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vcmi/client/battle/BattleFieldController.cpp

904 lines
30 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 "../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 = IImage::createFromFile("CCELLGRD.BMP", EImageBlitMode::COLORKEY);
cellShade = IImage::createFromFile("CCELLSHD.BMP");
cellUnitMovementHighlight = IImage::createFromFile("UnitMovementHighlight.PNG", EImageBlitMode::COLORKEY);
cellUnitMaxMovementHighlight = IImage::createFromFile("UnitMaxMovementHighlight.PNG", EImageBlitMode::COLORKEY);
attackCursors = std::make_shared<CAnimation>("CRCOMBAT");
attackCursors->preload();
initializeHexEdgeMaskToFrameIndex();
rangedFullDamageLimitImages = std::make_shared<CAnimation>("battle/rangeHighlights/rangeHighlightsGreen.json");
rangedFullDamageLimitImages->preload();
shootingRangeLimitImages = std::make_shared<CAnimation>("battle/rangeHighlights/rangeHighlightsRed.json");
shootingRangeLimitImages->preload();
flipRangeLimitImagesIntoPositions(rangedFullDamageLimitImages);
flipRangeLimitImagesIntoPositions(shootingRangeLimitImages);
if(!owner.siegeController)
{
auto bfieldType = owner.curInt->cb->battleGetBattlefieldType();
if(bfieldType == BattleField::NONE)
logGlobal->error("Invalid battlefield returned for current battle");
else
background = IImage::createFromFile(bfieldType.getInfo()->graphics, EImageBlitMode::OPAQUE);
}
else
{
std::string backgroundName = owner.siegeController->getBattleBackgroundName();
background = IImage::createFromFile(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.curInt->cb->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.curInt->cb->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.curInt->cb->battleGetStackByPos(hoveredHex, true);
if(hoveredStack)
{
std::vector<BattleHex> v = owner.curInt->cb->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.curInt->cb.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.curInt->cb->battleGetAvailableHexes(stack, false, false, nullptr);
auto hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
if(owner.curInt->cb->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.curInt->cb->battleGetStackByPos(hoveredHex, true);
return hoveredStack;
}
BattleHex BattleFieldController::getHexAtPosition(Point hoverPos)
{
if (owner.attackingHero)
{
if (owner.attackingHero->pos.isInside(hoverPos))
return BattleHex::HERO_ATTACKER;
}
if (owner.defendingHero)
{
if (owner.attackingHero->pos.isInside(hoverPos))
return BattleHex::HERO_DEFENDER;
}
for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
{
Rect hexPosition = hexPositionAbsolute(h);
if (!hexPosition.isInside(hoverPos))
continue;
if (isPixelInHex(hoverPos - hexPosition.topLeft()))
return h;
}
return BattleHex::INVALID;
}
BattleHex::EDir BattleFieldController::selectAttackDirection(BattleHex myNumber)
{
const bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
auto neighbours = myNumber.allNeighbouringTiles();
// 0 1
// 5 x 2
// 4 3
// if true - our current stack can move into this hex (and attack)
std::array<bool, 8> attackAvailability;
if (doubleWide)
{
// For double-hexes we need to ensure that both hexes needed for this direction are occupyable:
// | -0- | -1- | -2- | -3- | -4- | -5- | -6- | -7-
// | o o - | - o o | - - | - - | - - | - - | o o | - -
// | - x - | - x - | - x o o| - x - | - x - |o o x - | - x - | - x -
// | - - | - - | - - | - o o | o o - | - - | - - | o o
for (size_t i : { 1, 2, 3})
attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]) && vstd::contains(occupiableHexes, neighbours[i].cloneInDirection(BattleHex::RIGHT, false));
for (size_t i : { 4, 5, 0})
attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]) && vstd::contains(occupiableHexes, neighbours[i].cloneInDirection(BattleHex::LEFT, false));
attackAvailability[6] = vstd::contains(occupiableHexes, neighbours[0]) && vstd::contains(occupiableHexes, neighbours[1]);
attackAvailability[7] = vstd::contains(occupiableHexes, neighbours[3]) && vstd::contains(occupiableHexes, neighbours[4]);
}
else
{
for (size_t i = 0; i < 6; ++i)
attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]);
attackAvailability[6] = false;
attackAvailability[7] = false;
}
// Zero available tiles to attack from
if ( vstd::find(attackAvailability, true) == attackAvailability.end())
{
logGlobal->error("Error: cannot find a hex to attack hex %d from!", myNumber);
return BattleHex::NONE;
}
// For each valid direction, select position to test against
std::array<Point, 8> testPoint;
for (size_t i = 0; i < 6; ++i)
if (attackAvailability[i])
testPoint[i] = hexPositionAbsolute(neighbours[i]).center();
// For bottom/top directions select central point, but move it a bit away from true center to reduce zones allocated to them
if (attackAvailability[6])
testPoint[6] = (hexPositionAbsolute(neighbours[0]).center() + hexPositionAbsolute(neighbours[1]).center()) / 2 + Point(0, -5);
if (attackAvailability[7])
testPoint[7] = (hexPositionAbsolute(neighbours[3]).center() + hexPositionAbsolute(neighbours[4]).center()) / 2 + Point(0, 5);
// Compute distance between tested position & cursor position and pick nearest
std::array<int, 8> distance2;
for (size_t i = 0; i < 8; ++i)
if (attackAvailability[i])
distance2[i] = (testPoint[i].y - currentAttackOriginPoint.y)*(testPoint[i].y - currentAttackOriginPoint.y) + (testPoint[i].x - currentAttackOriginPoint.x)*(testPoint[i].x - currentAttackOriginPoint.x);
size_t nearest = -1;
for (size_t i = 0; i < 8; ++i)
if (attackAvailability[i] && (nearest == -1 || distance2[i] < distance2[nearest]) )
nearest = i;
assert(nearest != -1);
return BattleHex::EDir(nearest);
}
BattleHex BattleFieldController::fromWhichHexAttack(BattleHex attackTarget)
{
BattleHex::EDir direction = selectAttackDirection(getHoveredHex());
const CStack * attacker = owner.stacksController->getActiveStack();
assert(direction != BattleHex::NONE);
assert(attacker);
if (!attacker->doubleWide())
{
assert(direction != BattleHex::BOTTOM);
assert(direction != BattleHex::TOP);
return attackTarget.cloneInDirection(direction);
}
else
{
// We need to find position of right hex of double-hex creature (or left for defending side)
// | TOP_LEFT |TOP_RIGHT | RIGHT |BOTTOM_RIGHT|BOTTOM_LEFT| LEFT | TOP |BOTTOM
// | o o - | - o o | - - | - - | - - | - - | o o | - -
// | - x - | - x - | - x o o| - x - | - x - |o o x - | - x - | - x -
// | - - | - - | - - | - o o | o o - | - - | - - | o o
switch (direction)
{
case BattleHex::TOP_LEFT:
case BattleHex::LEFT:
case BattleHex::BOTTOM_LEFT:
{
if ( attacker->unitSide() == BattleSide::ATTACKER )
return attackTarget.cloneInDirection(direction);
else
return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::LEFT);
}
case BattleHex::TOP_RIGHT:
case BattleHex::RIGHT:
case BattleHex::BOTTOM_RIGHT:
{
if ( attacker->unitSide() == BattleSide::ATTACKER )
return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::RIGHT);
else
return attackTarget.cloneInDirection(direction);
}
case BattleHex::TOP:
{
if ( attacker->unitSide() == BattleSide::ATTACKER )
return attackTarget.cloneInDirection(BattleHex::TOP_RIGHT);
else
return attackTarget.cloneInDirection(BattleHex::TOP_LEFT);
}
case BattleHex::BOTTOM:
{
if ( attacker->unitSide() == BattleSide::ATTACKER )
return attackTarget.cloneInDirection(BattleHex::BOTTOM_RIGHT);
else
return attackTarget.cloneInDirection(BattleHex::BOTTOM_LEFT);
}
default:
assert(0);
return BattleHex::INVALID;
}
}
}
bool BattleFieldController::isTileAttackable(const BattleHex & number) const
{
for (auto & elem : occupiableHexes)
{
if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
return true;
}
return false;
}
void BattleFieldController::updateAccessibleHexes()
{
auto accessibility = owner.curInt->cb->getAccesibility();
for(int i = 0; i < accessibility.size(); i++)
stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE || (accessibility[i] == EAccessibility::SIDE_COLUMN));
}
bool BattleFieldController::stackCountOutsideHex(const BattleHex & number) const
{
return stackCountOutsideHexes[number];
}
void BattleFieldController::showAll(Canvas & to)
{
show(to);
}
void BattleFieldController::tick(uint32_t msPassed)
{
updateAccessibleHexes();
owner.stacksController->tick(msPassed);
owner.obstacleController->tick(msPassed);
owner.projectilesController->tick(msPassed);
}
void BattleFieldController::show(Canvas & to)
{
CSDL_Ext::CClipRectGuard guard(to.getInternalSurface(), pos);
renderBattlefield(to);
if (isActive() && isGesturing() && getHoveredHex() != BattleHex::INVALID)
{
auto cursorIndex = CCS->curh->get<Cursor::Combat>();
auto imageIndex = static_cast<size_t>(cursorIndex);
to.draw(attackCursors->getImage(imageIndex), hexPositionAbsolute(getHoveredHex()).center() - CCS->curh->getPivotOffsetCombat(imageIndex));
}
}
bool BattleFieldController::receiveEvent(const Point & position, int eventType) const
{
if (eventType == HOVER)
return true;
return CIntObject::receiveEvent(position, eventType);
}