mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-28 23:06:24 +02:00
920 lines
31 KiB
C++
920 lines
31 KiB
C++
/*
|
|
* BattleFieldController.cpp, part of VCMI engine
|
|
*
|
|
* Authors: listed in file AUTHORS in main folder
|
|
*
|
|
* License: GNU General Public License v2.0 or later
|
|
* Full text of license available in license.txt file, in main folder
|
|
*
|
|
*/
|
|
#include "StdInc.h"
|
|
#include "BattleFieldController.h"
|
|
|
|
#include "BattleInterface.h"
|
|
#include "BattleActionsController.h"
|
|
#include "BattleInterfaceClasses.h"
|
|
#include "BattleEffectsController.h"
|
|
#include "BattleSiegeController.h"
|
|
#include "BattleStacksController.h"
|
|
#include "BattleObstacleController.h"
|
|
#include "BattleProjectileController.h"
|
|
#include "BattleRenderer.h"
|
|
|
|
#include "../CGameInfo.h"
|
|
#include "../CPlayerInterface.h"
|
|
#include "../render/CAnimation.h"
|
|
#include "../render/Canvas.h"
|
|
#include "../render/IImage.h"
|
|
#include "../renderSDL/SDL_Extensions.h"
|
|
#include "../render/IRenderHandler.h"
|
|
#include "../gui/CGuiHandler.h"
|
|
#include "../gui/CursorHandler.h"
|
|
#include "../adventureMap/CInGameConsole.h"
|
|
#include "../client/render/CAnimation.h"
|
|
|
|
#include "../../CCallback.h"
|
|
#include "../../lib/BattleFieldHandler.h"
|
|
#include "../../lib/CConfigHandler.h"
|
|
#include "../../lib/CStack.h"
|
|
#include "../../lib/spells/ISpellMechanics.h"
|
|
|
|
namespace HexMasks
|
|
{
|
|
// mask definitions that has set to 1 the edges present in the hex edges highlight image
|
|
/*
|
|
/\
|
|
0 1
|
|
/ \
|
|
| |
|
|
5 2
|
|
| |
|
|
\ /
|
|
4 3
|
|
\/
|
|
*/
|
|
enum HexEdgeMasks {
|
|
empty = 0b000000, // empty used when wanting to keep indexes the same but no highlight should be displayed
|
|
topLeft = 0b000001,
|
|
topRight = 0b000010,
|
|
right = 0b000100,
|
|
bottomRight = 0b001000,
|
|
bottomLeft = 0b010000,
|
|
left = 0b100000,
|
|
|
|
top = 0b000011,
|
|
bottom = 0b011000,
|
|
topRightHalfCorner = 0b000110,
|
|
bottomRightHalfCorner = 0b001100,
|
|
bottomLeftHalfCorner = 0b110000,
|
|
topLeftHalfCorner = 0b100001,
|
|
|
|
rightTopAndBottom = 0b001010, // special case, right half can be drawn instead of only top and bottom
|
|
leftTopAndBottom = 0b010001, // special case, left half can be drawn instead of only top and bottom
|
|
|
|
rightHalf = 0b001110,
|
|
leftHalf = 0b110001,
|
|
|
|
topRightCorner = 0b000111,
|
|
bottomRightCorner = 0b011100,
|
|
bottomLeftCorner = 0b111000,
|
|
topLeftCorner = 0b100011
|
|
};
|
|
}
|
|
|
|
std::map<int, int> hexEdgeMaskToFrameIndex;
|
|
|
|
// Maps HexEdgesMask to "Frame" indexes for range highligt images
|
|
void initializeHexEdgeMaskToFrameIndex()
|
|
{
|
|
hexEdgeMaskToFrameIndex[HexMasks::empty] = 0;
|
|
|
|
hexEdgeMaskToFrameIndex[HexMasks::topLeft] = 1;
|
|
hexEdgeMaskToFrameIndex[HexMasks::topRight] = 2;
|
|
hexEdgeMaskToFrameIndex[HexMasks::right] = 3;
|
|
hexEdgeMaskToFrameIndex[HexMasks::bottomRight] = 4;
|
|
hexEdgeMaskToFrameIndex[HexMasks::bottomLeft] = 5;
|
|
hexEdgeMaskToFrameIndex[HexMasks::left] = 6;
|
|
|
|
hexEdgeMaskToFrameIndex[HexMasks::top] = 7;
|
|
hexEdgeMaskToFrameIndex[HexMasks::bottom] = 8;
|
|
|
|
hexEdgeMaskToFrameIndex[HexMasks::topRightHalfCorner] = 9;
|
|
hexEdgeMaskToFrameIndex[HexMasks::bottomRightHalfCorner] = 10;
|
|
hexEdgeMaskToFrameIndex[HexMasks::bottomLeftHalfCorner] = 11;
|
|
hexEdgeMaskToFrameIndex[HexMasks::topLeftHalfCorner] = 12;
|
|
|
|
hexEdgeMaskToFrameIndex[HexMasks::rightTopAndBottom] = 13;
|
|
hexEdgeMaskToFrameIndex[HexMasks::leftTopAndBottom] = 14;
|
|
|
|
hexEdgeMaskToFrameIndex[HexMasks::rightHalf] = 13;
|
|
hexEdgeMaskToFrameIndex[HexMasks::leftHalf] = 14;
|
|
|
|
hexEdgeMaskToFrameIndex[HexMasks::topRightCorner] = 15;
|
|
hexEdgeMaskToFrameIndex[HexMasks::bottomRightCorner] = 16;
|
|
hexEdgeMaskToFrameIndex[HexMasks::bottomLeftCorner] = 17;
|
|
hexEdgeMaskToFrameIndex[HexMasks::topLeftCorner] = 18;
|
|
}
|
|
|
|
BattleFieldController::BattleFieldController(BattleInterface & owner):
|
|
owner(owner)
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
|
|
|
|
//preparing cells and hexes
|
|
cellBorder = GH.renderHandler().loadImage(ImagePath::builtin("CCELLGRD.BMP"), EImageBlitMode::COLORKEY);
|
|
cellShade = GH.renderHandler().loadImage(ImagePath::builtin("CCELLSHD.BMP"));
|
|
cellUnitMovementHighlight = GH.renderHandler().loadImage(ImagePath::builtin("UnitMovementHighlight.PNG"), EImageBlitMode::COLORKEY);
|
|
cellUnitMaxMovementHighlight = GH.renderHandler().loadImage(ImagePath::builtin("UnitMaxMovementHighlight.PNG"), EImageBlitMode::COLORKEY);
|
|
|
|
attackCursors = GH.renderHandler().loadAnimation(AnimationPath::builtin("CRCOMBAT"));
|
|
attackCursors->preload();
|
|
|
|
spellCursors = GH.renderHandler().loadAnimation(AnimationPath::builtin("CRSPELL"));
|
|
spellCursors->preload();
|
|
|
|
initializeHexEdgeMaskToFrameIndex();
|
|
|
|
rangedFullDamageLimitImages = GH.renderHandler().loadAnimation(AnimationPath::builtin("battle/rangeHighlights/rangeHighlightsGreen.json"));
|
|
rangedFullDamageLimitImages->preload();
|
|
|
|
shootingRangeLimitImages = GH.renderHandler().loadAnimation(AnimationPath::builtin("battle/rangeHighlights/rangeHighlightsRed.json"));
|
|
shootingRangeLimitImages->preload();
|
|
|
|
flipRangeLimitImagesIntoPositions(rangedFullDamageLimitImages);
|
|
flipRangeLimitImagesIntoPositions(shootingRangeLimitImages);
|
|
|
|
if(!owner.siegeController)
|
|
{
|
|
auto bfieldType = owner.getBattle()->battleGetBattlefieldType();
|
|
|
|
if(bfieldType == BattleField::NONE)
|
|
logGlobal->error("Invalid battlefield returned for current battle");
|
|
else
|
|
background = GH.renderHandler().loadImage(bfieldType.getInfo()->graphics, EImageBlitMode::OPAQUE);
|
|
}
|
|
else
|
|
{
|
|
auto backgroundName = owner.siegeController->getBattleBackgroundName();
|
|
background = GH.renderHandler().loadImage(backgroundName, EImageBlitMode::OPAQUE);
|
|
}
|
|
|
|
pos.w = background->width();
|
|
pos.h = background->height();
|
|
|
|
backgroundWithHexes = std::make_unique<Canvas>(Point(background->width(), background->height()));
|
|
|
|
updateAccessibleHexes();
|
|
addUsedEvents(LCLICK | SHOW_POPUP | MOVE | TIME | GESTURE);
|
|
}
|
|
|
|
void BattleFieldController::activate()
|
|
{
|
|
LOCPLINT->cingconsole->pos = this->pos;
|
|
CIntObject::activate();
|
|
}
|
|
|
|
void BattleFieldController::createHeroes()
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
|
|
|
|
// create heroes as part of our constructor for correct positioning inside battlefield
|
|
if(owner.attackingHeroInstance)
|
|
owner.attackingHero = std::make_shared<BattleHero>(owner, owner.attackingHeroInstance, false);
|
|
|
|
if(owner.defendingHeroInstance)
|
|
owner.defendingHero = std::make_shared<BattleHero>(owner, owner.defendingHeroInstance, true);
|
|
}
|
|
|
|
void BattleFieldController::gesture(bool on, const Point & initialPosition, const Point & finalPosition)
|
|
{
|
|
if (!on && pos.isInside(finalPosition))
|
|
clickPressed(finalPosition);
|
|
}
|
|
|
|
void BattleFieldController::gesturePanning(const Point & initialPosition, const Point & currentPosition, const Point & lastUpdateDistance)
|
|
{
|
|
Point distance = currentPosition - initialPosition;
|
|
|
|
if (distance.length() < settings["battle"]["swipeAttackDistance"].Float())
|
|
hoveredHex = getHexAtPosition(initialPosition);
|
|
else
|
|
hoveredHex = BattleHex::INVALID;
|
|
|
|
currentAttackOriginPoint = currentPosition;
|
|
|
|
if (pos.isInside(initialPosition))
|
|
owner.actionsController->onHexHovered(getHoveredHex());
|
|
}
|
|
|
|
void BattleFieldController::mouseMoved(const Point & cursorPosition, const Point & lastUpdateDistance)
|
|
{
|
|
hoveredHex = getHexAtPosition(cursorPosition);
|
|
currentAttackOriginPoint = cursorPosition;
|
|
|
|
if (pos.isInside(cursorPosition))
|
|
owner.actionsController->onHexHovered(getHoveredHex());
|
|
else
|
|
owner.actionsController->onHoverEnded();
|
|
}
|
|
|
|
void BattleFieldController::clickPressed(const Point & cursorPosition)
|
|
{
|
|
BattleHex selectedHex = getHoveredHex();
|
|
|
|
if (selectedHex != BattleHex::INVALID)
|
|
owner.actionsController->onHexLeftClicked(selectedHex);
|
|
}
|
|
|
|
void BattleFieldController::showPopupWindow(const Point & cursorPosition)
|
|
{
|
|
BattleHex selectedHex = getHoveredHex();
|
|
|
|
if (selectedHex != BattleHex::INVALID)
|
|
owner.actionsController->onHexRightClicked(selectedHex);
|
|
}
|
|
|
|
void BattleFieldController::renderBattlefield(Canvas & canvas)
|
|
{
|
|
Canvas clippedCanvas(canvas, pos);
|
|
|
|
showBackground(clippedCanvas);
|
|
|
|
BattleRenderer renderer(owner);
|
|
|
|
renderer.execute(clippedCanvas);
|
|
|
|
owner.projectilesController->render(clippedCanvas);
|
|
}
|
|
|
|
void BattleFieldController::showBackground(Canvas & canvas)
|
|
{
|
|
if (owner.stacksController->getActiveStack() != nullptr )
|
|
showBackgroundImageWithHexes(canvas);
|
|
else
|
|
showBackgroundImage(canvas);
|
|
|
|
showHighlightedHexes(canvas);
|
|
}
|
|
|
|
void BattleFieldController::showBackgroundImage(Canvas & canvas)
|
|
{
|
|
canvas.draw(background, Point(0, 0));
|
|
|
|
owner.obstacleController->showAbsoluteObstacles(canvas);
|
|
if ( owner.siegeController )
|
|
owner.siegeController->showAbsoluteObstacles(canvas);
|
|
|
|
if (settings["battle"]["cellBorders"].Bool())
|
|
{
|
|
for (int i=0; i<GameConstants::BFIELD_SIZE; ++i)
|
|
{
|
|
if ( i % GameConstants::BFIELD_WIDTH == 0)
|
|
continue;
|
|
if ( i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
|
|
continue;
|
|
|
|
canvas.draw(cellBorder, hexPositionLocal(i).topLeft());
|
|
}
|
|
}
|
|
}
|
|
|
|
void BattleFieldController::showBackgroundImageWithHexes(Canvas & canvas)
|
|
{
|
|
canvas.draw(*backgroundWithHexes, Point(0, 0));
|
|
}
|
|
|
|
void BattleFieldController::redrawBackgroundWithHexes()
|
|
{
|
|
const CStack *activeStack = owner.stacksController->getActiveStack();
|
|
std::vector<BattleHex> attackableHexes;
|
|
if(activeStack)
|
|
occupiableHexes = owner.getBattle()->battleGetAvailableHexes(activeStack, false, true, &attackableHexes);
|
|
|
|
// prepare background graphic with hexes and shaded hexes
|
|
backgroundWithHexes->draw(background, Point(0,0));
|
|
owner.obstacleController->showAbsoluteObstacles(*backgroundWithHexes);
|
|
if(owner.siegeController)
|
|
owner.siegeController->showAbsoluteObstacles(*backgroundWithHexes);
|
|
|
|
// show shaded hexes for active's stack valid movement and the hexes that it can attack
|
|
if(settings["battle"]["stackRange"].Bool())
|
|
{
|
|
std::vector<BattleHex> hexesToShade = occupiableHexes;
|
|
hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
|
|
for(BattleHex hex : hexesToShade)
|
|
{
|
|
showHighlightedHex(*backgroundWithHexes, cellShade, hex, false);
|
|
}
|
|
}
|
|
|
|
// draw cell borders
|
|
if(settings["battle"]["cellBorders"].Bool())
|
|
{
|
|
for(int i=0; i<GameConstants::BFIELD_SIZE; ++i)
|
|
{
|
|
if(i % GameConstants::BFIELD_WIDTH == 0)
|
|
continue;
|
|
if(i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
|
|
continue;
|
|
|
|
backgroundWithHexes->draw(cellBorder, hexPositionLocal(i).topLeft());
|
|
}
|
|
}
|
|
}
|
|
|
|
void BattleFieldController::showHighlightedHex(Canvas & canvas, std::shared_ptr<IImage> highlight, BattleHex hex, bool darkBorder)
|
|
{
|
|
Point hexPos = hexPositionLocal(hex).topLeft();
|
|
|
|
canvas.draw(highlight, hexPos);
|
|
if(!darkBorder && settings["battle"]["cellBorders"].Bool())
|
|
canvas.draw(cellBorder, hexPos);
|
|
}
|
|
|
|
std::set<BattleHex> BattleFieldController::getHighlightedHexesForActiveStack()
|
|
{
|
|
std::set<BattleHex> result;
|
|
|
|
if(!owner.stacksController->getActiveStack())
|
|
return result;
|
|
|
|
if(!settings["battle"]["stackRange"].Bool())
|
|
return result;
|
|
|
|
auto hoveredHex = getHoveredHex();
|
|
|
|
std::set<BattleHex> set = owner.getBattle()->battleGetAttackedHexes(owner.stacksController->getActiveStack(), hoveredHex);
|
|
for(BattleHex hex : set)
|
|
result.insert(hex);
|
|
|
|
return result;
|
|
}
|
|
|
|
std::set<BattleHex> BattleFieldController::getMovementRangeForHoveredStack()
|
|
{
|
|
std::set<BattleHex> result;
|
|
|
|
if (!owner.stacksController->getActiveStack())
|
|
return result;
|
|
|
|
if (!settings["battle"]["movementHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
|
|
return result;
|
|
|
|
auto hoveredHex = getHoveredHex();
|
|
|
|
// add possible movement hexes for stack under mouse
|
|
const CStack * const hoveredStack = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
|
|
if(hoveredStack)
|
|
{
|
|
std::vector<BattleHex> v = owner.getBattle()->battleGetAvailableHexes(hoveredStack, true, true, nullptr);
|
|
for(BattleHex hex : v)
|
|
result.insert(hex);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
std::set<BattleHex> BattleFieldController::getHighlightedHexesForSpellRange()
|
|
{
|
|
std::set<BattleHex> result;
|
|
auto hoveredHex = getHoveredHex();
|
|
|
|
if(!settings["battle"]["mouseShadow"].Bool())
|
|
return result;
|
|
|
|
const spells::Caster *caster = nullptr;
|
|
const CSpell *spell = nullptr;
|
|
|
|
spells::Mode mode = owner.actionsController->getCurrentCastMode();
|
|
spell = owner.actionsController->getCurrentSpell(hoveredHex);
|
|
caster = owner.actionsController->getCurrentSpellcaster();
|
|
|
|
if(caster && spell) //when casting spell
|
|
{
|
|
// printing shaded hex(es)
|
|
spells::BattleCast event(owner.getBattle().get(), caster, mode, spell);
|
|
auto shadedHexes = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
|
|
|
|
for(BattleHex shadedHex : shadedHexes)
|
|
{
|
|
if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
|
|
result.insert(shadedHex);
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
std::set<BattleHex> BattleFieldController::getHighlightedHexesForMovementTarget()
|
|
{
|
|
const CStack * stack = owner.stacksController->getActiveStack();
|
|
auto hoveredHex = getHoveredHex();
|
|
|
|
if(!stack)
|
|
return {};
|
|
|
|
std::vector<BattleHex> availableHexes = owner.getBattle()->battleGetAvailableHexes(stack, false, false, nullptr);
|
|
|
|
auto hoveredStack = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
|
|
if(owner.getBattle()->battleCanAttack(stack, hoveredStack, hoveredHex))
|
|
{
|
|
if(isTileAttackable(hoveredHex))
|
|
{
|
|
BattleHex attackFromHex = fromWhichHexAttack(hoveredHex);
|
|
|
|
if(stack->doubleWide())
|
|
return {attackFromHex, stack->occupiedHex(attackFromHex)};
|
|
else
|
|
return {attackFromHex};
|
|
}
|
|
}
|
|
|
|
if(vstd::contains(availableHexes, hoveredHex))
|
|
{
|
|
if(stack->doubleWide())
|
|
return {hoveredHex, stack->occupiedHex(hoveredHex)};
|
|
else
|
|
return {hoveredHex};
|
|
}
|
|
|
|
if(stack->doubleWide())
|
|
{
|
|
for(auto const & hex : availableHexes)
|
|
{
|
|
if(stack->occupiedHex(hex) == hoveredHex)
|
|
return {hoveredHex, hex};
|
|
}
|
|
}
|
|
|
|
return {};
|
|
}
|
|
|
|
// Range limit highlight helpers
|
|
|
|
std::vector<BattleHex> BattleFieldController::getRangeHexes(BattleHex sourceHex, uint8_t distance)
|
|
{
|
|
std::vector<BattleHex> rangeHexes;
|
|
|
|
if (!settings["battle"]["rangeLimitHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
|
|
return rangeHexes;
|
|
|
|
// get only battlefield hexes that are within the given distance
|
|
for(auto i = 0; i < GameConstants::BFIELD_SIZE; i++)
|
|
{
|
|
BattleHex hex(i);
|
|
if(hex.isAvailable() && BattleHex::getDistance(sourceHex, hex) <= distance)
|
|
rangeHexes.push_back(hex);
|
|
}
|
|
|
|
return rangeHexes;
|
|
}
|
|
|
|
std::vector<BattleHex> BattleFieldController::getRangeLimitHexes(BattleHex hoveredHex, std::vector<BattleHex> rangeHexes, uint8_t distanceToLimit)
|
|
{
|
|
std::vector<BattleHex> rangeLimitHexes;
|
|
|
|
// from range hexes get only the ones at the limit
|
|
for(auto & hex : rangeHexes)
|
|
{
|
|
if(BattleHex::getDistance(hoveredHex, hex) == distanceToLimit)
|
|
rangeLimitHexes.push_back(hex);
|
|
}
|
|
|
|
return rangeLimitHexes;
|
|
}
|
|
|
|
bool BattleFieldController::IsHexInRangeLimit(BattleHex hex, std::vector<BattleHex> & rangeLimitHexes, int * hexIndexInRangeLimit)
|
|
{
|
|
bool hexInRangeLimit = false;
|
|
|
|
if(!rangeLimitHexes.empty())
|
|
{
|
|
auto pos = std::find(rangeLimitHexes.begin(), rangeLimitHexes.end(), hex);
|
|
*hexIndexInRangeLimit = std::distance(rangeLimitHexes.begin(), pos);
|
|
hexInRangeLimit = pos != rangeLimitHexes.end();
|
|
}
|
|
|
|
return hexInRangeLimit;
|
|
}
|
|
|
|
std::vector<std::vector<BattleHex::EDir>> BattleFieldController::getOutsideNeighbourDirectionsForLimitHexes(std::vector<BattleHex> wholeRangeHexes, std::vector<BattleHex> rangeLimitHexes)
|
|
{
|
|
std::vector<std::vector<BattleHex::EDir>> output;
|
|
|
|
if(wholeRangeHexes.empty())
|
|
return output;
|
|
|
|
for(auto & hex : rangeLimitHexes)
|
|
{
|
|
// get all neighbours and their directions
|
|
|
|
auto neighbouringTiles = hex.allNeighbouringTiles();
|
|
|
|
std::vector<BattleHex::EDir> outsideNeighbourDirections;
|
|
|
|
// for each neighbour add to output only the valid ones and only that are not found in range Hexes
|
|
for(auto direction = 0; direction < 6; direction++)
|
|
{
|
|
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.getBattle()->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.getBattle()->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 combatCursorIndex = CCS->curh->get<Cursor::Combat>();
|
|
if (combatCursorIndex)
|
|
{
|
|
auto combatImageIndex = static_cast<size_t>(*combatCursorIndex);
|
|
to.draw(attackCursors->getImage(combatImageIndex), hexPositionAbsolute(getHoveredHex()).center() - CCS->curh->getPivotOffsetCombat(combatImageIndex));
|
|
return;
|
|
}
|
|
|
|
auto spellCursorIndex = CCS->curh->get<Cursor::Spellcast>();
|
|
if (spellCursorIndex)
|
|
{
|
|
auto spellImageIndex = static_cast<size_t>(*spellCursorIndex);
|
|
to.draw(spellCursors->getImage(spellImageIndex), hexPositionAbsolute(getHoveredHex()).center() - CCS->curh->getPivotOffsetSpellcast());
|
|
return;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
bool BattleFieldController::receiveEvent(const Point & position, int eventType) const
|
|
{
|
|
if (eventType == HOVER)
|
|
return true;
|
|
return CIntObject::receiveEvent(position, eventType);
|
|
}
|