
void BattleFieldController::flipRangeLimitImagesIntoPositions(std::shared_ptr<CAnimation> images)
|
|
{
|
|
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRight])->verticalFlip();
|
|
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::right])->verticalFlip();
|
|
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRight])->doubleFlip();
|
|
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeft])->horizontalFlip();
|
|
|
|
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottom])->horizontalFlip();
|
|
|
|
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRightHalfCorner])->verticalFlip();
|
|
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRightHalfCorner])->doubleFlip();
|
|
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeftHalfCorner])->horizontalFlip();
|
|
|
|
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::rightHalf])->verticalFlip();
|
|
|
|
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRightCorner])->verticalFlip();
|
|
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRightCorner])->doubleFlip();
|
|
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeftCorner])->horizontalFlip();
|
|
}
|
|
|
|
void BattleFieldController::showHighlightedHexes(Canvas & canvas)
|
|
{
|
|
std::vector<BattleHex> rangedFullDamageLimitHexes;
|
|
std::vector<BattleHex> shootingRangeLimitHexes;
|
|
|
|
std::vector<std::shared_ptr<IImage>> rangedFullDamageLimitHexesHighligts;
|
|
std::vector<std::shared_ptr<IImage>> shootingRangeLimitHexesHighligts;
|
|
|
|
std::set<BattleHex> hoveredStackMovementRangeHexes = getMovementRangeForHoveredStack();
|
|
std::set<BattleHex> hoveredSpellHexes = getHighlightedHexesForSpellRange();
|
|
std::set<BattleHex> hoveredMoveHexes = getHighlightedHexesForMovementTarget();
|
|
|
|
BattleHex hoveredHex = getHoveredHex();
|
|
if(hoveredHex == BattleHex::INVALID)
|
|
return;
|
|
|
|
const CStack * hoveredStack = getHoveredStack();
|
|
|
|
// skip range limit calculations if unit hovered is not a shooter
|
|
if(hoveredStack && hoveredStack->isShooter())
|
|
{
|
|
// calculate array with highlight images for ranged full damage limit
|
|
auto rangedFullDamageDistance = hoveredStack->getRangedFullDamageDistance();
|
|
calculateRangeLimitAndHighlightImages(rangedFullDamageDistance, rangedFullDamageLimitImages, rangedFullDamageLimitHexes, rangedFullDamageLimitHexesHighligts);
|
|
|
|
// calculate array with highlight images for shooting range limit
|
|
auto shootingRangeDistance = hoveredStack->getShootingRangeDistance();
|
|
calculateRangeLimitAndHighlightImages(shootingRangeDistance, shootingRangeLimitImages, shootingRangeLimitHexes, shootingRangeLimitHexesHighligts);
|
|
}
|
|
|
|
auto const & hoveredMouseHexes = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpellHexes : hoveredMoveHexes;
|
|
|
|
for(int hex = 0; hex < GameConstants::BFIELD_SIZE; ++hex)
|
|
{
|
|
bool stackMovement = hoveredStackMovementRangeHexes.count(hex);
|
|
bool mouse = hoveredMouseHexes.count(hex);
|
|
|
|
// calculate if hex is Ranged Full Damage Limit and its position in highlight array
|
|
int hexIndexInRangedFullDamageLimit = 0;
|
|
bool hexInRangedFullDamageLimit = IsHexInRangeLimit(hex, rangedFullDamageLimitHexes, &hexIndexInRangedFullDamageLimit);
|
|
|
|
// calculate if hex is Shooting Range Limit and its position in highlight array
|
|
int hexIndexInShootingRangeLimit = 0;
|
|
bool hexInShootingRangeLimit = IsHexInRangeLimit(hex, shootingRangeLimitHexes, &hexIndexInShootingRangeLimit);
|
|
|
|
if(stackMovement && mouse) // area where hovered stackMovement can move shown with highlight. Because also affected by mouse cursor, shade as well
|
|
{
|
|
showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
|
|
showHighlightedHex(canvas, cellShade, hex, true);
|
|
}
|
|
if(!stackMovement && mouse) // hexes affected only at mouse cursor shown as shaded
|
|
{
|
|
showHighlightedHex(canvas, cellShade, hex, true);
|
|
}
|
|
if(stackMovement && !mouse) // hexes where hovered stackMovement can move shown with highlight
|
|
{
|
|
showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
|
|
}
|
|
if(hexInRangedFullDamageLimit)
|
|
{
|
|
showHighlightedHex(canvas, rangedFullDamageLimitHexesHighligts[hexIndexInRangedFullDamageLimit], hex, false);
|
|
}
|
|
if(hexInShootingRangeLimit)
|
|
{
|
|
showHighlightedHex(canvas, shootingRangeLimitHexesHighligts[hexIndexInShootingRangeLimit], hex, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
Rect BattleFieldController::hexPositionLocal(BattleHex hex) const
|
|
{
|
|
int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX();
|
|
int y = 86 + 42 *hex.getY();
|
|
int w = cellShade->width();
|
|
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()
|
|
{
|
|
return hoveredHex;
|
|
}
|
|
|
|
const CStack* BattleFieldController::getHoveredStack()
|
|
{
|
|
auto hoveredHex = getHoveredHex();
|
|
const CStack* hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
|
|
|
|
return hoveredStack;
|
|
}
|
|
|
|
BattleHex BattleFieldController::getHexAtPosition(Point hoverPos)
|
|
{
|
|
if (owner.attackingHero)
|
|
{
|
|
if (owner.attackingHero->pos.isInside(hoverPos))
|
|
return BattleHex::HERO_ATTACKER;
|
|
}
|
|
|
|
if (owner.defendingHero)
|
|
{
|
|
if (owner.attackingHero->pos.isInside(hoverPos))
|
|
return BattleHex::HERO_DEFENDER;
|
|
}
|
|
|
|
for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
|
|
{
|
|
Rect hexPosition = hexPositionAbsolute(h);
|
|
|
|
if (!hexPosition.isInside(hoverPos))
|
|
continue;
|
|
|
|
if (isPixelInHex(hoverPos - hexPosition.topLeft()))
|
|
return h;
|
|
}
|
|
|
|
return BattleHex::INVALID;
|
|
}
|
|
|
|
BattleHex::EDir BattleFieldController::selectAttackDirection(BattleHex myNumber)
|
|
{
|
|
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<bool, 8> 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(occupiableHexes, neighbours[i]) && vstd::contains(occupiableHexes, neighbours[i].cloneInDirection(BattleHex::RIGHT, false));
|
|
|
|
for (size_t i : { 4, 5, 0})
|
|
attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]) && vstd::contains(occupiableHexes, neighbours[i].cloneInDirection(BattleHex::LEFT, false));
|
|
|
|
attackAvailability[6] = vstd::contains(occupiableHexes, neighbours[0]) && vstd::contains(occupiableHexes, neighbours[1]);
|
|
attackAvailability[7] = vstd::contains(occupiableHexes, neighbours[3]) && vstd::contains(occupiableHexes, neighbours[4]);
|
|
}
|
|
else
|
|
{
|
|
for (size_t i = 0; i < 6; ++i)
|
|
attackAvailability[i] = vstd::contains(occupiableHexes, 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<Point, 8> 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<int, 8> distance2;
|
|
|
|
for (size_t i = 0; i < 8; ++i)
|
|
if (attackAvailability[i])
|
|
distance2[i] = (testPoint[i].y - currentAttackOriginPoint.y)*(testPoint[i].y - currentAttackOriginPoint.y) + (testPoint[i].x - currentAttackOriginPoint.x)*(testPoint[i].x - currentAttackOriginPoint.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(getHoveredHex());
|
|
|
|
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->unitSide() == 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->unitSide() == BattleSide::ATTACKER )
|
|
return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::RIGHT);
|
|
else
|
|
return attackTarget.cloneInDirection(direction);
|
|
}
|
|
|
|
case BattleHex::TOP:
|
|
{
|
|
if ( attacker->unitSide() == BattleSide::ATTACKER )
|
|
return attackTarget.cloneInDirection(BattleHex::TOP_RIGHT);
|
|
else
|
|
return attackTarget.cloneInDirection(BattleHex::TOP_LEFT);
|
|
}
|
|
|
|
case BattleHex::BOTTOM:
|
|
{
|
|
if ( attacker->unitSide() == BattleSide::ATTACKER )
|
|
return attackTarget.cloneInDirection(BattleHex::BOTTOM_RIGHT);
|
|
else
|
|
return attackTarget.cloneInDirection(BattleHex::BOTTOM_LEFT);
|
|
}
|
|
default:
|
|
assert(0);
|
|
return BattleHex::INVALID;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool BattleFieldController::isTileAttackable(const BattleHex & number) const
|
|
{
|
|
for (auto & elem : occupiableHexes)
|
|
{
|
|
if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void BattleFieldController::updateAccessibleHexes()
|
|
{
|
|
auto accessibility = owner.curInt->cb->getAccesibility();
|
|
|
|
for(int i = 0; i < accessibility.size(); i++)
|
|
stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE || (accessibility[i] == EAccessibility::SIDE_COLUMN));
|
|
}
|
|
|
|
bool BattleFieldController::stackCountOutsideHex(const BattleHex & number) const
|
|
{
|
|
return stackCountOutsideHexes[number];
|
|
}
|
|
|
|
void BattleFieldController::showAll(Canvas & to)
|
|
{
|
|
show(to);
|
|
}
|
|
|
|
void BattleFieldController::tick(uint32_t msPassed)
|
|
{
|
|
updateAccessibleHexes();
|
|
owner.stacksController->tick(msPassed);
|
|
owner.obstacleController->tick(msPassed);
|
|
owner.projectilesController->tick(msPassed);
|
|
}
|
|
|
|
void BattleFieldController::show(Canvas & to)
|
|
{
|
|
CSDL_Ext::CClipRectGuard guard(to.getInternalSurface(), pos);
|
|
|
|
renderBattlefield(to);
|
|
|
|
if (isActive() && isGesturing() && getHoveredHex() != BattleHex::INVALID)
|
|
{
|
|
auto cursorIndex = CCS->curh->get<Cursor::Combat>();
|
|
auto imageIndex = static_cast<size_t>(cursorIndex);
|
|
|
|
to.draw(attackCursors->getImage(imageIndex), hexPositionAbsolute(getHoveredHex()).center() - CCS->curh->getPivotOffsetCombat(imageIndex));
|
|
}
|
|
}
|
|
|
|
bool BattleFieldController::receiveEvent(const Point & position, int eventType) const
|
|
{
|
|
if (eventType == HOVER)
|
|
return true;
|
|
return CIntObject::receiveEvent(position, eventType);
|
|
}
|