mirror of
https://github.com/vcmi/vcmi.git
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629 lines
19 KiB
C++
629 lines
19 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/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 "../../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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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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setMoveEventStrongInterest(true);
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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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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 | RCLICK | MOVE | TIME);
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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::mouseMoved(const Point & cursorPosition)
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{
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if (!pos.isInside(cursorPosition))
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{
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owner.actionsController->onHoverEnded();
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return;
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}
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BattleHex selectedHex = getHoveredHex();
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owner.actionsController->onHexHovered(selectedHex);
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}
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void BattleFieldController::clickLeft(tribool down, bool previousState)
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{
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if(!down)
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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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}
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void BattleFieldController::clickRight(tribool down, bool previousState)
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{
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if(down)
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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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}
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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 ) //&& creAnims[stacksController->getActiveStack()->unitId()]->isIdle() //show everything with range
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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.get(), 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, attackingHex);
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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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void BattleFieldController::showHighlightedHexes(Canvas & canvas)
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{
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std::set<BattleHex> hoveredStackMovementRangeHexes = getMovementRangeForHoveredStack();
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std::set<BattleHex> hoveredSpellHexes = getHighlightedHexesForSpellRange();
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std::set<BattleHex> hoveredMoveHexes = getHighlightedHexesForMovementTarget();
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if(getHoveredHex() == BattleHex::INVALID)
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return;
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auto const & hoveredMouseHexes = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpellHexes : hoveredMoveHexes;
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for(int hex = 0; hex < GameConstants::BFIELD_SIZE; ++hex)
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{
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bool stackMovement = hoveredStackMovementRangeHexes.count(hex);
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bool mouse = hoveredMouseHexes.count(hex);
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if(stackMovement && mouse) // area where hovered stackMovement can move shown with highlight. Because also affected by mouse cursor, shade as well
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{
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showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
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showHighlightedHex(canvas, cellShade, hex, true);
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}
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if(!stackMovement && mouse) // hexes affected only at mouse cursor shown as shaded
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{
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showHighlightedHex(canvas, cellShade, hex, true);
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}
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if(stackMovement && !mouse) // hexes where hovered stackMovement can move shown with highlight
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{
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showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
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}
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}
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}
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Rect BattleFieldController::hexPositionLocal(BattleHex hex) const
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{
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int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX();
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int y = 86 + 42 *hex.getY();
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int w = cellShade->width();
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int h = cellShade->height();
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return Rect(x, y, w, h);
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}
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Rect BattleFieldController::hexPositionAbsolute(BattleHex hex) const
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{
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return hexPositionLocal(hex) + pos.topLeft();
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}
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bool BattleFieldController::isPixelInHex(Point const & position)
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{
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return !cellShade->isTransparent(position);
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}
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BattleHex BattleFieldController::getHoveredHex()
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{
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Point hoverPos = GH.getCursorPosition();
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if (owner.attackingHero)
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{
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if (owner.attackingHero->pos.isInside(hoverPos))
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return BattleHex::HERO_ATTACKER;
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}
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if (owner.defendingHero)
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{
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if (owner.attackingHero->pos.isInside(hoverPos))
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return BattleHex::HERO_DEFENDER;
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}
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for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
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{
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Rect hexPosition = hexPositionAbsolute(h);
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if (!hexPosition.isInside(hoverPos))
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continue;
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if (isPixelInHex(hoverPos - hexPosition.topLeft()))
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return h;
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}
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return BattleHex::INVALID;
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}
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void BattleFieldController::setBattleCursor(BattleHex myNumber)
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{
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Point cursorPos = CCS->curh->position();
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std::vector<Cursor::Combat> sectorCursor = {
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Cursor::Combat::HIT_SOUTHEAST,
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Cursor::Combat::HIT_SOUTHWEST,
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Cursor::Combat::HIT_WEST,
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Cursor::Combat::HIT_NORTHWEST,
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Cursor::Combat::HIT_NORTHEAST,
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Cursor::Combat::HIT_EAST,
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Cursor::Combat::HIT_SOUTH,
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Cursor::Combat::HIT_NORTH,
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};
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auto direction = static_cast<size_t>(selectAttackDirection(myNumber, cursorPos));
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assert(direction != -1);
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if (direction != -1)
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CCS->curh->set(sectorCursor[direction]);
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}
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BattleHex::EDir BattleFieldController::selectAttackDirection(BattleHex myNumber, const Point & cursorPos)
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{
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const bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
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auto neighbours = myNumber.allNeighbouringTiles();
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// 0 1
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// 5 x 2
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// 4 3
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// if true - our current stack can move into this hex (and attack)
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std::array<bool, 8> attackAvailability;
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if (doubleWide)
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{
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// For double-hexes we need to ensure that both hexes needed for this direction are occupyable:
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// | -0- | -1- | -2- | -3- | -4- | -5- | -6- | -7-
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// | o o - | - o o | - - | - - | - - | - - | o o | - -
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// | - x - | - x - | - x o o| - x - | - x - |o o x - | - x - | - x -
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// | - - | - - | - - | - o o | o o - | - - | - - | o o
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for (size_t i : { 1, 2, 3})
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attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]) && vstd::contains(occupiableHexes, neighbours[i].cloneInDirection(BattleHex::RIGHT, false));
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for (size_t i : { 4, 5, 0})
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attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]) && vstd::contains(occupiableHexes, neighbours[i].cloneInDirection(BattleHex::LEFT, false));
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attackAvailability[6] = vstd::contains(occupiableHexes, neighbours[0]) && vstd::contains(occupiableHexes, neighbours[1]);
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attackAvailability[7] = vstd::contains(occupiableHexes, neighbours[3]) && vstd::contains(occupiableHexes, neighbours[4]);
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}
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else
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{
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for (size_t i = 0; i < 6; ++i)
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attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]);
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attackAvailability[6] = false;
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attackAvailability[7] = false;
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}
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// Zero available tiles to attack from
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if ( vstd::find(attackAvailability, true) == attackAvailability.end())
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{
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logGlobal->error("Error: cannot find a hex to attack hex %d from!", myNumber);
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return BattleHex::NONE;
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}
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// For each valid direction, select position to test against
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std::array<Point, 8> testPoint;
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for (size_t i = 0; i < 6; ++i)
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if (attackAvailability[i])
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testPoint[i] = hexPositionAbsolute(neighbours[i]).center();
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// For bottom/top directions select central point, but move it a bit away from true center to reduce zones allocated to them
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if (attackAvailability[6])
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testPoint[6] = (hexPositionAbsolute(neighbours[0]).center() + hexPositionAbsolute(neighbours[1]).center()) / 2 + Point(0, -5);
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if (attackAvailability[7])
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testPoint[7] = (hexPositionAbsolute(neighbours[3]).center() + hexPositionAbsolute(neighbours[4]).center()) / 2 + Point(0, 5);
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// Compute distance between tested position & cursor position and pick nearest
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std::array<int, 8> distance2;
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for (size_t i = 0; i < 8; ++i)
|
|
if (attackAvailability[i])
|
|
distance2[i] = (testPoint[i].y - cursorPos.y)*(testPoint[i].y - cursorPos.y) + (testPoint[i].x - cursorPos.x)*(testPoint[i].x - cursorPos.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(attackTarget, CCS->curh->position());
|
|
|
|
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(SDL_Surface * 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(SDL_Surface * to)
|
|
{
|
|
Canvas canvas(to);
|
|
CSDL_Ext::CClipRectGuard guard(to, pos);
|
|
|
|
renderBattlefield(canvas);
|
|
}
|