CBattleInterface.h 23 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. #include "CAnimation.h"
  8. /*
  9. * CBattleInterface.h, part of VCMI engine
  10. *
  11. * Authors: listed in file AUTHORS in main folder
  12. *
  13. * License: GNU General Public License v2.0 or later
  14. * Full text of license available in license.txt file, in main folder
  15. *
  16. */
  17. class CCreatureSet;
  18. class CGHeroInstance;
  19. class CDefHandler;
  20. class CStack;
  21. class CCallback;
  22. class AdventureMapButton;
  23. class CHighlightableButton;
  24. class CHighlightableButtonsGroup;
  25. struct BattleResult;
  26. struct BattleSpellCast;
  27. struct CObstacleInstance;
  28. template <typename T> struct CondSh;
  29. struct SetStackEffect;;
  30. struct BattleAction;
  31. class CGTownInstance;
  32. struct CatapultAttack;
  33. class CBattleInterface;
  34. struct CatapultProjectileInfo;
  35. /// Small struct which contains information about the id of the attacked stack, the damage dealt,...
  36. struct SStackAttackedInfo
  37. {
  38. const CStack * defender; //attacked stack
  39. int dmg; //damage dealt
  40. int amountKilled; //how many creatures in stack has been killed
  41. const CStack * attacker; //attacking stack
  42. bool byShooting; //if true, stack has been attacked by shooting
  43. bool killed; //if true, stack has been killed
  44. bool rebirth; //if true, play rebirth animation after all
  45. };
  46. /// Small struct which contains information about the position and the velocity of a projectile
  47. struct SProjectileInfo
  48. {
  49. double x, y; //position on the screen
  50. double dx, dy; //change in position in one step
  51. int step, lastStep; //to know when finish showing this projectile
  52. int creID; //ID of creature that shot this projectile
  53. int stackID; //ID of stack
  54. int frameNum; //frame to display form projectile animation
  55. bool spin; //if true, frameNum will be increased
  56. int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
  57. bool reverse; //if true, projectile will be flipped by vertical asix
  58. CatapultProjectileInfo *catapultInfo; // holds info about the parabolic trajectory of the cannon
  59. };
  60. /// Base class of battle animations
  61. class CBattleAnimation
  62. {
  63. protected:
  64. CBattleInterface * owner;
  65. public:
  66. virtual bool init()=0; //to be called - if returned false, call again until returns true
  67. virtual void nextFrame()=0; //call every new frame
  68. virtual void endAnim(); //to be called mostly internally; in this class it removes animation from pendingAnims list
  69. bool isEarliest(bool perStackConcurrency); //determines if this animation is earlies of all
  70. unsigned int ID; //unique identifier
  71. CBattleAnimation(CBattleInterface * _owner);
  72. };
  73. class CDummyAnim : public CBattleAnimation
  74. {
  75. private:
  76. int counter;
  77. int howMany;
  78. public:
  79. bool init();
  80. void nextFrame();
  81. void endAnim();
  82. CDummyAnim(CBattleInterface * _owner, int howManyFrames);
  83. };
  84. /// This class manages a spell effect animation
  85. class CSpellEffectAnim : public CBattleAnimation
  86. {
  87. private:
  88. ui32 effect;
  89. THex destTile;
  90. std::string customAnim;
  91. int x, y, dx, dy;
  92. bool Vflip;
  93. public:
  94. bool init();
  95. void nextFrame();
  96. void endAnim();
  97. CSpellEffectAnim(CBattleInterface * _owner, ui32 _effect, THex _destTile, int _dx = 0, int _dy = 0, bool _Vflip = false);
  98. CSpellEffectAnim(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx = 0, int _dy = 0, bool _Vflip = false);
  99. };
  100. /// Sub-class which is responsible for managing the battle stack animation.
  101. class CBattleStackAnimation : public CBattleAnimation
  102. {
  103. public:
  104. const CStack * stack; //id of stack whose animation it is
  105. CBattleStackAnimation(CBattleInterface * _owner, const CStack * _stack);
  106. static bool isToReverseHlp(THex hexFrom, THex hexTo, bool curDir); //helper for isToReverse
  107. 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)
  108. };
  109. /// Class responsible for animation of stack chaning direction (left <-> right)
  110. class CReverseAnim : public CBattleStackAnimation
  111. {
  112. private:
  113. int partOfAnim; //1 - first, 2 - second
  114. bool secondPartSetup;
  115. THex hex;
  116. public:
  117. bool priority; //true - high, false - low
  118. bool init();
  119. void nextFrame();
  120. void endAnim();
  121. CReverseAnim(CBattleInterface * _owner, const CStack * stack, THex dest, bool _priority);
  122. };
  123. /// Animation of a defending unit
  124. class CDefenceAnim : public CBattleStackAnimation
  125. {
  126. private:
  127. //std::vector<SStackAttackedInfo> attackedInfos;
  128. int dmg; //damage dealt
  129. int amountKilled; //how many creatures in stack has been killed
  130. const CStack * attacker; //attacking stack
  131. bool byShooting; //if true, stack has been attacked by shooting
  132. bool killed; //if true, stack has been killed
  133. public:
  134. bool init();
  135. void nextFrame();
  136. void endAnim();
  137. CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner);
  138. };
  139. /// Move animation of a creature
  140. class CBattleStackMoved : public CBattleStackAnimation
  141. {
  142. private:
  143. std::vector<THex> destTiles; //destination
  144. THex nextHex;
  145. int nextPos;
  146. int distance;
  147. float stepX, stepY; //how far stack is moved in one frame
  148. float posX, posY;
  149. int steps, whichStep;
  150. int curStackPos; //position of stack before move
  151. public:
  152. bool init();
  153. void nextFrame();
  154. void endAnim();
  155. CBattleStackMoved(CBattleInterface * _owner, const CStack * _stack, std::vector<THex> _destTiles, int _distance);
  156. };
  157. /// Move start animation of a creature
  158. class CBattleMoveStart : public CBattleStackAnimation
  159. {
  160. public:
  161. bool init();
  162. void nextFrame();
  163. void endAnim();
  164. CBattleMoveStart(CBattleInterface * _owner, const CStack * _stack);
  165. };
  166. /// Move end animation of a creature
  167. class CBattleMoveEnd : public CBattleStackAnimation
  168. {
  169. private:
  170. THex destinationTile;
  171. public:
  172. bool init();
  173. void nextFrame();
  174. void endAnim();
  175. CBattleMoveEnd(CBattleInterface * _owner, const CStack * _stack, THex destTile);
  176. };
  177. /// This class is responsible for managing the battle attack animation
  178. class CBattleAttack : public CBattleStackAnimation
  179. {
  180. protected:
  181. THex dest; //atacked hex
  182. bool shooting;
  183. CCreatureAnim::EAnimType group; //if shooting is true, print this animation group
  184. const CStack * attackedStack;
  185. const CStack * attackingStack;
  186. int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature
  187. public:
  188. void nextFrame();
  189. bool checkInitialConditions();
  190. CBattleAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * defender);
  191. };
  192. /// Hand-to-hand attack
  193. class CMeleeAttack : public CBattleAttack
  194. {
  195. public:
  196. bool init();
  197. void nextFrame();
  198. void endAnim();
  199. CMeleeAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked);
  200. };
  201. /// Shooting attack
  202. class CShootingAnim : public CBattleAttack
  203. {
  204. private:
  205. int catapultDamage;
  206. bool catapult;
  207. public:
  208. bool init();
  209. void nextFrame();
  210. void endAnim();
  211. CShootingAnim(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked, bool _catapult = false, int _catapultDmg = 0); //last param only for catapult attacks
  212. };
  213. //end of battle animation handlers
  214. /// Hero battle animation
  215. class CBattleHero : public CIntObject
  216. {
  217. public:
  218. bool flip; //false if it's attacking hero, true otherwise
  219. CDefHandler * dh, *flag; //animation and flag
  220. const CGHeroInstance * myHero; //this animation's hero instance
  221. const CBattleInterface * myOwner; //battle interface to which this animation is assigned
  222. int phase; //stage of animation
  223. int nextPhase; //stage of animation to be set after current phase is fully displayed
  224. int image; //frame of animation
  225. unsigned char flagAnim, flagAnimCount; //for flag animation
  226. void show(SDL_Surface * to); //prints next frame of animation to to
  227. void activate();
  228. void deactivate();
  229. void setPhase(int newPhase); //sets phase of hero animation
  230. void clickLeft(tribool down, bool previousState); //call-in
  231. CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
  232. ~CBattleHero(); //d-tor
  233. };
  234. /// Class which stands for a single hex field on a battlefield
  235. class CBattleHex : public CIntObject
  236. {
  237. private:
  238. bool setAlterText; //if true, this hex has set alternative text in console and will clean it
  239. public:
  240. unsigned int myNumber; //number of hex in commonly used format
  241. bool accessible; //if true, this hex is accessible for units
  242. //CStack * ourStack;
  243. bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
  244. CBattleInterface * myInterface; //interface that owns me
  245. static Point getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * creature, const CBattleInterface * cbi); //returns (x, y) of left top corner of animation
  246. //for user interactions
  247. void hover (bool on);
  248. void activate();
  249. void deactivate();
  250. void mouseMoved (const SDL_MouseMotionEvent & sEvent);
  251. void clickLeft(tribool down, bool previousState);
  252. void clickRight(tribool down, bool previousState);
  253. CBattleHex();
  254. };
  255. /// Class which manages the locked hex fields that are blocked e.g. by obstacles
  256. class CBattleObstacle
  257. {
  258. std::vector<int> lockedHexes;
  259. };
  260. /// Class which shows the console at the bottom of the battle screen and manages the text of the console
  261. class CBattleConsole : public CIntObject
  262. {
  263. private:
  264. std::vector< std::string > texts; //a place where texts are stored
  265. int lastShown; //last shown line of text
  266. public:
  267. std::string alterTxt; //if it's not empty, this text is displayed
  268. std::string ingcAlter; //alternative text set by in-game console - very important!
  269. int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
  270. CBattleConsole(); //c-tor
  271. ~CBattleConsole(); //d-tor
  272. void show(SDL_Surface * to = 0);
  273. bool addText(const std::string & text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
  274. void eraseText(unsigned int pos); //erases added text at position pos
  275. void changeTextAt(const std::string & text, unsigned int pos); //if we have more than pos texts, pos-th is changed to given one
  276. void scrollUp(unsigned int by = 1); //scrolls console up by 'by' positions
  277. void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
  278. };
  279. /// Class which is responsible for showing the battle result window
  280. class CBattleResultWindow : public CIntObject
  281. {
  282. private:
  283. SDL_Surface * background;
  284. AdventureMapButton * exit;
  285. CBattleInterface * owner;
  286. public:
  287. CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, CBattleInterface * _owner); //c-tor
  288. ~CBattleResultWindow(); //d-tor
  289. void bExitf(); //exit button callback
  290. void activate();
  291. void deactivate();
  292. void show(SDL_Surface * to = 0);
  293. };
  294. /// Class which manages the battle options window
  295. class CBattleOptionsWindow : public CIntObject
  296. {
  297. private:
  298. CBattleInterface * myInt;
  299. SDL_Surface * background;
  300. AdventureMapButton * setToDefault, * exit;
  301. CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
  302. CHighlightableButtonsGroup * animSpeeds;
  303. public:
  304. CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
  305. ~CBattleOptionsWindow(); //d-tor
  306. void bDefaultf(); //dafault button callback
  307. void bExitf(); //exit button callback
  308. void activate();
  309. void deactivate();
  310. void show(SDL_Surface * to = 0);
  311. };
  312. /// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
  313. struct SBattleEffect
  314. {
  315. int x, y; //position on the screen
  316. int frame, maxFrame;
  317. CDefHandler * anim; //animation to display
  318. int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
  319. };
  320. /// Shows the stack queue
  321. class CStackQueue : public CIntObject
  322. {
  323. class StackBox : public CIntObject
  324. {
  325. public:
  326. const CStack *my;
  327. SDL_Surface *bg;
  328. void hover (bool on);
  329. void showAll(SDL_Surface *to);
  330. void setStack(const CStack *nStack);
  331. StackBox(SDL_Surface *BG);
  332. ~StackBox();
  333. };
  334. public:
  335. static const int QUEUE_SIZE = 10;
  336. const bool embedded;
  337. std::vector<const CStack *> stacksSorted;
  338. std::vector<StackBox *> stackBoxes;
  339. SDL_Surface *box;
  340. SDL_Surface *bg;
  341. CBattleInterface * owner;
  342. void showAll(SDL_Surface *to);
  343. CStackQueue(bool Embedded, CBattleInterface * _owner);
  344. ~CStackQueue();
  345. void update();
  346. void blitBg( SDL_Surface * to );
  347. //void showAll(SDL_Surface *to);
  348. };
  349. /// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
  350. struct CatapultProjectileInfo
  351. {
  352. const double facA, facB, facC;
  353. const int fromX, toX;
  354. CatapultProjectileInfo() : facA(0), facB(0), facC(0), fromX(0), toX(0) { };
  355. CatapultProjectileInfo(double factorA, double factorB, double factorC, int fromXX, int toXX) : facA(factorA), facB(factorB), facC(factorC),
  356. fromX(fromXX), toX(toXX) { };
  357. double calculateY(double x);
  358. };
  359. /// Big class which handles the overall battle interface actions and it is also responsible for
  360. /// drawing everything correctly.
  361. class CBattleInterface : public CIntObject
  362. {
  363. private:
  364. SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
  365. AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
  366. * bWait, * bDefence, * bConsoleUp, * bConsoleDown, *btactNext, *btactEnd;
  367. CBattleConsole * console;
  368. CBattleHero * attackingHero, * defendingHero; //fighting heroes
  369. CStackQueue *queue;
  370. const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
  371. const CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
  372. std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
  373. std::map< int, CDefHandler * > idToProjectile; //projectiles of creatures (creatureID, defhandler)
  374. std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
  375. std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
  376. unsigned char animCount;
  377. const CStack * activeStack; //number of active stack; NULL - no one
  378. const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; NULL of none
  379. void activateStack(); //sets activeStack to stackToActivate etc.
  380. int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
  381. std::vector<THex> occupyableHexes, //hexes available for active stack
  382. attackableHexes; //hexes attackable by active stack
  383. int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
  384. int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
  385. float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
  386. std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
  387. 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
  388. bool tacticsMode;
  389. bool spellDestSelectMode; //if true, player is choosing destination for his spell
  390. int spellSelMode; //0 - any location, 1 - any friendly creature, 2 - any hostile creature, 3 - any creature,
  391. //4 - obstacle, 5 - teleport -1 - no location
  392. BattleAction * spellToCast; //spell for which player is choosing destination
  393. void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
  394. void showAliveStack(const CStack *stack, SDL_Surface * to); //helper function for function show
  395. 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
  396. void showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks); //helper function for show
  397. void showObstacles(std::multimap<THex, int> *hexToObstacle, std::vector<CObstacleInstance> &obstacles, int hex, SDL_Surface *to); // show all obstacles at a given hex position
  398. void redrawBackgroundWithHexes(const CStack * activeStack);
  399. void printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker, bool Multiple);
  400. std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
  401. void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
  402. void giveCommand(ui8 action, THex tile, ui32 stack, si32 additional=-1);
  403. 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
  404. bool blockedByObstacle(THex hex) const;
  405. bool isCatapultAttackable(THex hex) const; //returns true if given tile can be attacked by catapult
  406. std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
  407. /// Class which is responsible for drawing the wall of a siege during battle
  408. class SiegeHelper
  409. {
  410. private:
  411. static std::string townTypeInfixes[F_NUMBER]; //for internal use only - to build filenames
  412. SDL_Surface * walls[18];
  413. const CBattleInterface * owner;
  414. public:
  415. const CGTownInstance * town; //besieged town
  416. SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
  417. ~SiegeHelper(); //d-tor
  418. //filename getters
  419. 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
  420. 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
  421. friend class CBattleInterface;
  422. } * siegeH;
  423. CPlayerInterface * attackerInt, * defenderInt; //because LOCPLINT is not enough in hotSeat
  424. const CGHeroInstance * getActiveHero(); //returns hero that can currently cast a spell
  425. public:
  426. CPlayerInterface * curInt; //current player interface
  427. std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
  428. void addNewAnim(CBattleAnimation * anim); //adds new anim to pendingAnims
  429. unsigned int animIDhelper; //for giving IDs for animations
  430. static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
  431. CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen); //c-tor
  432. ~CBattleInterface(); //d-tor
  433. //std::vector<TimeInterested*> timeinterested; //animation handling
  434. void setPrintCellBorders(bool set); //if true, cell borders will be printed
  435. void setPrintStackRange(bool set); //if true,range of active stack will be printed
  436. void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
  437. void setAnimSpeed(int set); //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  438. int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  439. CBattleHex bfield[BFIELD_SIZE]; //11 lines, 17 hexes on each
  440. //std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
  441. SDL_Surface * cellBorder, * cellShade;
  442. CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
  443. bool myTurn; //if true, interface is active (commands can be ordered
  444. CBattleResultWindow * resWindow; //window of end of battle
  445. bool moveStarted; //if true, the creature that is already moving is going to make its first step
  446. int moveSh; // sound handler used when moving a unit
  447. //button handle funcs:
  448. void bOptionsf();
  449. void bSurrenderf();
  450. void bFleef();
  451. void reallyFlee(); //performs fleeing without asking player
  452. void reallySurrender(); //performs surrendering without asking player
  453. void bAutofightf();
  454. void bSpellf();
  455. void bWaitf();
  456. void bDefencef();
  457. void bConsoleUpf();
  458. void bConsoleDownf();
  459. void bTacticNextStack();
  460. void bEndTacticPhase();
  461. //end of button handle funcs
  462. //napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
  463. void activate();
  464. void deactivate();
  465. void show(SDL_Surface * to);
  466. void keyPressed(const SDL_KeyboardEvent & key);
  467. void mouseMoved(const SDL_MouseMotionEvent &sEvent);
  468. void clickRight(tribool down, bool previousState);
  469. //call-ins
  470. void startAction(const BattleAction* action);
  471. void newStack(const CStack * stack); //new stack appeared on battlefield
  472. void stackRemoved(int stackID); //stack disappeared from batlefiled
  473. void stackActivated(const CStack * stack); //active stack has been changed
  474. void stackMoved(const CStack * stack, std::vector<THex> destHex, int distance); //stack with id number moved to destHex
  475. void waitForAnims();
  476. void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
  477. void stackAttacking(const CStack * attacker, THex dest, const CStack * attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
  478. void newRoundFirst( int round );
  479. void newRound(int number); //caled when round is ended; number is the number of round
  480. void hexLclicked(int whichOne); //hex only call-in
  481. void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
  482. void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
  483. const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
  484. void displayBattleFinished(); //displays battle result
  485. void spellCast(const BattleSpellCast * sc); //called when a hero casts a spell
  486. void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
  487. void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
  488. void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
  489. void endAction(const BattleAction* action);
  490. void hideQueue();
  491. void showQueue();
  492. friend class CBattleHex;
  493. friend class CBattleResultWindow;
  494. friend class CPlayerInterface;
  495. friend class AdventureMapButton;
  496. friend class CInGameConsole;
  497. friend class CReverseAnim;
  498. friend class CBattleAnimation;
  499. friend class CDefenceAnim;
  500. friend class CBattleStackMoved;
  501. friend class CBattleMoveStart;
  502. friend class CBattleMoveEnd;
  503. friend class CBattleAttack;
  504. friend class CMeleeAttack;
  505. friend class CShootingAnim;
  506. friend class CSpellEffectAnim;
  507. friend class CBattleHero;
  508. };
  509. #endif // __CBATTLEINTERFACE_H__