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@@ -1,597 +0,0 @@
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-#ifndef __CBATTLEINTERFACE_H__
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-#define __CBATTLEINTERFACE_H__
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-
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-#include "../global.h"
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-#include <list>
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-#include "GUIBase.h"
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-#include "../lib/CCreatureSet.h"
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-#include "../lib/ConstTransitivePtr.h" //may be reundant
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-#include "CAnimation.h"
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-
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-/*
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- * CBattleInterface.h, part of VCMI engine
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- *
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- * Authors: listed in file AUTHORS in main folder
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- *
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- * License: GNU General Public License v2.0 or later
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- * Full text of license available in license.txt file, in main folder
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- *
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- */
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-
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-class CLabel;
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-class CCreatureSet;
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-class CGHeroInstance;
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-class CDefHandler;
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-class CStack;
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-class CCallback;
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-class AdventureMapButton;
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-class CHighlightableButton;
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-class CHighlightableButtonsGroup;
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-struct BattleResult;
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-struct BattleSpellCast;
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-struct CObstacleInstance;
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-template <typename T> struct CondSh;
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-struct SetStackEffect;;
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-struct BattleAction;
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-class CGTownInstance;
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-struct CatapultAttack;
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-class CBattleInterface;
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-struct CatapultProjectileInfo;
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-struct BattleTriggerEffect;
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-
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-/// Small struct which contains information about the id of the attacked stack, the damage dealt,...
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-struct SStackAttackedInfo
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-{
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- const CStack * defender; //attacked stack
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- int dmg; //damage dealt
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- int amountKilled; //how many creatures in stack has been killed
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- const CStack * attacker; //attacking stack
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- bool byShooting; //if true, stack has been attacked by shooting
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- bool killed; //if true, stack has been killed
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- bool rebirth; //if true, play rebirth animation after all
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-};
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-
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-/// Small struct which contains information about the position and the velocity of a projectile
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-struct SProjectileInfo
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-{
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- double x, y; //position on the screen
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- double dx, dy; //change in position in one step
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- int step, lastStep; //to know when finish showing this projectile
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- int creID; //ID of creature that shot this projectile
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- int stackID; //ID of stack
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- int frameNum; //frame to display form projectile animation
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- bool spin; //if true, frameNum will be increased
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- int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
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- bool reverse; //if true, projectile will be flipped by vertical asix
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- CatapultProjectileInfo *catapultInfo; // holds info about the parabolic trajectory of the cannon
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-};
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-
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-
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-/// Base class of battle animations
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-class CBattleAnimation
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-{
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-protected:
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- CBattleInterface * owner;
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-public:
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- virtual bool init()=0; //to be called - if returned false, call again until returns true
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- virtual void nextFrame()=0; //call every new frame
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- virtual void endAnim(); //to be called mostly internally; in this class it removes animation from pendingAnims list
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-
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- bool isEarliest(bool perStackConcurrency); //determines if this animation is earliest of all
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-
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- unsigned int ID; //unique identifier
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-
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- CBattleAnimation(CBattleInterface * _owner);
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-};
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-
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-class CDummyAnim : public CBattleAnimation
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-{
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-private:
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- int counter;
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- int howMany;
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-public:
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- bool init();
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- void nextFrame();
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- void endAnim();
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-
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- CDummyAnim(CBattleInterface * _owner, int howManyFrames);
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-};
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-
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-/// This class manages a spell effect animation
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-class CSpellEffectAnim : public CBattleAnimation
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-{
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-private:
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- ui32 effect;
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- THex destTile;
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- std::string customAnim;
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- int x, y, dx, dy;
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- bool Vflip;
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-public:
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- bool init();
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- void nextFrame();
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- void endAnim();
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-
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- CSpellEffectAnim(CBattleInterface * _owner, ui32 _effect, THex _destTile, int _dx = 0, int _dy = 0, bool _Vflip = false);
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- CSpellEffectAnim(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx = 0, int _dy = 0, bool _Vflip = false);
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-};
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-
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-/// Sub-class which is responsible for managing the battle stack animation.
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-class CBattleStackAnimation : public CBattleAnimation
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-{
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-public:
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- const CStack * stack; //id of stack whose animation it is
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-
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- CBattleStackAnimation(CBattleInterface * _owner, const CStack * _stack);
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- static bool isToReverseHlp(THex hexFrom, THex hexTo, bool curDir); //helper for isToReverse
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- static bool isToReverse(THex hexFrom, THex hexTo, bool curDir /*if true, creature is in attacker's direction*/, bool toDoubleWide, bool toDir); //determines if creature should be reversed (it stands on hexFrom and should 'see' hexTo)
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-
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- CCreatureAnimation *myAnim(); //animation for our stack
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-};
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-
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-/// Class responsible for animation of stack chaning direction (left <-> right)
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-class CReverseAnim : public CBattleStackAnimation
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-{
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-private:
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- int partOfAnim; //1 - first, 2 - second
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- bool secondPartSetup;
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- THex hex;
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-public:
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- bool priority; //true - high, false - low
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- bool init();
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- void nextFrame();
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-
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- void setupSecondPart();
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- void endAnim();
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-
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- CReverseAnim(CBattleInterface * _owner, const CStack * stack, THex dest, bool _priority);
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-};
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-
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-/// Animation of a defending unit
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-class CDefenceAnim : public CBattleStackAnimation
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-{
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-private:
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- //std::vector<SStackAttackedInfo> attackedInfos;
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- int dmg; //damage dealt
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- int amountKilled; //how many creatures in stack has been killed
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- const CStack * attacker; //attacking stack
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- bool byShooting; //if true, stack has been attacked by shooting
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- bool killed; //if true, stack has been killed
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-public:
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- bool init();
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- void nextFrame();
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- void endAnim();
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-
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- CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner);
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-};
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-
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-/// Move animation of a creature
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-class CBattleStackMoved : public CBattleStackAnimation
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-{
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-private:
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- std::vector<THex> destTiles; //destination
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- THex nextHex;
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- int nextPos;
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- int distance;
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- float stepX, stepY; //how far stack is moved in one frame
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- float posX, posY;
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- int steps, whichStep;
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- int curStackPos; //position of stack before move
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-public:
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- bool init();
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- void nextFrame();
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- void endAnim();
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-
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- CBattleStackMoved(CBattleInterface * _owner, const CStack * _stack, std::vector<THex> _destTiles, int _distance);
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-};
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-
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-/// Move start animation of a creature
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-class CBattleMoveStart : public CBattleStackAnimation
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-{
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-public:
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- bool init();
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- void nextFrame();
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- void endAnim();
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-
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- CBattleMoveStart(CBattleInterface * _owner, const CStack * _stack);
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-};
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-
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-/// Move end animation of a creature
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-class CBattleMoveEnd : public CBattleStackAnimation
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-{
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-private:
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- THex destinationTile;
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-public:
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- bool init();
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- void nextFrame();
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- void endAnim();
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-
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- CBattleMoveEnd(CBattleInterface * _owner, const CStack * _stack, THex destTile);
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-};
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-
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-/// This class is responsible for managing the battle attack animation
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-class CBattleAttack : public CBattleStackAnimation
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-{
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-protected:
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- THex dest; //atacked hex
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- bool shooting;
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- CCreatureAnim::EAnimType group; //if shooting is true, print this animation group
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- const CStack * attackedStack;
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- const CStack * attackingStack;
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- int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature
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-public:
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- void nextFrame();
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-
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- bool checkInitialConditions();
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-
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-
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- CBattleAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * defender);
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-};
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-
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-/// Hand-to-hand attack
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-class CMeleeAttack : public CBattleAttack
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-{
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-public:
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- bool init();
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- void nextFrame();
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- void endAnim();
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-
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- CMeleeAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked);
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-};
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-
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-/// Shooting attack
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-class CShootingAnim : public CBattleAttack
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-{
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-private:
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- int catapultDamage;
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- bool catapult;
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-public:
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- bool init();
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- void nextFrame();
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- void endAnim();
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-
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- CShootingAnim(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked, bool _catapult = false, int _catapultDmg = 0); //last param only for catapult attacks
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-};
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-
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-//end of battle animation handlers
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-
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-/// Hero battle animation
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-class CBattleHero : public CIntObject
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-{
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-public:
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- bool flip; //false if it's attacking hero, true otherwise
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- CDefHandler * dh, *flag; //animation and flag
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- const CGHeroInstance * myHero; //this animation's hero instance
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- const CBattleInterface * myOwner; //battle interface to which this animation is assigned
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- int phase; //stage of animation
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- int nextPhase; //stage of animation to be set after current phase is fully displayed
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- int image; //frame of animation
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- unsigned char flagAnim, flagAnimCount; //for flag animation
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- void show(SDL_Surface * to); //prints next frame of animation to to
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- void activate();
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- void deactivate();
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- void setPhase(int newPhase); //sets phase of hero animation
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- void clickLeft(tribool down, bool previousState); //call-in
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- CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
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- ~CBattleHero(); //d-tor
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-};
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-
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-/// Class which stands for a single hex field on a battlefield
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-class CBattleHex : public CIntObject
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-{
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-private:
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- bool setAlterText; //if true, this hex has set alternative text in console and will clean it
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-public:
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- unsigned int myNumber; //number of hex in commonly used format
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- bool accessible; //if true, this hex is accessible for units
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- //CStack * ourStack;
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- bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
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- CBattleInterface * myInterface; //interface that owns me
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- static Point getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * creature, const CBattleInterface * cbi); //returns (x, y) of left top corner of animation
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- //for user interactions
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- void hover (bool on);
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- void activate();
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- void deactivate();
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- void mouseMoved (const SDL_MouseMotionEvent & sEvent);
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- void clickLeft(tribool down, bool previousState);
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- void clickRight(tribool down, bool previousState);
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- CBattleHex();
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-};
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-
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-/// Class which manages the locked hex fields that are blocked e.g. by obstacles
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-class CBattleObstacle
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-{
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- std::vector<int> lockedHexes;
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-};
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-
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-/// Class which shows the console at the bottom of the battle screen and manages the text of the console
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-class CBattleConsole : public CIntObject
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-{
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-private:
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- std::vector< std::string > texts; //a place where texts are stored
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- int lastShown; //last shown line of text
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-public:
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- std::string alterTxt; //if it's not empty, this text is displayed
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- std::string ingcAlter; //alternative text set by in-game console - very important!
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- int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
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- CBattleConsole(); //c-tor
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- ~CBattleConsole(); //d-tor
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- void show(SDL_Surface * to = 0);
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- bool addText(const std::string & text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
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- void eraseText(unsigned int pos); //erases added text at position pos
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- void changeTextAt(const std::string & text, unsigned int pos); //if we have more than pos texts, pos-th is changed to given one
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- void scrollUp(unsigned int by = 1); //scrolls console up by 'by' positions
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- void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
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-};
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-
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-/// Class which is responsible for showing the battle result window
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-class CBattleResultWindow : public CIntObject
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-{
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-private:
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- SDL_Surface * background;
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- AdventureMapButton * exit;
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- CBattleInterface * owner;
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-public:
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- CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, CBattleInterface * _owner); //c-tor
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- ~CBattleResultWindow(); //d-tor
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-
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- void bExitf(); //exit button callback
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-
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- void activate();
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- void deactivate();
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- void show(SDL_Surface * to = 0);
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-};
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-
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-/// Class which manages the battle options window
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-class CBattleOptionsWindow : public CIntObject
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-{
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-private:
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- CBattleInterface * myInt;
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- CPicture * background;
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- AdventureMapButton * setToDefault, * exit;
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- CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
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- CHighlightableButtonsGroup * animSpeeds;
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-
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- std::vector<CLabel*> labels;
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-public:
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- CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
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-
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- void bDefaultf(); //dafault button callback
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- void bExitf(); //exit button callback
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-};
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-
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-/// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
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-struct SBattleEffect
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-{
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- int x, y; //position on the screen
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- int frame, maxFrame;
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- CDefHandler * anim; //animation to display
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- int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
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-};
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-
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-/// Shows the stack queue
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-class CStackQueue : public CIntObject
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-{
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- class StackBox : public CIntObject
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- {
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- public:
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- const CStack *my;
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- SDL_Surface *bg;
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-
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- void hover (bool on);
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- void showAll(SDL_Surface *to);
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- void setStack(const CStack *nStack);
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- StackBox(SDL_Surface *BG);
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- ~StackBox();
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- };
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-
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-public:
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- static const int QUEUE_SIZE = 10;
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- const bool embedded;
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- std::vector<const CStack *> stacksSorted;
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- std::vector<StackBox *> stackBoxes;
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-
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- SDL_Surface *box;
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- SDL_Surface *bg;
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- CBattleInterface * owner;
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-
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- void showAll(SDL_Surface *to);
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- CStackQueue(bool Embedded, CBattleInterface * _owner);
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- ~CStackQueue();
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- void update();
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- void blitBg( SDL_Surface * to );
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- //void showAll(SDL_Surface *to);
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-};
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-
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-/// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
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-struct CatapultProjectileInfo
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-{
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- const double facA, facB, facC;
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- const int fromX, toX;
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-
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- CatapultProjectileInfo() : facA(0), facB(0), facC(0), fromX(0), toX(0) { };
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- CatapultProjectileInfo(double factorA, double factorB, double factorC, int fromXX, int toXX) : facA(factorA), facB(factorB), facC(factorC),
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- fromX(fromXX), toX(toXX) { };
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-
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- double calculateY(double x);
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-};
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-
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-/// Big class which handles the overall battle interface actions and it is also responsible for
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-/// drawing everything correctly.
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-class CBattleInterface : public CIntObject
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-{
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- enum SpellSelectionType
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- {
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- ANY_LOCATION = 0, FRIENDLY_CREATURE, HOSTILE_CREATURE, ANY_CREATURE, OBSTACLE, TELEPORT, NO_LOCATION = -1, STACK_SPELL_CANCELLED = -2
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- };
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-private:
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- SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
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- AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
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- * bWait, * bDefence, * bConsoleUp, * bConsoleDown, *btactNext, *btactEnd;
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- CBattleConsole * console;
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- CBattleHero * attackingHero, * defendingHero; //fighting heroes
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- CStackQueue *queue;
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- const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
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- const CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
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- std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
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- std::map< int, CDefHandler * > idToProjectile; //projectiles of creatures (creatureID, defhandler)
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- std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
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- std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
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- unsigned char animCount;
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- const CStack * activeStack; //number of active stack; NULL - no one
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- const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; NULL of none
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- void activateStack(); //sets activeStack to stackToActivate etc.
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- int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
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- time_t lastMouseHoveredStackAnimationTime; // time when last mouse hovered animation occurred
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- static const time_t HOVER_ANIM_DELTA;
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- std::vector<THex> occupyableHexes, //hexes available for active stack
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- attackableHexes; //hexes attackable by active stack
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- bool stackCountOutsideHexes[BFIELD_SIZE]; // hexes that when in front of a unit cause it's amount box to move back
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- int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
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- int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
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- int attackingHex; //hex from which the stack would perform attack with current cursor
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- float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
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- std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
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-
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- CPlayerInterface *tacticianInterface; //used during tactics mode, points to the interface of player with higher tactics (can be either attacker or defender in hot-seat), valid onloy for human players
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- bool tacticsMode;
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- bool stackCanCastSpell; //if true, active stack could possibly cats some target spell
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- bool spellDestSelectMode; //if true, player is choosing destination for his spell
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- SpellSelectionType spellSelMode;
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- BattleAction * spellToCast; //spell for which player is choosing destination
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- TSpell creatureSpellToCast;
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- void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
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-
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- void showAliveStack(const CStack *stack, SDL_Surface * to); //helper function for function show
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- void showAliveStacks(std::vector<const CStack *> *aliveStacks, int hex, std::vector<const CStack *> *flyingStacks, SDL_Surface *to); // loops through all stacks at a given hex position
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- void showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks); //helper function for show
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- void showObstacles(std::multimap<THex, int> *hexToObstacle, std::vector<CObstacleInstance> &obstacles, int hex, SDL_Surface *to); // show all obstacles at a given hex position
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- void redrawBackgroundWithHexes(const CStack * activeStack);
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- void printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker, bool Multiple);
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-
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- std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
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- void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
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- void giveCommand(ui8 action, THex tile, ui32 stack, si32 additional=-1);
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- bool isTileAttackable(const THex & number) const; //returns true if tile 'number' is neighboring any tile from active stack's range or is one of these tiles
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- bool blockedByObstacle(THex hex) const;
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- bool isCatapultAttackable(THex hex) const; //returns true if given tile can be attacked by catapult
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-
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- std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
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-
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- /// Class which is responsible for drawing the wall of a siege during battle
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- class SiegeHelper
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- {
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- private:
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- static std::string townTypeInfixes[F_NUMBER]; //for internal use only - to build filenames
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- SDL_Surface * walls[18];
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- const CBattleInterface * owner;
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- public:
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- const CGTownInstance * town; //besieged town
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-
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- SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
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- ~SiegeHelper(); //d-tor
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-
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- //filename getters
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- std::string getSiegeName(ui16 what, ui16 additInfo = 1) const; //what: 0 - background, 1 - background wall, 2 - keep, 3 - bottom tower, 4 - bottom wall, 5 - below gate, 6 - over gate, 7 - upper wall, 8 - uppert tower, 9 - gate, 10 - gate arch, 11 - bottom static wall, 12 - upper static wall, 13 - moat, 14 - mlip, 15 - keep creature cover, 16 - bottom turret creature cover, 17 - upper turret creature cover; additInfo: 1 - intact, 2 - damaged, 3 - destroyed
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-
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- void printPartOfWall(SDL_Surface * to, int what);//what: 1 - background wall, 2 - keep, 3 - bottom tower, 4 - bottom wall, 5 - below gate, 6 - over gate, 7 - upper wall, 8 - uppert tower, 9 - gate, 10 - gate arch, 11 - bottom static wall, 12 - upper static wall, 15 - keep creature cover, 16 - bottom turret creature cover, 17 - upper turret creature cover
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-
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- friend class CBattleInterface;
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- } * siegeH;
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-
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- CPlayerInterface * attackerInt, * defenderInt; //because LOCPLINT is not enough in hotSeat
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- const CGHeroInstance * getActiveHero(); //returns hero that can currently cast a spell
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-public:
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- CPlayerInterface * curInt; //current player interface
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- std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
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- void addNewAnim(CBattleAnimation * anim); //adds new anim to pendingAnims
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- unsigned int animIDhelper; //for giving IDs for animations
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- static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
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-
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- CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen); //c-tor
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- ~CBattleInterface(); //d-tor
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-
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- //std::vector<TimeInterested*> timeinterested; //animation handling
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- void setPrintCellBorders(bool set); //if true, cell borders will be printed
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|
- void setPrintStackRange(bool set); //if true,range of active stack will be printed
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|
- void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
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|
- void setAnimSpeed(int set); //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
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|
|
- int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
|
|
|
-
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|
|
- CBattleHex bfield[BFIELD_SIZE]; //11 lines, 17 hexes on each
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|
|
- //std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
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|
- SDL_Surface * cellBorder, * cellShade;
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|
|
- CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
|
|
|
- bool myTurn; //if true, interface is active (commands can be ordered)
|
|
|
- CBattleResultWindow * resWindow; //window of end of battle
|
|
|
-
|
|
|
- bool moveStarted; //if true, the creature that is already moving is going to make its first step
|
|
|
- int moveSh; // sound handler used when moving a unit
|
|
|
-
|
|
|
- //button handle funcs:
|
|
|
- void bOptionsf();
|
|
|
- void bSurrenderf();
|
|
|
- void bFleef();
|
|
|
- void reallyFlee(); //performs fleeing without asking player
|
|
|
- void reallySurrender(); //performs surrendering without asking player
|
|
|
- void bAutofightf();
|
|
|
- void bSpellf();
|
|
|
- void bWaitf();
|
|
|
- void bDefencef();
|
|
|
- void bConsoleUpf();
|
|
|
- void bConsoleDownf();
|
|
|
- void bTacticNextStack();
|
|
|
- void bEndTacticPhase();
|
|
|
- //end of button handle funcs
|
|
|
- //napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
|
|
|
- void activate();
|
|
|
- void deactivate();
|
|
|
- void show(SDL_Surface * to);
|
|
|
- void keyPressed(const SDL_KeyboardEvent & key);
|
|
|
- void mouseMoved(const SDL_MouseMotionEvent &sEvent);
|
|
|
- void clickRight(tribool down, bool previousState);
|
|
|
-
|
|
|
- //call-ins
|
|
|
- void startAction(const BattleAction* action);
|
|
|
- void newStack(const CStack * stack); //new stack appeared on battlefield
|
|
|
- void stackRemoved(int stackID); //stack disappeared from batlefiled
|
|
|
- void stackActivated(const CStack * stack); //active stack has been changed
|
|
|
- void stackMoved(const CStack * stack, std::vector<THex> destHex, int distance); //stack with id number moved to destHex
|
|
|
- void waitForAnims();
|
|
|
- void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
|
|
|
- void stackAttacking(const CStack * attacker, THex dest, const CStack * attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
|
|
|
- void newRoundFirst( int round );
|
|
|
- void newRound(int number); //caled when round is ended; number is the number of round
|
|
|
- void hexLclicked(int whichOne); //hex only call-in
|
|
|
- void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
|
|
|
- void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
|
|
|
- const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
|
|
|
- void displayBattleFinished(); //displays battle result
|
|
|
- void spellCast(const BattleSpellCast * sc); //called when a hero casts a spell
|
|
|
- void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
|
|
|
- void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
|
|
|
- void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
|
|
|
- void battleTriggerEffect(const BattleTriggerEffect & bte);
|
|
|
- void setBattleCursor(const int myNumber); //really complex and messy
|
|
|
- void endAction(const BattleAction* action);
|
|
|
- void hideQueue();
|
|
|
- void showQueue();
|
|
|
- friend class CBattleHex;
|
|
|
- friend class CBattleResultWindow;
|
|
|
- friend class CPlayerInterface;
|
|
|
- friend class AdventureMapButton;
|
|
|
- friend class CInGameConsole;
|
|
|
- friend class CReverseAnim;
|
|
|
- friend class CBattleStackAnimation;
|
|
|
- friend class CBattleAnimation;
|
|
|
- friend class CDefenceAnim;
|
|
|
- friend class CBattleStackMoved;
|
|
|
- friend class CBattleMoveStart;
|
|
|
- friend class CBattleMoveEnd;
|
|
|
- friend class CBattleAttack;
|
|
|
- friend class CMeleeAttack;
|
|
|
- friend class CShootingAnim;
|
|
|
- friend class CSpellEffectAnim;
|
|
|
- friend class CBattleHero;
|
|
|
-};
|
|
|
-
|
|
|
-#endif // __CBATTLEINTERFACE_H__
|