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- #pragma once
- #include "global.h"
- #include "CPlayerInterface.h"
- #include <list>
- class CCreatureSet;
- class CGHeroInstance;
- class CDefHandler;
- class CStack;
- class CCallback;
- class AdventureMapButton;
- struct BattleResult;
- template <typename T> struct CondSh;
- class CBattleHero : public IShowable, public CIntObject
- {
- public:
- bool flip; //false if it's attacking hero, true otherwise
- CDefHandler * dh, *flag; //animation and flag
- int phase; //stage of animation
- int image; //frame of animation
- unsigned char flagAnim, flagAnimCount; //for flag animation
- void show(SDL_Surface * to); //prints next frame of animation to to
- CBattleHero(std::string defName, int phaseG, int imageG, bool filpG, unsigned char player); //c-tor
- ~CBattleHero(); //d-tor
- };
- class CBattleInterface;
- class CBattleHex : public Hoverable, public MotionInterested, public ClickableL, public ClickableR
- {
- private:
- bool setAlterText; //if true, this hex has set alternative text in console and will clean it
- public:
- unsigned int myNumber;
- bool accesible;
- //CStack * ourStack;
- bool hovered, strictHovered;
- CBattleInterface * myInterface; //interface that owns me
- static std::pair<int, int> getXYUnitAnim(int hexNum, bool attacker, CCreature * creature); //returns (x, y) of left top corner of animation
- //for user interactions
- void hover (bool on);
- void activate();
- void deactivate();
- void mouseMoved (SDL_MouseMotionEvent & sEvent);
- void clickLeft(boost::logic::tribool down);
- void clickRight(boost::logic::tribool down);
- CBattleHex();
- };
- class CBattleObstacle
- {
- std::vector<int> lockedHexes;
- };
- class CBattleConsole : public IShowable, public CIntObject
- {
- private:
- std::vector< std::string > texts; //a place where texts are stored
- int lastShown; //last shown line of text
- public:
- std::string alterTxt; //if it's not empty, this text is displayed
- CBattleConsole(); //c-tor
- ~CBattleConsole(); //d-tor
- void show(SDL_Surface * to = 0);
- bool addText(std::string text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
- void eraseText(unsigned int pos); //erases added text at position pos
- void changeTextAt(std::string text, unsigned int pos); //if we have more than pos texts, pos-th is changed to given one
- void scrollUp(unsigned int by = 1); //scrolls console up by 'by' positions
- void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
- };
- class CBattleReslutWindow : public IShowable, public CIntObject, public IActivable
- {
- private:
- SDL_Surface * background;
- AdventureMapButton * exit;
- public:
- CBattleReslutWindow(const BattleResult & br, SDL_Rect & pos, const CBattleInterface * owner); //c-tor
- ~CBattleReslutWindow(); //d-tor
- void bExitf();
- void activate();
- void deactivate();
- void show(SDL_Surface * to = 0);
- };
- class CBattleInterface : public CMainInterface
- {
- private:
- SDL_Surface * background, * menu, * amountBasic, * amountNormal, * cellBorders, * backgroundWithHexes;
- AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
- * bWait, * bDefence, * bConsoleUp, * bConsoleDown;
- CBattleConsole * console;
- CBattleHero * attackingHero, * defendingHero;
- CCreatureSet * army1, * army2; //fighting armies
- CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
- std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
- std::map< int, CDefHandler * > idToProjectile; //projectiles of creaures (creatureID, defhandler)
- std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
- unsigned char animCount;
- int activeStack; //number of active stack; -1 - no one
- std::vector<int> shadedHexes; //hexes available for active stack
- void showRange(SDL_Surface * to, int ID); //show helper funtion ot mark range of a unit
- class CAttHelper
- {
- public:
- int ID; //attacking stack
- int dest; //atacked hex
- int frame, maxframe; //frame of animation, number of frames of animation
- bool reversing;
- bool shooting;
- int shootingGroup; //if shooting is true, print this animation group
- } * attackingInfo;
- void attackingShowHelper();
- void printConsoleAttacked(int ID, int dmg, int killed, int IDby);
- struct SProjectileInfo
- {
- int x, y; //position on the screen
- int dx, dy; //change in position in one step
- int step, lastStep; //to know when finish showing this projectile
- int creID; //ID of creature that shot this projectile
- int frameNum; //frame to display form projectile animation
- bool spin; //if true, frameNum will be increased
- int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
- };
- std::list<SProjectileInfo> projectiles;
- void projectileShowHelper(SDL_Surface * to=NULL); //prints projectiles present on the battlefield
- void giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional=-1);
- public:
- CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2); //c-tor
- ~CBattleInterface(); //d-tor
- //std::vector<TimeInterested*> timeinterested; //animation handling
- bool printCellBorders; //if true, cell borders will be printed
- CBattleHex bfield[187]; //11 lines, 17 hexes on each
- std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
- SDL_Surface * cellBorder, * cellShade;
- CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
- bool myTurn; //if true, interface is active (commands can be ordered
- CBattleReslutWindow * resWindow; //window of end of battle
- //button handle funcs:
- void bOptionsf();
- void bSurrenderf();
- void bFleef();
- void bAutofightf();
- void bSpellf();
- void bWaitf();
- void bDefencef();
- void bConsoleUpf();
- void bConsoleDownf();
- //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 = NULL);
- bool reverseCreature(int number, int hex, bool wideTrick = false); //reverses animation of given creature playing animation of reversing
- //call-ins
- void newStack(CStack stack); //new stack appeared on battlefield
- void stackRemoved(CStack stack); //stack disappeared from batlefiled
- void stackKilled(int ID, int dmg, int killed, int IDby, bool byShooting); //stack has been killed (but corpses remain)
- void stackActivated(int number); //active stack has been changed
- void stackMoved(int number, int destHex, bool startMoving, bool endMoving); //stack with id number moved to destHex
- void stackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting); //called when stack id attacked by stack with id IDby
- void stackAttacking(int ID, int dest); //called when stack with id ID is attacking something on hex dest
- void newRound(int number); //caled when round is ended; number is the number of round
- void hexLclicked(int whichOne); //hex only call-in
- void stackIsShooting(int ID, int dest); //called when stack with id ID is shooting to hex dest
- void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
- friend class CBattleHex;
- friend class CBattleReslutWindow;
- };
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