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