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36c1ed670f
Removed most of hardcoded checks for fort level or for presence of fort/ citadel/castle buildings. It is now possible to define which parts of town fortifications are provided by town buildings Configuration for H3-like fortifications is provided in buildingsLibrary.json and will be used automatically by mods as long as mods have buidings named "fort", "citadel" and "castle". Alternatively, mods can separately define: - hitpoints of walls (shared value for all sections) - hitpoints of central, upper and lower towers (separate values) - presence of moat - shooters for each tower (separate values)
112 lines
2.7 KiB
C++
112 lines
2.7 KiB
C++
/*
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* BattleObstacleController.h, 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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#pragma once
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#include "../../lib/GameConstants.h"
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#include "../../lib/battle/BattleHex.h"
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#include "../../lib/filesystem/ResourcePath.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct CatapultAttack;
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class CCreature;
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class CStack;
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class CGTownInstance;
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class Point;
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VCMI_LIB_NAMESPACE_END
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class Canvas;
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class BattleInterface;
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class BattleRenderer;
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class IImage;
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namespace EWallVisual
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{
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enum EWallVisual
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{
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BACKGROUND,
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BACKGROUND_WALL,
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KEEP,
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BOTTOM_TOWER,
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BOTTOM_WALL,
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WALL_BELLOW_GATE,
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WALL_OVER_GATE,
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UPPER_WALL,
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UPPER_TOWER,
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GATE,
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GATE_ARCH,
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BOTTOM_STATIC_WALL,
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UPPER_STATIC_WALL,
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MOAT,
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MOAT_BANK,
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KEEP_BATTLEMENT,
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BOTTOM_BATTLEMENT,
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UPPER_BATTLEMENT,
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CREATURE_KEEP,
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CREATURE_BOTTOM_TOWER,
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CREATURE_UPPER_TOWER,
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WALL_FIRST = BACKGROUND_WALL,
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WALL_LAST = UPPER_BATTLEMENT,
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// these entries are mapped to EWallPart enum
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DESTRUCTIBLE_FIRST = KEEP,
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DESTRUCTIBLE_LAST = GATE,
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};
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}
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class BattleSiegeController
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{
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BattleInterface & owner;
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/// besieged town
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const CGTownInstance *town;
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/// sections of castle walls, in their currently visible state
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std::array<std::shared_ptr<IImage>, EWallVisual::WALL_LAST + 1> wallPieceImages;
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/// return URI for image for a wall piece
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ImagePath getWallPieceImageName(EWallVisual::EWallVisual what, EWallState state) const;
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/// returns BattleHex to which chosen wall piece is bound
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BattleHex getWallPiecePosition(EWallVisual::EWallVisual what) const;
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/// returns true if chosen wall piece should be present in current battle
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bool getWallPieceExistence(EWallVisual::EWallVisual what) const;
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void showWallPiece(Canvas & canvas, EWallVisual::EWallVisual what);
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BattleHex getTurretBattleHex(EWallVisual::EWallVisual wallPiece) const;
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const CStack * getTurretStack(EWallVisual::EWallVisual wallPiece) const;
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public:
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BattleSiegeController(BattleInterface & owner, const CGTownInstance *siegeTown);
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/// call-ins from server
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void gateStateChanged(const EGateState state);
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void stackIsCatapulting(const CatapultAttack & ca);
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/// call-ins from other battle controllers
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void showAbsoluteObstacles(Canvas & canvas);
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void collectRenderableObjects(BattleRenderer & renderer);
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/// queries from other battle controllers
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bool isAttackableByCatapult(BattleHex hex) const;
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ImagePath getBattleBackgroundName() const;
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const CCreature *getTurretCreature(BattleHex turretPosition) const;
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Point getTurretCreaturePosition( BattleHex position ) const;
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const CGTownInstance *getSiegedTown() const;
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};
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