CBattleInterface.h 16 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305
  1. #pragma once
  2. #include "../../lib/CCreatureSet.h"
  3. #include "../../lib/ConstTransitivePtr.h" //may be reundant
  4. #include "../CAnimation.h"
  5. #include "../../lib/GameConstants.h"
  6. #include "CBattleAnimations.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 CLabel;
  17. class CCreatureSet;
  18. class CGHeroInstance;
  19. class CDefHandler;
  20. class CStack;
  21. class CCallback;
  22. class CAdventureMapButton;
  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. struct CatapultProjectileInfo;
  34. struct BattleTriggerEffect;
  35. class CBattleAnimation;
  36. class CBattleHero;
  37. class CBattleConsole;
  38. class CBattleResultWindow;
  39. class CStackQueue;
  40. class CPlayerInterface;
  41. class CCreatureAnimation;
  42. struct ProjectileInfo;
  43. class CClickableHex;
  44. struct BattleHex;
  45. struct InfoAboutHero;
  46. struct BattleAction;
  47. /// Class which manages the locked hex fields that are blocked e.g. by obstacles
  48. class CBattleObstacle
  49. {
  50. std::vector<int> lockedHexes;
  51. };
  52. /// Small struct which contains information about the id of the attacked stack, the damage dealt,...
  53. struct StackAttackedInfo
  54. {
  55. const CStack * defender; //attacked stack
  56. unsigned int dmg; //damage dealt
  57. unsigned int amountKilled; //how many creatures in stack has been killed
  58. const CStack * attacker; //attacking stack
  59. bool byShooting; //if true, stack has been attacked by shooting
  60. bool killed; //if true, stack has been killed
  61. bool rebirth; //if true, play rebirth animation after all
  62. bool cloneKilled;
  63. };
  64. /// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
  65. struct BattleEffect
  66. {
  67. int x, y; //position on the screen
  68. int frame, maxFrame;
  69. CDefHandler * anim; //animation to display
  70. int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
  71. };
  72. /// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
  73. struct CatapultProjectileInfo
  74. {
  75. CatapultProjectileInfo(Point from, Point dest);
  76. double facA, facB, facC;
  77. double calculateY(double x);
  78. };
  79. /// Big class which handles the overall battle interface actions and it is also responsible for
  80. /// drawing everything correctly.
  81. class CBattleInterface : public CIntObject
  82. {
  83. enum PossibleActions // actions performed at l-click
  84. {
  85. INVALID = -1, CREATURE_INFO,
  86. MOVE_TACTICS, CHOOSE_TACTICS_STACK,
  87. MOVE_STACK, ATTACK, WALK_AND_ATTACK, ATTACK_AND_RETURN, SHOOT, //OPEN_GATE, //we can open castle gate during siege
  88. NO_LOCATION, ANY_LOCATION, FRIENDLY_CREATURE_SPELL, HOSTILE_CREATURE_SPELL, RISING_SPELL, ANY_CREATURE, OBSTACLE, TELEPORT, SACRIFICE, RANDOM_GENIE_SPELL,
  89. FREE_LOCATION, //used with Force Field and Fire Wall - all tiles affected by spell must be free
  90. CATAPULT, HEAL, RISE_DEMONS
  91. };
  92. private:
  93. SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
  94. CAdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
  95. * bWait, * bDefence, * bConsoleUp, * bConsoleDown, *btactNext, *btactEnd;
  96. CBattleConsole * console;
  97. CBattleHero * attackingHero, * defendingHero; //fighting heroes
  98. CStackQueue *queue;
  99. const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
  100. const CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
  101. std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
  102. std::map< int, CDefHandler * > idToProjectile; //projectiles of creatures (creatureID, defhandler)
  103. std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
  104. std::map< int, SDL_Surface * > idToAbsoluteObstacle; //obstacles located on the battlefield
  105. //TODO these should be loaded only when needed (and freed then) but I believe it's rather work for resource manager,
  106. //so I didn't implement that (having ongoing RM development)
  107. CDefHandler *landMine;
  108. CDefHandler *quicksand;
  109. CDefHandler *fireWall;
  110. CDefHandler *smallForceField[2], *bigForceField[2]; // [side]
  111. std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
  112. ui8 animCount;
  113. const CStack * activeStack; //number of active stack; NULL - no one
  114. const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; NULL of none
  115. const CStack * selectedStack; //for Teleport / Sacrifice
  116. void activateStack(); //sets activeStack to stackToActivate etc.
  117. int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
  118. time_t lastMouseHoveredStackAnimationTime; // time when last mouse hovered animation occurred
  119. static const time_t HOVER_ANIM_DELTA;
  120. std::vector<BattleHex> occupyableHexes, //hexes available for active stack
  121. attackableHexes; //hexes attackable by active stack
  122. bool stackCountOutsideHexes[GameConstants::BFIELD_SIZE]; // hexes that when in front of a unit cause it's amount box to move back
  123. int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
  124. int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
  125. int attackingHex; //hex from which the stack would perform attack with current cursor
  126. double getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
  127. std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
  128. 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
  129. bool tacticsMode;
  130. bool stackCanCastSpell; //if true, active stack could possibly cats some target spell
  131. bool creatureCasting; //if true, stack currently aims to cats a spell
  132. bool spellDestSelectMode; //if true, player is choosing destination for his spell - only for GUI / console
  133. PossibleActions spellSelMode;
  134. BattleAction * spellToCast; //spell for which player is choosing destination
  135. const CSpell * sp; //spell pointer for convenience
  136. si32 creatureSpellToCast;
  137. std::vector<PossibleActions> possibleActions; //all actions possible to call at the moment by player
  138. std::vector<PossibleActions> localActions; //actions possible to take on hovered hex
  139. std::vector<PossibleActions> illegalActions; //these actions display message in case of illegal target
  140. PossibleActions currentAction; //action that will be performed on l-click
  141. PossibleActions selectedAction; //last action chosen (and saved) by player
  142. PossibleActions illegalAction; //most likely action that can't be performed here
  143. void getPossibleActionsForStack (const CStack * stack); //called when stack gets its turn
  144. void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
  145. void showAliveStack(const CStack *stack, SDL_Surface * to); //helper function for function show
  146. 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
  147. void showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks); //helper function for show
  148. void showObstacles(std::multimap<BattleHex, int> *hexToObstacle, std::vector<shared_ptr<const CObstacleInstance> > &obstacles, int hex, SDL_Surface *to); // show all obstacles at a given hex position
  149. SDL_Surface *imageOfObstacle(const CObstacleInstance &oi) const;
  150. Point whereToBlitObstacleImage(SDL_Surface *image, const CObstacleInstance &obstacle) const;
  151. void redrawBackgroundWithHexes(const CStack * activeStack);
  152. void printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker, bool Multiple);
  153. std::list<ProjectileInfo> projectiles; //projectiles flying on battlefield
  154. void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
  155. void giveCommand(Battle::ActionType action, BattleHex tile, ui32 stackID, si32 additional=-1, si32 selectedStack = -1);
  156. bool isTileAttackable(const BattleHex & number) const; //returns true if tile 'number' is neighboring any tile from active stack's range or is one of these tiles
  157. bool isCatapultAttackable(BattleHex hex) const; //returns true if given tile can be attacked by catapult
  158. std::list<BattleEffect> battleEffects; //different animations to display on the screen like spell effects
  159. /// Class which is responsible for drawing the wall of a siege during battle
  160. class SiegeHelper
  161. {
  162. private:
  163. SDL_Surface* walls[18];
  164. const CBattleInterface * owner;
  165. public:
  166. const CGTownInstance * town; //besieged town
  167. SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
  168. ~SiegeHelper(); //d-tor
  169. //filename getters
  170. 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
  171. 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
  172. friend class CBattleInterface;
  173. } * siegeH;
  174. CPlayerInterface * attackerInt, * defenderInt; //because LOCPLINT is not enough in hotSeat
  175. const CGHeroInstance * getActiveHero(); //returns hero that can currently cast a spell
  176. public:
  177. CPlayerInterface * curInt; //current player interface
  178. std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
  179. void addNewAnim(CBattleAnimation * anim); //adds new anim to pendingAnims
  180. ui32 animIDhelper; //for giving IDs for animations
  181. static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
  182. CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen); //c-tor
  183. ~CBattleInterface(); //d-tor
  184. //std::vector<TimeInterested*> timeinterested; //animation handling
  185. void setPrintCellBorders(bool set); //if true, cell borders will be printed
  186. void setPrintStackRange(bool set); //if true,range of active stack will be printed
  187. void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
  188. void setAnimSpeed(int set); //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  189. int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  190. std::vector<CClickableHex*> bfield; //11 lines, 17 hexes on each
  191. //std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
  192. SDL_Surface * cellBorder, * cellShade;
  193. CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
  194. bool myTurn; //if true, interface is active (commands can be ordered)
  195. CBattleResultWindow * resWindow; //window of end of battle
  196. bool moveStarted; //if true, the creature that is already moving is going to make its first step
  197. int moveSh; // sound handler used when moving a unit
  198. //button handle funcs:
  199. void bOptionsf();
  200. void bSurrenderf();
  201. void bFleef();
  202. void reallyFlee(); //performs fleeing without asking player
  203. void reallySurrender(); //performs surrendering without asking player
  204. void bAutofightf();
  205. void bSpellf();
  206. void bWaitf();
  207. void bDefencef();
  208. void bConsoleUpf();
  209. void bConsoleDownf();
  210. void bTacticNextStack(const CStack *current = NULL);
  211. void bEndTacticPhase();
  212. //end of button handle funcs
  213. //napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
  214. void activate();
  215. void deactivate();
  216. void showAll(SDL_Surface * to);
  217. void show(SDL_Surface * to);
  218. void keyPressed(const SDL_KeyboardEvent & key);
  219. void mouseMoved(const SDL_MouseMotionEvent &sEvent);
  220. void clickRight(tribool down, bool previousState);
  221. //call-ins
  222. void startAction(const BattleAction* action);
  223. void newStack(const CStack * stack); //new stack appeared on battlefield
  224. void stackRemoved(int stackID); //stack disappeared from batlefiled
  225. void stackActivated(const CStack * stack); //active stack has been changed
  226. void stackMoved(const CStack * stack, std::vector<BattleHex> destHex, int distance); //stack with id number moved to destHex
  227. void waitForAnims();
  228. void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
  229. void stackAttacking(const CStack * attacker, BattleHex dest, const CStack * attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
  230. void newRoundFirst( int round );
  231. void newRound(int number); //caled when round is ended; number is the number of round
  232. void hexLclicked(int whichOne); //hex only call-in
  233. void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
  234. void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
  235. const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
  236. void displayBattleFinished(); //displays battle result
  237. void spellCast(const BattleSpellCast * sc); //called when a hero casts a spell
  238. void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
  239. void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
  240. void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
  241. void battleTriggerEffect(const BattleTriggerEffect & bte);
  242. void setBattleCursor(const int myNumber); //really complex and messy, sets attackingHex
  243. void endAction(const BattleAction* action);
  244. void hideQueue();
  245. void showQueue();
  246. PossibleActions selectionTypeByPositiveness(const CSpell & spell);
  247. Rect hexPosition(BattleHex hex) const;
  248. void handleHex(BattleHex myNumber, int eventType);
  249. bool isCastingPossibleHere (const CStack * sactive, const CStack * shere, BattleHex myNumber);
  250. bool canStackMoveHere (const CStack * sactive, BattleHex MyNumber); //TODO: move to BattleState / callback
  251. BattleHex fromWhichHexAttack(BattleHex myNumber);
  252. void obstaclePlaced(const CObstacleInstance & oi);
  253. const CGHeroInstance * currentHero() const;
  254. InfoAboutHero enemyHero() const;
  255. friend class CPlayerInterface;
  256. friend class CAdventureMapButton;
  257. friend class CInGameConsole;
  258. friend class CBattleResultWindow;
  259. friend class CBattleHero;
  260. friend class CSpellEffectAnimation;
  261. friend class CBattleStackAnimation;
  262. friend class CReverseAnimation;
  263. friend class CDefenceAnimation;
  264. friend class CMovementAnimation;
  265. friend class CMovementStartAnimation;
  266. friend class CAttackAnimation;
  267. friend class CMeleeAttackAnimation;
  268. friend class CShootingAnimation;
  269. friend class CClickableHex;
  270. };