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							- /*
 
-  * BattleInterface.h, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #pragma once
 
- #include "BattleConstants.h"
 
- #include "../lib/battle/BattleHex.h"
 
- #include "../gui/CIntObject.h"
 
- #include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
 
- #include "../../lib/ConditionalWait.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CCreatureSet;
 
- class CGHeroInstance;
 
- class CStack;
 
- struct BattleResult;
 
- struct BattleSpellCast;
 
- struct CObstacleInstance;
 
- struct SetStackEffect;
 
- class BattleAction;
 
- class CGTownInstance;
 
- struct CatapultAttack;
 
- struct BattleTriggerEffect;
 
- struct InfoAboutHero;
 
- class ObstacleChanges;
 
- class CPlayerBattleCallback;
 
- VCMI_LIB_NAMESPACE_END
 
- class BattleHero;
 
- class Canvas;
 
- class BattleResultWindow;
 
- class StackQueue;
 
- class CPlayerInterface;
 
- struct BattleEffect;
 
- class IImage;
 
- class StackQueue;
 
- class BattleProjectileController;
 
- class BattleSiegeController;
 
- class BattleObstacleController;
 
- class BattleFieldController;
 
- class BattleRenderer;
 
- class BattleWindow;
 
- class BattleStacksController;
 
- class BattleActionsController;
 
- class BattleEffectsController;
 
- class BattleConsole;
 
- /// Small struct which contains information about the id of the attacked stack, the damage dealt,...
 
- struct StackAttackedInfo
 
- {
 
- 	const CStack *defender;
 
- 	const CStack *attacker;
 
- 	int64_t  damageDealt;
 
- 	uint32_t amountKilled;
 
- 	SpellID spellEffect;
 
- 	bool indirectAttack; //if true, stack was attacked indirectly - spell or ranged attack
 
- 	bool killed; //if true, stack has been killed
 
- 	bool rebirth; //if true, play rebirth animation after all
 
- 	bool cloneKilled;
 
- 	bool fireShield;
 
- };
 
- struct StackAttackInfo
 
- {
 
- 	const CStack *attacker;
 
- 	const CStack *defender;
 
- 	std::vector< const CStack *> secondaryDefender;
 
- 	SpellID spellEffect;
 
- 	BattleHex tile;
 
- 	bool indirectAttack;
 
- 	bool lucky;
 
- 	bool unlucky;
 
- 	bool deathBlow;
 
- 	bool lifeDrain;
 
- };
 
- /// Main class for battles, responsible for relaying information from server to various battle entities
 
- class BattleInterface
 
- {
 
- 	using AwaitingAnimationAction = std::function<void()>;
 
- 	struct AwaitingAnimationEvents {
 
- 		AwaitingAnimationAction action;
 
- 		EAnimationEvents event;
 
- 	};
 
- 	/// Conditional variables that are set depending on ongoing animations on the battlefield
 
- 	ConditionalWait ongoingAnimationsState;
 
- 	/// List of events that are waiting to be triggered
 
- 	std::vector<AwaitingAnimationEvents> awaitingEvents;
 
- 	/// 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
 
- 	std::shared_ptr<CPlayerInterface> tacticianInterface;
 
- 	/// attacker interface, not null if attacker is human in our vcmiclient
 
- 	std::shared_ptr<CPlayerInterface> attackerInt;
 
- 	/// defender interface, not null if attacker is human in our vcmiclient
 
- 	std::shared_ptr<CPlayerInterface> defenderInt;
 
- 	/// if set to true, battle is still starting and waiting for intro sound to end / key press from player
 
- 	bool battleOpeningDelayActive;
 
- 	/// ID of ongoing battle
 
- 	BattleID battleID;
 
- 	void playIntroSoundAndUnlockInterface();
 
- 	void onIntroSoundPlayed();
 
- public:
 
- 	/// copy of initial armies (for result window)
 
- 	const CCreatureSet *army1;
 
- 	const CCreatureSet *army2;
 
- 	std::shared_ptr<BattleWindow> windowObject;
 
- 	std::shared_ptr<BattleConsole> console;
 
- 	/// currently active player interface
 
- 	std::shared_ptr<CPlayerInterface> curInt;
 
- 	const CGHeroInstance *attackingHeroInstance;
 
- 	const CGHeroInstance *defendingHeroInstance;
 
- 	bool tacticsMode;
 
- 	ui32 round;
 
- 	std::unique_ptr<BattleProjectileController> projectilesController;
 
- 	std::unique_ptr<BattleSiegeController> siegeController;
 
- 	std::unique_ptr<BattleObstacleController> obstacleController;
 
- 	std::unique_ptr<BattleFieldController> fieldController;
 
- 	std::unique_ptr<BattleStacksController> stacksController;
 
- 	std::unique_ptr<BattleActionsController> actionsController;
 
- 	std::unique_ptr<BattleEffectsController> effectsController;
 
- 	std::shared_ptr<BattleHero> attackingHero;
 
- 	std::shared_ptr<BattleHero> defendingHero;
 
- 	bool openingPlaying() const;
 
- 	void openingEnd();
 
- 	bool makingTurn() const;
 
- 	BattleID getBattleID() const;
 
- 	std::shared_ptr<CPlayerBattleCallback> getBattle() const;
 
- 	BattleInterface(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt = nullptr);
 
- 	~BattleInterface();
 
- 	void trySetActivePlayer( PlayerColor player ); // if in hotseat, will activate interface of chosen player
 
- 	void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
 
- 	void requestAutofightingAIToTakeAction();
 
- 	void giveCommand(EActionType action, const BattleHex & tile = BattleHex(), SpellID spell = SpellID::NONE);
 
- 	void sendCommand(BattleAction command, const CStack * actor = nullptr);
 
- 	const CGHeroInstance *getActiveHero(); //returns hero that can currently cast a spell
 
- 	void showInterface(Canvas & to);
 
- 	void setHeroAnimation(BattleSide side, EHeroAnimType phase);
 
- 	void executeSpellCast(); //called when a hero casts a spell
 
- 	void appendBattleLog(const std::string & newEntry);
 
- 	void redrawBattlefield(); //refresh GUI after changing stack range / grid settings
 
- 	CPlayerInterface *getCurrentPlayerInterface() const;
 
- 	void tacticNextStack(const CStack *current);
 
- 	void tacticPhaseEnd();
 
- 	void setBattleQueueVisibility(bool visible);
 
- 	void setStickyHeroWindowsVisibility(bool visible);
 
- 	void setStickyQuickSpellWindowVisibility(bool visible);
 
- 	void endNetwork();
 
- 	void executeStagedAnimations();
 
- 	void executeAnimationStage( EAnimationEvents event);
 
- 	void onAnimationsStarted();
 
- 	void onAnimationsFinished();
 
- 	void waitForAnimations();
 
- 	bool hasAnimations();
 
- 	void checkForAnimations();
 
- 	void addToAnimationStage( EAnimationEvents event, const AwaitingAnimationAction & action);
 
- 	//call-ins
 
- 	void startAction(const BattleAction & action);
 
- 	void stackReset(const CStack * stack);
 
- 	void stackAdded(const CStack * stack); //new stack appeared on battlefield
 
- 	void stackRemoved(uint32_t stackID); //stack disappeared from batlefiled
 
- 	void stackActivated(const CStack *stack); //active stack has been changed
 
- 	void stackMoved(const CStack *stack, const BattleHexArray & destHex, int distance, bool teleport); //stack with id number moved to destHex
 
- 	void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
 
- 	void stackAttacking(const StackAttackInfo & attackInfo); //called when stack with id ID is attacking something on hex dest
 
- 	void newRoundFirst();
 
- 	void newRound(); //called when round is ended;
 
- 	void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
 
- 	void battleFinished(const BattleResult& br, QueryID queryID); //called when battle is finished - battleresult window should be printed
 
- 	void spellCast(const BattleSpellCast *sc); //called when a hero casts a spell
 
- 	void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
 
- 	void castThisSpell(SpellID spellID); //called when player has chosen a spell from spellbook
 
- 	void displayBattleLog(const std::vector<MetaString> & battleLog);
 
- 	void displaySpellAnimationQueue(const CSpell * spell, const CSpell::TAnimationQueue & q, const BattleHex & destinationTile, bool isHit);
 
- 	void displaySpellCast(const CSpell * spell, const BattleHex & destinationTile); //displays spell`s cast animation
 
- 	void displaySpellEffect(const CSpell * spell, const BattleHex & destinationTile); //displays spell`s affected animation
 
- 	void displaySpellHit(const CSpell * spell, const BattleHex & destinationTile); //displays spell`s affected animation
 
- 	void endAction(const BattleAction & action);
 
- 	void obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> oi);
 
- 	void obstacleRemoved(const std::vector<ObstacleChanges> & obstacles);
 
- 	void gateStateChanged(const EGateState state);
 
- 	const CGHeroInstance *currentHero() const;
 
- 	InfoAboutHero enemyHero() const;
 
- };
 
 
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