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