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- #ifndef __CBATTLEINTERFACE_H__
- #define __CBATTLEINTERFACE_H__
- #include "global.h"
- #include "CPlayerInterface.h"
- #include <list>
- /*
- * 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
- *
- */
- class CCreatureSet;
- class CGHeroInstance;
- class CDefHandler;
- class CStack;
- class CCallback;
- class AdventureMapButton;
- class CHighlightableButton;
- class CHighlightableButtonsGroup;
- struct BattleResult;
- struct SpellCasted;
- template <typename T> struct CondSh;
- class CBattleInterface;
- class CBattleHero : public IShowable, public ClickableL
- {
- public:
- bool flip; //false if it's attacking hero, true otherwise
- CDefHandler * dh, *flag; //animation and flag
- const CGHeroInstance * myHero; //this animation's hero instance
- const CBattleInterface * myOwner; //battle interface to which this animation is assigned
- int phase; //stage of animation
- int nextPhase; //stage of animation to be set after current phase is fully displayed
- int image; //frame of animation
- unsigned char flagAnim, flagAnimCount; //for flag animation
- void show(SDL_Surface * to); //prints next frame of animation to to
- void activate();
- void deactivate();
- void setPhase(int newPhase); //sets phase of hero animation
- void clickLeft(boost::logic::tribool down); //call-in
- CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
- ~CBattleHero(); //d-tor
- };
- 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; //number of hex in commonly used format
- bool accesible; //if true, this hex is accessible for units
- //CStack * ourStack;
- bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
- CBattleInterface * myInterface; //interface that owns me
- static std::pair<int, int> getXYUnitAnim(const int & hexNum, const bool & attacker, const CCreature * creature); //returns (x, y) of left top corner of animation
- //for user interactions
- void hover (bool on);
- void activate();
- void deactivate();
- void mouseMoved (const 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
- std::string ingcAlter; //alternative text set by in-game console - very important!
- int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
- CBattleConsole(); //c-tor
- ~CBattleConsole(); //d-tor
- void show(SDL_Surface * to = 0);
- bool addText(const 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(const 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 IShowActivable, public CIntObject
- {
- private:
- SDL_Surface * background;
- AdventureMapButton * exit;
- public:
- CBattleReslutWindow(const BattleResult & br, const SDL_Rect & pos, const CBattleInterface * owner); //c-tor
- ~CBattleReslutWindow(); //d-tor
- void bExitf(); //exit button callback
- void activate();
- void deactivate();
- void show(SDL_Surface * to = 0);
- };
- class CBattleOptionsWindow : public IShowActivable, public CIntObject
- {
- private:
- CBattleInterface * myInt;
- SDL_Surface * background;
- AdventureMapButton * setToDefault, * exit;
- CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
- CHighlightableButtonsGroup * animSpeeds;
- public:
- CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
- ~CBattleOptionsWindow(); //d-tor
- void bDefaultf(); //dafault button callback
- void bExitf(); //exit button callback
- void activate();
- void deactivate();
- void show(SDL_Surface * to = 0);
- };
- struct BattleSettings
- {
- BattleSettings()
- {
- printCellBorders = true;
- printStackRange = true;
- animSpeed = 2;
- printMouseShadow = true;
- }
- bool printCellBorders; //if true, cell borders will be printed
- bool printStackRange; //if true,range of active stack will be printed
- int animSpeed; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
- bool printMouseShadow; //if true, hex under mouse will be shaded
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & printCellBorders & printStackRange & printMouseShadow;
- }
- };
- class CBattleInterface : public CMainInterface, public MotionInterested, public KeyInterested, public ClickableR
- {
- private:
- SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
- AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
- * bWait, * bDefence, * bConsoleUp, * bConsoleDown;
- CBattleConsole * console;
- CBattleHero * attackingHero, * defendingHero; //fighting heroes
- 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, CDefHandler * > idToObstacle; //obstacles located on the battlefield
- std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
- std::map< int, int > spellToEffect; //which effect should be played when different spells are casted (spellID, effectID)
- unsigned char animCount;
- int activeStack; //number of active stack; -1 - no one
- int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
- std::vector<int> shadedHexes; //hexes available for active stack
- int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
- int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
- float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
- std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
- bool spellDestSelectMode; //if true, player is choosing destination for his spell
- int spellSelMode; //0 - any location, 1 - any firendly creature, 2 - any hostile creature, 3 - any creature, 4 - obstacle, -1 - no location
- BattleAction * spellToCast; //spell for which player is choosing destination
- void endCastingSpell(); //ends casting spell (eg. when spell has been casted or cancelled)
- class CAttHelper
- {
- public:
- int ID; //attacking stack
- int IDby; //attacked stack
- int dest; //atacked hex
- int frame, maxframe; //frame of animation, number of frames of animation
- int hitCount; //for delaying animation
- bool reversing;
- int posShiftDueToDist;
- bool shooting;
- int shootingGroup; //if shooting is true, print this animation group
- } * attackingInfo;
- void attackingShowHelper();
- void redrawBackgroundWithHexes(int activeStack);
- 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)
- bool reverse; //if true, projectile will be flipped by vertical asix
- };
- std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
- void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
- void giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional=-1);
- 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
- struct SBattleEffect
- {
- int x, y; //position on the screen
- int frame, maxFrame;
- CDefHandler * anim; //animation to display
- };
- std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
- public:
- CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect); //c-tor
- ~CBattleInterface(); //d-tor
- //std::vector<TimeInterested*> timeinterested; //animation handling
- static BattleSettings settings;
- 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; 1 - slowest, 2 - medium, 4 - fastest
- int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
- CBattleHex bfield[BFIELD_SIZE]; //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
- bool showStackQueue; //if true, queue of stacks will be shown
- bool moveStarted; //if true, the creature that is already moving is going to make its first step
- //button handle funcs:
- void bOptionsf();
- void bSurrenderf();
- void bFleef();
- void reallyFlee(); //performs fleeing without asking player
- 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);
- void keyPressed(const SDL_KeyboardEvent & key);
- void mouseMoved(const SDL_MouseMotionEvent &sEvent);
- void clickRight(boost::logic::tribool down);
- bool reverseCreature(int number, int hex, bool wideTrick = false); //reverses animation of given creature playing animation of reversing
- void handleStartMoving(int number); //animation of starting move; some units don't have this animation (ie. halberdier)
- struct SStackAttackedInfo
- {
- int ID; //id of attacked stack
- int dmg; //damage dealt
- int amountKilled; //how many creatures in stack has been killed
- int IDby; //ID of attacking stack
- bool byShooting; //if true, stack has been attacked by shooting
- bool killed; //if true, stack has been killed
- };
- //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 endMoving, int distance); //stack with id number moved to destHex
- void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
- 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
- void spellCasted(SpellCasted * sc); //called when a hero casts a spell
- void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
- void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
- void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
- friend class CBattleHex;
- friend class CBattleReslutWindow;
- friend class CPlayerInterface;
- friend class AdventureMapButton;
- friend class CInGameConsole;
- };
- #endif // __CBATTLEINTERFACE_H__
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