CBattleInterface.h 20 KB

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  1. #ifndef __CBATTLEINTERFACE_H__
  2. #define __CBATTLEINTERFACE_H__
  3. #include "../global.h"
  4. #include <list>
  5. #include "GUIBase.h"
  6. #include "../lib/CCreatureSet.h"
  7. /*
  8. * CBattleInterface.h, part of VCMI engine
  9. *
  10. * Authors: listed in file AUTHORS in main folder
  11. *
  12. * License: GNU General Public License v2.0 or later
  13. * Full text of license available in license.txt file, in main folder
  14. *
  15. */
  16. class CCreatureSet;
  17. class CGHeroInstance;
  18. class CDefHandler;
  19. class CStack;
  20. class CCallback;
  21. class AdventureMapButton;
  22. class CHighlightableButton;
  23. class CHighlightableButtonsGroup;
  24. struct BattleResult;
  25. struct BattleSpellCast;
  26. template <typename T> struct CondSh;
  27. struct SetStackEffect;;
  28. struct BattleAction;
  29. class CGTownInstance;
  30. struct CatapultAttack;
  31. class CBattleInterface;
  32. struct SStackAttackedInfo
  33. {
  34. const CStack * defender; //attacked stack
  35. int dmg; //damage dealt
  36. int amountKilled; //how many creatures in stack has been killed
  37. const CStack * attacker; //attacking stack
  38. bool byShooting; //if true, stack has been attacked by shooting
  39. bool killed; //if true, stack has been killed
  40. };
  41. struct SProjectileInfo
  42. {
  43. int x, y; //position on the screen
  44. int dx, dy; //change in position in one step
  45. int step, lastStep; //to know when finish showing this projectile
  46. int creID; //ID of creature that shot this projectile
  47. int frameNum; //frame to display form projectile animation
  48. bool spin; //if true, frameNum will be increased
  49. int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
  50. bool reverse; //if true, projectile will be flipped by vertical asix
  51. };
  52. //battle animation handlers
  53. class CBattleAnimation
  54. {
  55. protected:
  56. CBattleInterface * owner;
  57. public:
  58. virtual bool init()=0; //to be called - if returned false, call again until returns true
  59. virtual void nextFrame()=0; //call every new frame
  60. virtual void endAnim(); //to be called mostly internally; in this class it removes animation from pendingAnims list
  61. bool isEarliest(bool perStackConcurrency); //determines if this animation is earlies of all
  62. unsigned int ID; //unique identifier
  63. CBattleAnimation(CBattleInterface * _owner);
  64. };
  65. class CDummyAnim : public CBattleAnimation
  66. {
  67. private:
  68. int counter;
  69. int howMany;
  70. public:
  71. bool init();
  72. void nextFrame();
  73. void endAnim();
  74. CDummyAnim(CBattleInterface * _owner, int howManyFrames);
  75. };
  76. class CSpellEffectAnim : public CBattleAnimation
  77. {
  78. private:
  79. ui32 effect;
  80. THex destTile;
  81. std::string customAnim;
  82. int x, y, dx, dy;
  83. bool Vflip;
  84. public:
  85. bool init();
  86. void nextFrame();
  87. void endAnim();
  88. CSpellEffectAnim(CBattleInterface * _owner, ui32 _effect, THex _destTile, int _dx = 0, int _dy = 0, bool _Vflip = false);
  89. CSpellEffectAnim(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx = 0, int _dy = 0, bool _Vflip = false);
  90. };
  91. class CBattleStackAnimation : public CBattleAnimation
  92. {
  93. public:
  94. const CStack * stack; //id of stack whose animation it is
  95. CBattleStackAnimation(CBattleInterface * _owner, const CStack * _stack);
  96. static bool isToReverseHlp(THex hexFrom, THex hexTo, bool curDir); //helper for isToReverse
  97. 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)
  98. };
  99. class CReverseAnim : public CBattleStackAnimation
  100. {
  101. private:
  102. int partOfAnim; //1 - first, 2 - second
  103. bool secondPartSetup;
  104. THex hex;
  105. public:
  106. bool priority; //true - high, false - low
  107. bool init();
  108. void nextFrame();
  109. void endAnim();
  110. CReverseAnim(CBattleInterface * _owner, const CStack * stack, THex dest, bool _priority);
  111. };
  112. class CDefenceAnim : public CBattleStackAnimation
  113. {
  114. private:
  115. //std::vector<SStackAttackedInfo> attackedInfos;
  116. int dmg; //damage dealt
  117. int amountKilled; //how many creatures in stack has been killed
  118. const CStack * attacker; //attacking stack
  119. bool byShooting; //if true, stack has been attacked by shooting
  120. bool killed; //if true, stack has been killed
  121. public:
  122. bool init();
  123. void nextFrame();
  124. void endAnim();
  125. CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner);
  126. };
  127. class CBattleStackMoved : public CBattleStackAnimation
  128. {
  129. private:
  130. THex destHex; //destination
  131. bool endMoving; //if this is end of move
  132. int distance;
  133. float stepX, stepY; //how far stack is moved in one frame
  134. float posX, posY;
  135. int steps, whichStep;
  136. int curStackPos; //position of stack before move
  137. public:
  138. bool init();
  139. void nextFrame();
  140. void endAnim();
  141. CBattleStackMoved(CBattleInterface * _owner, const CStack * _stack, THex _destHex, bool _endMoving, int _distance);
  142. };
  143. class CBattleMoveStart : public CBattleStackAnimation
  144. {
  145. public:
  146. bool init();
  147. void nextFrame();
  148. void endAnim();
  149. CBattleMoveStart(CBattleInterface * _owner, const CStack * _stack);
  150. };
  151. class CBattleMoveEnd : public CBattleStackAnimation
  152. {
  153. private:
  154. THex destinationTile;
  155. public:
  156. bool init();
  157. void nextFrame();
  158. void endAnim();
  159. CBattleMoveEnd(CBattleInterface * _owner, const CStack * _stack, THex destTile);
  160. };
  161. class CBattleAttack : public CBattleStackAnimation
  162. {
  163. protected:
  164. THex dest; //atacked hex
  165. bool shooting;
  166. int group; //if shooting is true, print this animation group
  167. const CStack * attackedStack;
  168. const CStack * attackingStack;
  169. int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature
  170. public:
  171. void nextFrame();
  172. bool checkInitialConditions();
  173. CBattleAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * defender);
  174. };
  175. class CMeleeAttack : public CBattleAttack
  176. {
  177. public:
  178. bool init();
  179. void nextFrame();
  180. void endAnim();
  181. CMeleeAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked);
  182. };
  183. class CShootingAnim : public CBattleAttack
  184. {
  185. private:
  186. int catapultDamage;
  187. bool catapult;
  188. public:
  189. bool init();
  190. void nextFrame();
  191. void endAnim();
  192. CShootingAnim(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked, bool _catapult = false, int _catapultDmg = 0); //last param only for catapult attacks
  193. };
  194. //end of battle animation handlers
  195. class CBattleHero : public CIntObject
  196. {
  197. public:
  198. bool flip; //false if it's attacking hero, true otherwise
  199. CDefHandler * dh, *flag; //animation and flag
  200. const CGHeroInstance * myHero; //this animation's hero instance
  201. const CBattleInterface * myOwner; //battle interface to which this animation is assigned
  202. int phase; //stage of animation
  203. int nextPhase; //stage of animation to be set after current phase is fully displayed
  204. int image; //frame of animation
  205. unsigned char flagAnim, flagAnimCount; //for flag animation
  206. void show(SDL_Surface * to); //prints next frame of animation to to
  207. void activate();
  208. void deactivate();
  209. void setPhase(int newPhase); //sets phase of hero animation
  210. void clickLeft(tribool down, bool previousState); //call-in
  211. CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
  212. ~CBattleHero(); //d-tor
  213. };
  214. class CBattleHex : public CIntObject
  215. {
  216. private:
  217. bool setAlterText; //if true, this hex has set alternative text in console and will clean it
  218. public:
  219. unsigned int myNumber; //number of hex in commonly used format
  220. bool accessible; //if true, this hex is accessible for units
  221. //CStack * ourStack;
  222. bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
  223. CBattleInterface * myInterface; //interface that owns me
  224. static Point getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * creature, const CBattleInterface * cbi); //returns (x, y) of left top corner of animation
  225. //for user interactions
  226. void hover (bool on);
  227. void activate();
  228. void deactivate();
  229. void mouseMoved (const SDL_MouseMotionEvent & sEvent);
  230. void clickLeft(tribool down, bool previousState);
  231. void clickRight(tribool down, bool previousState);
  232. CBattleHex();
  233. };
  234. class CBattleObstacle
  235. {
  236. std::vector<int> lockedHexes;
  237. };
  238. class CBattleConsole : public CIntObject
  239. {
  240. private:
  241. std::vector< std::string > texts; //a place where texts are stored
  242. int lastShown; //last shown line of text
  243. public:
  244. std::string alterTxt; //if it's not empty, this text is displayed
  245. std::string ingcAlter; //alternative text set by in-game console - very important!
  246. int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
  247. CBattleConsole(); //c-tor
  248. ~CBattleConsole(); //d-tor
  249. void show(SDL_Surface * to = 0);
  250. bool addText(const std::string & text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
  251. void eraseText(unsigned int pos); //erases added text at position pos
  252. void changeTextAt(const std::string & text, unsigned int pos); //if we have more than pos texts, pos-th is changed to given one
  253. void scrollUp(unsigned int by = 1); //scrolls console up by 'by' positions
  254. void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
  255. };
  256. class CBattleResultWindow : public CIntObject
  257. {
  258. private:
  259. SDL_Surface * background;
  260. AdventureMapButton * exit;
  261. CBattleInterface * owner;
  262. public:
  263. CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, CBattleInterface * _owner); //c-tor
  264. ~CBattleResultWindow(); //d-tor
  265. void bExitf(); //exit button callback
  266. void activate();
  267. void deactivate();
  268. void show(SDL_Surface * to = 0);
  269. };
  270. class CBattleOptionsWindow : public CIntObject
  271. {
  272. private:
  273. CBattleInterface * myInt;
  274. SDL_Surface * background;
  275. AdventureMapButton * setToDefault, * exit;
  276. CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
  277. CHighlightableButtonsGroup * animSpeeds;
  278. public:
  279. CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
  280. ~CBattleOptionsWindow(); //d-tor
  281. void bDefaultf(); //dafault button callback
  282. void bExitf(); //exit button callback
  283. void activate();
  284. void deactivate();
  285. void show(SDL_Surface * to = 0);
  286. };
  287. struct SBattleEffect
  288. {
  289. int x, y; //position on the screen
  290. int frame, maxFrame;
  291. CDefHandler * anim; //animation to display
  292. int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
  293. };
  294. class CStackQueue : public CIntObject
  295. {
  296. class StackBox : public CIntObject
  297. {
  298. public:
  299. const CStack *my;
  300. SDL_Surface *bg;
  301. void hover (bool on);
  302. void showAll(SDL_Surface *to);
  303. void setStack(const CStack *nStack);
  304. StackBox(SDL_Surface *BG);
  305. ~StackBox();
  306. };
  307. public:
  308. static const int QUEUE_SIZE = 10;
  309. const bool embedded;
  310. std::vector<const CStack *> stacksSorted;
  311. std::vector<StackBox *> stackBoxes;
  312. SDL_Surface *box;
  313. SDL_Surface *bg;
  314. CBattleInterface * owner;
  315. void showAll(SDL_Surface *to);
  316. CStackQueue(bool Embedded, CBattleInterface * _owner);
  317. ~CStackQueue();
  318. void update();
  319. void blitBg( SDL_Surface * to );
  320. //void showAll(SDL_Surface *to);
  321. };
  322. class CBattleInterface : public CIntObject
  323. {
  324. private:
  325. SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
  326. AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
  327. * bWait, * bDefence, * bConsoleUp, * bConsoleDown;
  328. CBattleConsole * console;
  329. CBattleHero * attackingHero, * defendingHero; //fighting heroes
  330. CStackQueue *queue;
  331. const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
  332. const CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
  333. std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
  334. std::map< int, CDefHandler * > idToProjectile; //projectiles of creatures (creatureID, defhandler)
  335. std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
  336. std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
  337. unsigned char animCount;
  338. const CStack * activeStack; //number of active stack; NULL - no one
  339. const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; NULL of none
  340. void activateStack(); //sets activeStack to stackToActivate etc.
  341. int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
  342. std::vector<THex> shadedHexes; //hexes available for active stack
  343. int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
  344. int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
  345. float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
  346. std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
  347. bool spellDestSelectMode; //if true, player is choosing destination for his spell
  348. int spellSelMode; //0 - any location, 1 - any friendly creature, 2 - any hostile creature, 3 - any creature,
  349. //4 - obstacle, 5 - teleport -1 - no location
  350. BattleAction * spellToCast; //spell for which player is choosing destination
  351. void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
  352. void showAliveStack(const CStack *stack, SDL_Surface * to); //helper function for function show
  353. void showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks); //helper function for show
  354. void redrawBackgroundWithHexes(const CStack * activeStack);
  355. void printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker);
  356. std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
  357. void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
  358. void giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional=-1);
  359. bool isTileAttackable(const int & number) const; //returns true if tile 'number' is neighboring any tile from active stack's range or is one of these tiles
  360. bool blockedByObstacle(int hex) const;
  361. bool isCatapultAttackable(int hex) const; //returns true if given tile can be attacked by catapult
  362. std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
  363. class SiegeHelper
  364. {
  365. private:
  366. static std::string townTypeInfixes[F_NUMBER]; //for internal use only - to build filenames
  367. SDL_Surface * walls[18];
  368. const CBattleInterface * owner;
  369. public:
  370. const CGTownInstance * town; //besieged town
  371. SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
  372. ~SiegeHelper(); //d-tor
  373. //filename getters
  374. 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
  375. 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
  376. friend class CBattleInterface;
  377. } * siegeH;
  378. CPlayerInterface * attackerInt, * defenderInt; //because LOCPLINT is not enough in hotSeat
  379. const CGHeroInstance * getActiveHero(); //returns hero that can currently cast a spell
  380. public:
  381. CPlayerInterface * curInt; //current player interface
  382. std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
  383. void addNewAnim(CBattleAnimation * anim); //adds new anim to pendingAnims
  384. unsigned int animIDhelper; //for giving IDs for animations
  385. static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
  386. CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen); //c-tor
  387. ~CBattleInterface(); //d-tor
  388. //std::vector<TimeInterested*> timeinterested; //animation handling
  389. void setPrintCellBorders(bool set); //if true, cell borders will be printed
  390. void setPrintStackRange(bool set); //if true,range of active stack will be printed
  391. void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
  392. void setAnimSpeed(int set); //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  393. int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  394. CBattleHex bfield[BFIELD_SIZE]; //11 lines, 17 hexes on each
  395. //std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
  396. SDL_Surface * cellBorder, * cellShade;
  397. CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
  398. bool myTurn; //if true, interface is active (commands can be ordered
  399. CBattleResultWindow * resWindow; //window of end of battle
  400. bool moveStarted; //if true, the creature that is already moving is going to make its first step
  401. int moveSh; // sound handler used when moving a unit
  402. //button handle funcs:
  403. void bOptionsf();
  404. void bSurrenderf();
  405. void bFleef();
  406. void reallyFlee(); //performs fleeing without asking player
  407. void bAutofightf();
  408. void bSpellf();
  409. void bWaitf();
  410. void bDefencef();
  411. void bConsoleUpf();
  412. void bConsoleDownf();
  413. //end of button handle funcs
  414. //napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
  415. void activate();
  416. void deactivate();
  417. void show(SDL_Surface * to);
  418. void keyPressed(const SDL_KeyboardEvent & key);
  419. void mouseMoved(const SDL_MouseMotionEvent &sEvent);
  420. void clickRight(tribool down, bool previousState);
  421. //call-ins
  422. void startAction(const BattleAction* action);
  423. void newStack(const CStack * stack); //new stack appeared on battlefield
  424. void stackRemoved(const CStack * stack); //stack disappeared from batlefiled
  425. void stackActivated(const CStack * stack); //active stack has been changed
  426. void stackMoved(const CStack * stack, THex destHex, bool endMoving, int distance); //stack with id number moved to destHex
  427. void waitForAnims();
  428. void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
  429. void stackAttacking(const CStack * attacker, THex dest, const CStack * attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
  430. void newRoundFirst( int round );
  431. void newRound(int number); //caled when round is ended; number is the number of round
  432. void hexLclicked(int whichOne); //hex only call-in
  433. void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
  434. void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
  435. const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
  436. void displayBattleFinished(); //displays battle result
  437. void spellCast(const BattleSpellCast * sc); //called when a hero casts a spell
  438. void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
  439. void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
  440. void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
  441. void endAction(const BattleAction* action);
  442. void hideQueue();
  443. void showQueue();
  444. friend class CBattleHex;
  445. friend class CBattleResultWindow;
  446. friend class CPlayerInterface;
  447. friend class AdventureMapButton;
  448. friend class CInGameConsole;
  449. friend class CReverseAnim;
  450. friend class CBattleAnimation;
  451. friend class CDefenceAnim;
  452. friend class CBattleStackMoved;
  453. friend class CBattleMoveStart;
  454. friend class CBattleMoveEnd;
  455. friend class CBattleAttack;
  456. friend class CMeleeAttack;
  457. friend class CShootingAnim;
  458. friend class CSpellEffectAnim;
  459. friend class CBattleHero;
  460. };
  461. #endif // __CBATTLEINTERFACE_H__