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- /*
- * CBattleInterface.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 "../gui/CIntObject.h"
- #include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
- VCMI_LIB_NAMESPACE_BEGIN
- class CCreatureSet;
- class CGHeroInstance;
- class CStack;
- struct BattleResult;
- struct BattleSpellCast;
- struct CObstacleInstance;
- template <typename T> struct CondSh;
- struct SetStackEffect;
- class BattleAction;
- class CGTownInstance;
- struct CatapultAttack;
- struct BattleTriggerEffect;
- struct BattleHex;
- struct InfoAboutHero;
- //class CBattleGameInterface;
- struct CustomEffectInfo;
- //class CSpell;
- VCMI_LIB_NAMESPACE_END
- //class CLabel;
- //class CCallback;
- //class CBattleAnimation;
- class CBattleHero;
- //class CBattleConsole;
- class CBattleResultWindow;
- class CStackQueue;
- class CPlayerInterface;
- //class CCreatureAnimation;
- class CClickableHex;
- class CAnimation;
- //class IImage;
- struct BattleEffect;
- class CBattleProjectileController;
- class CBattleSiegeController;
- class CBattleObstacleController;
- class CBattleFieldController;
- class CBattleControlPanel;
- class CBattleStacksController;
- class CBattleActionsController;
- class CBattleEffectsController;
- /// Small struct which contains information about the id of the attacked stack, the damage dealt,...
- struct StackAttackedInfo
- {
- const CStack *defender; //attacked stack
- int64_t dmg; //damage dealt
- unsigned int amountKilled; //how many creatures in stack has been killed
- const CStack *attacker; //attacking stack
- 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;
- };
- /// Big class which handles the overall battle interface actions and it is also responsible for
- /// drawing everything correctly.
- class CBattleInterface : public WindowBase
- {
- private:
- std::shared_ptr<CBattleHero> attackingHero;
- std::shared_ptr<CBattleHero> defendingHero;
- std::shared_ptr<CStackQueue> queue;
- std::shared_ptr<CBattleControlPanel> controlPanel;
- std::shared_ptr<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
- std::shared_ptr<CPlayerInterface> attackerInt, defenderInt; //because LOCPLINT is not enough in hotSeat
- std::shared_ptr<CPlayerInterface> curInt; //current player interface
- const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
- const CGHeroInstance *attackingHeroInstance, *defendingHeroInstance;
- ui8 animCount;
- bool tacticsMode;
- bool battleActionsStarted; //used for delaying battle actions until intro sound stops
- int battleIntroSoundChannel; //required as variable for disabling it via ESC key
- 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, BattleHex tile = BattleHex(), si32 additional = -1);
- void sendCommand(BattleAction *& command, const CStack * actor = nullptr);
- const CGHeroInstance *getActiveHero(); //returns hero that can currently cast a spell
- void showInterface(SDL_Surface *to);
- void showBattlefieldObjects(SDL_Surface *to);
- void showBattlefieldObjects(SDL_Surface *to, const BattleHex & location );
- void setHeroAnimation(ui8 side, int phase);
- public:
- std::unique_ptr<CBattleProjectileController> projectilesController;
- std::unique_ptr<CBattleSiegeController> siegeController;
- std::unique_ptr<CBattleObstacleController> obstacleController;
- std::unique_ptr<CBattleFieldController> fieldController;
- std::unique_ptr<CBattleStacksController> stacksController;
- std::unique_ptr<CBattleActionsController> actionsController;
- std::unique_ptr<CBattleEffectsController> effectsController;
- static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
- static CondSh<BattleAction *> givenCommand; //data != nullptr if we have i.e. moved current unit
- bool myTurn; //if true, interface is active (commands can be ordered)
- bool moveStarted; //if true, the creature that is already moving is going to make its first step
- int moveSoundHander; // sound handler used when moving a unit
- const BattleResult *bresult; //result of a battle; if non-zero then display when all animations end
- CBattleInterface(const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const SDL_Rect & myRect, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt = nullptr);
- virtual ~CBattleInterface();
- void setPrintCellBorders(bool set); //if true, cell borders will be printed
- void setPrintStackRange(bool set); //if true,range of active stack will be printed
- void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
- void setAnimSpeed(int set); //speed of animation; range 1..100
- int getAnimSpeed() const; //speed of animation; range 1..100
- CPlayerInterface *getCurrentPlayerInterface() const;
- void tacticNextStack(const CStack *current);
- void tacticPhaseEnd();
- void waitForAnims();
- //napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
- void activate() override;
- void deactivate() override;
- void keyPressed(const SDL_KeyboardEvent & key) override;
- void mouseMoved(const SDL_MouseMotionEvent &sEvent) override;
- void clickRight(tribool down, bool previousState) override;
- void show(SDL_Surface *to) override;
- void showAll(SDL_Surface *to) override;
- //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, std::vector<BattleHex> destHex, int distance); //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 CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
- void newRoundFirst( int round );
- void newRound(int number); //caled when round is ended; number is the number of round
- void hexLclicked(int whichOne); //hex only call-in
- void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
- void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
- void displayBattleFinished(); //displays battle result
- 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::TAnimationQueue & q, BattleHex destinationTile);
- void displaySpellCast(SpellID spellID, BattleHex destinationTile); //displays spell`s cast animation
- void displaySpellEffect(SpellID spellID, BattleHex destinationTile); //displays spell`s affected animation
- void displaySpellHit(SpellID spellID, BattleHex destinationTile); //displays spell`s affected animation
- void endAction(const BattleAction* action);
- void hideQueue();
- void showQueue();
- void obstaclePlaced(const CObstacleInstance & oi);
- void gateStateChanged(const EGateState state);
- const CGHeroInstance *currentHero() const;
- InfoAboutHero enemyHero() const;
- friend class CPlayerInterface;
- friend class CInGameConsole;
- friend class CBattleResultWindow;
- friend class CBattleHero;
- friend class CEffectAnimation;
- friend class CBattleStackAnimation;
- friend class CReverseAnimation;
- friend class CDefenceAnimation;
- friend class CMovementAnimation;
- friend class CMovementStartAnimation;
- friend class CAttackAnimation;
- friend class CMeleeAttackAnimation;
- friend class CShootingAnimation;
- friend class CCastAnimation;
- friend class CClickableHex;
- friend class CBattleProjectileController;
- friend class CBattleSiegeController;
- friend class CBattleObstacleController;
- friend class CBattleFieldController;
- friend class CBattleControlPanel;
- friend class CBattleStacksController;
- friend class CBattleActionsController;
- friend class CBattleEffectsController;
- };
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