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