mirror of
https://github.com/vcmi/vcmi.git
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621 lines
20 KiB
C++
621 lines
20 KiB
C++
/*
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* CBattleFieldController.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 "CBattleFieldController.h"
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#include "CBattleInterface.h"
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#include "CBattleActionsController.h"
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#include "CBattleInterfaceClasses.h"
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#include "CBattleSiegeController.h"
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#include "CBattleStacksController.h"
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#include "CBattleObstacleController.h"
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#include "../CGameInfo.h"
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#include "../CPlayerInterface.h"
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#include "../gui/CAnimation.h"
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#include "../gui/CCanvas.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/CCursorHandler.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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CBattleFieldController::CBattleFieldController(CBattleInterface * owner):
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owner(owner),
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attackingHex(BattleHex::INVALID)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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pos.w = owner->pos.w;
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pos.h = owner->pos.h;
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//preparing cells and hexes
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cellBorder = IImage::createFromFile("CCELLGRD.BMP");
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cellShade = IImage::createFromFile("CCELLSHD.BMP");
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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);
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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);
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}
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//preparing graphic with cell borders
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cellBorders = std::make_shared<CCanvas>(Point(background->width(), background->height()));
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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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cellBorders->draw(cellBorder, hexPositionLocal(i).topLeft());
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}
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backgroundWithHexes = std::make_shared<CCanvas>(Point(background->width(), background->height()));
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for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
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{
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auto hex = std::make_shared<CClickableHex>();
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hex->myNumber = h;
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hex->pos = hexPosition(h);
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hex->myInterface = owner;
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bfield.push_back(hex);
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}
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auto accessibility = owner->curInt->cb->getAccesibility();
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for(int i = 0; i < accessibility.size(); i++)
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stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE);
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}
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void CBattleFieldController::showBackground(std::shared_ptr<CCanvas> canvas)
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{
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if (owner->stacksController->getActiveStack() != nullptr ) //&& creAnims[stacksController->getActiveStack()->ID]->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 CBattleFieldController::showBackgroundImage(std::shared_ptr<CCanvas> canvas)
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{
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canvas->draw(background, owner->pos.topLeft());
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owner->obstacleController->showAbsoluteObstacles(canvas, pos.topLeft());
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if ( owner->siegeController )
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owner->siegeController->showAbsoluteObstacles(canvas, pos.topLeft());
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if (settings["battle"]["cellBorders"].Bool())
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canvas->draw(cellBorders, owner->pos.topLeft());
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}
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void CBattleFieldController::showBackgroundImageWithHexes(std::shared_ptr<CCanvas> canvas)
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{
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canvas->draw(backgroundWithHexes, owner->pos.topLeft());
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}
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void CBattleFieldController::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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occupyableHexes = owner->curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
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auto accessibility = owner->curInt->cb->getAccesibility();
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for(int i = 0; i < accessibility.size(); i++)
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stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE);
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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, Point(0,0));
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if ( owner->siegeController )
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owner->siegeController->showAbsoluteObstacles(backgroundWithHexes, Point(0,0));
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if (settings["battle"]["stackRange"].Bool())
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{
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std::vector<BattleHex> hexesToShade = occupyableHexes;
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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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backgroundWithHexes->draw(cellShade, hexPositionLocal(hex).topLeft());
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}
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}
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if(settings["battle"]["cellBorders"].Bool())
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backgroundWithHexes->draw(cellBorders, Point(0, 0));
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}
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void CBattleFieldController::showHighlightedHex(std::shared_ptr<CCanvas> to, BattleHex hex, bool darkBorder)
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{
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Point hexPos = hexPosition(hex).topLeft();
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to->draw(cellShade, hexPos);
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if(!darkBorder && settings["battle"]["cellBorders"].Bool())
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to->draw(cellBorder, hexPos);
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}
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std::set<BattleHex> CBattleFieldController::getHighlightedHexesStackRange()
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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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// display the movement shadow of the stack at b (i.e. stack under mouse)
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const CStack * const shere = owner->curInt->cb->battleGetStackByPos(hoveredHex, false);
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if(shere && shere != owner->stacksController->getActiveStack() && shere->alive())
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{
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std::vector<BattleHex> v = owner->curInt->cb->battleGetAvailableHexes(shere, 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> CBattleFieldController::getHighlightedHexesSpellRange()
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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 = spells::Mode::HERO;
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if(owner->actionsController->spellcastingModeActive())//hero casts spell
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{
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spell = owner->actionsController->selectedSpell().toSpell();
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caster = owner->getActiveHero();
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}
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else if(owner->stacksController->activeStackSpellToCast() != SpellID::NONE)//stack casts spell
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{
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spell = SpellID(owner->stacksController->activeStackSpellToCast()).toSpell();
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caster = owner->stacksController->getActiveStack();
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mode = spells::Mode::CREATURE_ACTIVE;
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}
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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 shaded = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
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for(BattleHex shadedHex : shaded)
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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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else if(owner->active) //always highlight pointed hex
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{
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if(hoveredHex.getX() != 0 && hoveredHex.getX() != GameConstants::BFIELD_WIDTH - 1)
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result.insert(hoveredHex);
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}
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return result;
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}
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void CBattleFieldController::showHighlightedHexes(std::shared_ptr<CCanvas> canvas)
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{
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std::set<BattleHex> hoveredStack = getHighlightedHexesStackRange();
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std::set<BattleHex> hoveredMouse = getHighlightedHexesSpellRange();
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for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
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{
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bool stack = hoveredStack.count(b);
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bool mouse = hoveredMouse.count(b);
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if ( stack && mouse )
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{
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// area where enemy stack can move AND affected by mouse cursor - create darker highlight by blitting twice
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showHighlightedHex(canvas, b, true);
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showHighlightedHex(canvas, b, true);
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}
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if ( !stack && mouse )
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{
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showHighlightedHex(canvas, b, true);
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}
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if ( stack && !mouse )
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{
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showHighlightedHex(canvas, b, false);
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}
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}
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}
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Rect CBattleFieldController::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 CBattleFieldController::hexPosition(BattleHex hex) const
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{
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return hexPositionLocal(hex) + owner->pos.topLeft();
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}
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bool CBattleFieldController::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 CBattleFieldController::getHoveredHex()
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{
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for ( auto const & hex : bfield)
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if (hex->hovered && hex->strictHovered)
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return hex->myNumber;
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return BattleHex::INVALID;
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}
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void CBattleFieldController::setBattleCursor(BattleHex myNumber)
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{
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Rect hoveredHexPos = hexPosition(myNumber);
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CCursorHandler *cursor = CCS->curh;
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const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
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const double hexMidX = hoveredHexPos.x + hoveredHexPos.w/2.0;
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const double hexMidY = hoveredHexPos.y + hoveredHexPos.h/2.0;
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const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2; //TODO: refactor this nightmare
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const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);
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const int zigzagCorrection = !((myNumber/GameConstants::BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.
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std::vector<int> sectorCursor; // From left to bottom left.
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sectorCursor.push_back(8);
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sectorCursor.push_back(9);
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sectorCursor.push_back(10);
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sectorCursor.push_back(11);
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sectorCursor.push_back(12);
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sectorCursor.push_back(7);
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const bool doubleWide = owner->stacksController->getActiveStack()->doubleWide();
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bool aboveAttackable = true, belowAttackable = true;
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// Exclude directions which cannot be attacked from.
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// Check to the left.
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if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1))
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{
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sectorCursor[0] = -1;
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}
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// Check top left, top right as well as above for 2-hex creatures.
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if (myNumber/GameConstants::BFIELD_WIDTH == 0)
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{
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sectorCursor[1] = -1;
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sectorCursor[2] = -1;
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aboveAttackable = false;
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}
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else
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{
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if (doubleWide)
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{
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bool attackRow[4] = {true, true, true, true};
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if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
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attackRow[0] = false;
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if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
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attackRow[1] = false;
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if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
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attackRow[2] = false;
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if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
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attackRow[3] = false;
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if (!(attackRow[0] && attackRow[1]))
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sectorCursor[1] = -1;
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if (!(attackRow[1] && attackRow[2]))
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aboveAttackable = false;
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if (!(attackRow[2] && attackRow[3]))
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sectorCursor[2] = -1;
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}
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else
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{
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if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
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sectorCursor[1] = -1;
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if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
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sectorCursor[2] = -1;
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}
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}
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// Check to the right.
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if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 1))
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{
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sectorCursor[3] = -1;
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}
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// Check bottom right, bottom left as well as below for 2-hex creatures.
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if (myNumber/GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_HEIGHT - 1)
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{
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sectorCursor[4] = -1;
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sectorCursor[5] = -1;
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belowAttackable = false;
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}
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else
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{
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if (doubleWide)
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{
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bool attackRow[4] = {true, true, true, true};
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if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
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attackRow[0] = false;
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if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
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attackRow[1] = false;
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if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
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attackRow[2] = false;
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if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
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attackRow[3] = false;
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if (!(attackRow[0] && attackRow[1]))
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sectorCursor[5] = -1;
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if (!(attackRow[1] && attackRow[2]))
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belowAttackable = false;
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if (!(attackRow[2] && attackRow[3]))
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sectorCursor[4] = -1;
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}
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else
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{
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if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
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sectorCursor[4] = -1;
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if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
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sectorCursor[5] = -1;
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}
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}
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// Determine index from sector.
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int cursorIndex;
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if (doubleWide)
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{
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sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
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sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
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if (sector < 1.5)
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cursorIndex = static_cast<int>(sector);
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else if (sector >= 1.5 && sector < 2.5)
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cursorIndex = 2;
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else if (sector >= 2.5 && sector < 4.5)
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cursorIndex = (int) sector + 1;
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else if (sector >= 4.5 && sector < 5.5)
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cursorIndex = 6;
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else
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cursorIndex = (int) sector + 2;
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}
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else
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{
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cursorIndex = static_cast<int>(sector);
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}
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// Generally should NEVER happen, but to avoid the possibility of having endless loop below... [#1016]
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if (!vstd::contains_if (sectorCursor, [](int sc) { return sc != -1; }))
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{
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logGlobal->error("Error: for hex %d cannot find a hex to attack from!", myNumber);
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attackingHex = -1;
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return;
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}
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// Find the closest direction attackable, starting with the right one.
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// FIXME: Is this really how the original H3 client does it?
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int i = 0;
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while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1) //Why hast thou forsaken me?
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i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
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int index = (cursorIndex + i)%sectorCursor.size(); //hopefully we get elements from sectorCursor
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cursor->changeGraphic(ECursor::COMBAT, sectorCursor[index]);
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switch (index)
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{
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case 0:
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attackingHex = myNumber - 1; //left
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break;
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case 1:
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attackingHex = myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //top left
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break;
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case 2:
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attackingHex = myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection; //top right
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break;
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case 3:
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attackingHex = myNumber + 1; //right
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break;
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case 4:
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attackingHex = myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection; //bottom right
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break;
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case 5:
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attackingHex = myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //bottom left
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break;
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}
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BattleHex hex(attackingHex);
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if (!hex.isValid())
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attackingHex = -1;
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}
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BattleHex CBattleFieldController::fromWhichHexAttack(BattleHex myNumber)
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{
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//TODO far too much repeating code
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BattleHex destHex;
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switch(CCS->curh->frame)
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{
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case 12: //from bottom right
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{
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bool doubleWide = owner->stacksController->getActiveStack()->doubleWide();
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destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +
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(owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
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if(vstd::contains(occupyableHexes, destHex))
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return destHex;
|
|
else if(owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
|
{
|
|
if (vstd::contains(occupyableHexes, destHex+1))
|
|
return destHex+1;
|
|
}
|
|
else //if we are defender
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex-1))
|
|
return destHex-1;
|
|
}
|
|
break;
|
|
}
|
|
case 7: //from bottom left
|
|
{
|
|
destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );
|
|
if (vstd::contains(occupyableHexes, destHex))
|
|
return destHex;
|
|
else if(owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex+1))
|
|
return destHex+1;
|
|
}
|
|
else //we are defender
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex-1))
|
|
return destHex-1;
|
|
}
|
|
break;
|
|
}
|
|
case 8: //from left
|
|
{
|
|
if(owner->stacksController->getActiveStack()->doubleWide() && owner->stacksController->getActiveStack()->side == BattleSide::DEFENDER)
|
|
{
|
|
std::vector<BattleHex> acc = owner->curInt->cb->battleGetAvailableHexes(owner->stacksController->getActiveStack());
|
|
if (vstd::contains(acc, myNumber))
|
|
return myNumber - 1;
|
|
else
|
|
return myNumber - 2;
|
|
}
|
|
else
|
|
{
|
|
return myNumber - 1;
|
|
}
|
|
break;
|
|
}
|
|
case 9: //from top left
|
|
{
|
|
destHex = myNumber - ((myNumber/GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH + 1 : GameConstants::BFIELD_WIDTH);
|
|
if(vstd::contains(occupyableHexes, destHex))
|
|
return destHex;
|
|
else if(owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex+1))
|
|
return destHex+1;
|
|
}
|
|
else //if we are defender
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex-1))
|
|
return destHex-1;
|
|
}
|
|
break;
|
|
}
|
|
case 10: //from top right
|
|
{
|
|
bool doubleWide = owner->stacksController->getActiveStack()->doubleWide();
|
|
destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +
|
|
(owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
|
|
if(vstd::contains(occupyableHexes, destHex))
|
|
return destHex;
|
|
else if(owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex+1))
|
|
return destHex+1;
|
|
}
|
|
else //if we are defender
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex-1))
|
|
return destHex-1;
|
|
}
|
|
break;
|
|
}
|
|
case 11: //from right
|
|
{
|
|
if(owner->stacksController->getActiveStack()->doubleWide() && owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
|
{
|
|
std::vector<BattleHex> acc = owner->curInt->cb->battleGetAvailableHexes(owner->stacksController->getActiveStack());
|
|
if(vstd::contains(acc, myNumber))
|
|
return myNumber + 1;
|
|
else
|
|
return myNumber + 2;
|
|
}
|
|
else
|
|
{
|
|
return myNumber + 1;
|
|
}
|
|
break;
|
|
}
|
|
case 13: //from bottom
|
|
{
|
|
destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );
|
|
if(vstd::contains(occupyableHexes, destHex))
|
|
return destHex;
|
|
else if(owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex+1))
|
|
return destHex+1;
|
|
}
|
|
else //if we are defender
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex-1))
|
|
return destHex-1;
|
|
}
|
|
break;
|
|
}
|
|
case 14: //from top
|
|
{
|
|
destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );
|
|
if (vstd::contains(occupyableHexes, destHex))
|
|
return destHex;
|
|
else if(owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER)
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex+1))
|
|
return destHex+1;
|
|
}
|
|
else //if we are defender
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex-1))
|
|
return destHex-1;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
bool CBattleFieldController::isTileAttackable(const BattleHex & number) const
|
|
{
|
|
for (auto & elem : occupyableHexes)
|
|
{
|
|
if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CBattleFieldController::stackCountOutsideHex(const BattleHex & number) const
|
|
{
|
|
return stackCountOutsideHexes[number];
|
|
}
|