CBattleInterface.h 20 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. struct CatapultAttack;
  30. class CBattleInterface;
  31. struct SStackAttackedInfo
  32. {
  33. int ID; //id of attacked stack
  34. int dmg; //damage dealt
  35. int amountKilled; //how many creatures in stack has been killed
  36. int IDby; //ID of attacking stack
  37. bool byShooting; //if true, stack has been attacked by shooting
  38. bool killed; //if true, stack has been killed
  39. };
  40. struct SProjectileInfo
  41. {
  42. int x, y; //position on the screen
  43. int dx, dy; //change in position in one step
  44. int step, lastStep; //to know when finish showing this projectile
  45. int creID; //ID of creature that shot this projectile
  46. int frameNum; //frame to display form projectile animation
  47. bool spin; //if true, frameNum will be increased
  48. int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
  49. bool reverse; //if true, projectile will be flipped by vertical asix
  50. };
  51. //battle animation handlers
  52. class CBattleAnimation
  53. {
  54. protected:
  55. CBattleInterface * owner;
  56. public:
  57. virtual bool init()=0; //to be called - if returned false, call again until returns true
  58. virtual void nextFrame()=0; //call every new frame
  59. virtual void endAnim(); //to be called mostly internally; in this class it removes animation from pendingAnims list
  60. bool isEarliest(bool perStackConcurrency); //determines if this animation is earlies of all
  61. unsigned int ID; //unique identifier
  62. CBattleAnimation(CBattleInterface * _owner);
  63. };
  64. class CDummyAnim : public CBattleAnimation
  65. {
  66. private:
  67. int counter;
  68. int howMany;
  69. public:
  70. bool init();
  71. void nextFrame();
  72. void endAnim();
  73. CDummyAnim(CBattleInterface * _owner, int howManyFrames);
  74. };
  75. class CSpellEffectAnim : public CBattleAnimation
  76. {
  77. private:
  78. ui32 effect;
  79. int destTile;
  80. std::string customAnim;
  81. int x, y, dx, dy;
  82. public:
  83. bool init();
  84. void nextFrame();
  85. void endAnim();
  86. CSpellEffectAnim(CBattleInterface * _owner, ui32 _effect, int _destTile, int _dx = 0, int _dy = 0);
  87. CSpellEffectAnim(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx = 0, int _dy = 0);
  88. };
  89. class CBattleStackAnimation : public CBattleAnimation
  90. {
  91. public:
  92. int stackID; //id of stack whose animation it is
  93. CBattleStackAnimation(CBattleInterface * _owner, int stack);
  94. static bool isToReverseHlp(int hexFrom, int hexTo, bool curDir); //helper for isToReverse
  95. static bool isToReverse(int hexFrom, int 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)
  96. };
  97. class CReverseAnim : public CBattleStackAnimation
  98. {
  99. private:
  100. int partOfAnim; //1 - first, 2 - second
  101. bool secondPartSetup;
  102. int hex;
  103. public:
  104. bool priority; //true - high, false - low
  105. bool init();
  106. void nextFrame();
  107. void endAnim();
  108. CReverseAnim(CBattleInterface * _owner, int stack, int dest, bool _priority);
  109. };
  110. class CDefenceAnim : public CBattleStackAnimation
  111. {
  112. private:
  113. //std::vector<SStackAttackedInfo> attackedInfos;
  114. int dmg; //damage dealt
  115. int amountKilled; //how many creatures in stack has been killed
  116. int IDby; //ID of attacking stack
  117. bool byShooting; //if true, stack has been attacked by shooting
  118. bool killed; //if true, stack has been killed
  119. public:
  120. bool init();
  121. void nextFrame();
  122. void endAnim();
  123. CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner);
  124. };
  125. class CBattleStackMoved : public CBattleStackAnimation
  126. {
  127. private:
  128. int destHex; //destination
  129. bool endMoving; //if this is end of move
  130. int distance;
  131. float stepX, stepY; //how far stack is moved in one frame
  132. float posX, posY;
  133. int steps, whichStep;
  134. int curStackPos; //position of stack before move
  135. public:
  136. bool init();
  137. void nextFrame();
  138. void endAnim();
  139. CBattleStackMoved(CBattleInterface * _owner, int _number, int _destHex, bool _endMoving, int _distance);
  140. };
  141. class CBattleMoveStart : public CBattleStackAnimation
  142. {
  143. public:
  144. bool init();
  145. void nextFrame();
  146. void endAnim();
  147. CBattleMoveStart(CBattleInterface * _owner, int stack);
  148. };
  149. class CBattleMoveEnd : public CBattleStackAnimation
  150. {
  151. private:
  152. int destinationTile;
  153. public:
  154. bool init();
  155. void nextFrame();
  156. void endAnim();
  157. CBattleMoveEnd(CBattleInterface * _owner, int stack, int destTile);
  158. };
  159. class CBattleAttack : public CBattleStackAnimation
  160. {
  161. protected:
  162. int IDby; //attacked stack
  163. int dest; //atacked hex
  164. int posShiftDueToDist;
  165. bool shooting;
  166. int group; //if shooting is true, print this animation group
  167. const CStack * attackedStack;
  168. const CStack * attackingStack;
  169. int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature
  170. public:
  171. void nextFrame();
  172. bool checkInitialConditions();
  173. CBattleAttack(CBattleInterface * _owner, int _stackID, int _dest, int _attackedID);
  174. };
  175. class CMeleeAttack : public CBattleAttack
  176. {
  177. public:
  178. bool init();
  179. void nextFrame();
  180. void endAnim();
  181. CMeleeAttack(CBattleInterface * _owner, int attacker, int _dest, int _attackedID);
  182. };
  183. class CShootingAnim : public CBattleAttack
  184. {
  185. private:
  186. int catapultDamage;
  187. bool catapult;
  188. public:
  189. bool init();
  190. void nextFrame();
  191. void endAnim();
  192. CShootingAnim(CBattleInterface * _owner, int attacker, int _dest, int _attackedID, bool _catapult = false, int _catapultDmg = 0); //last param only for catapult attacks
  193. };
  194. //end of battle animation handlers
  195. class CBattleHero : public CIntObject
  196. {
  197. public:
  198. bool flip; //false if it's attacking hero, true otherwise
  199. CDefHandler * dh, *flag; //animation and flag
  200. const CGHeroInstance * myHero; //this animation's hero instance
  201. const CBattleInterface * myOwner; //battle interface to which this animation is assigned
  202. int phase; //stage of animation
  203. int nextPhase; //stage of animation to be set after current phase is fully displayed
  204. int image; //frame of animation
  205. unsigned char flagAnim, flagAnimCount; //for flag animation
  206. void show(SDL_Surface * to); //prints next frame of animation to to
  207. void activate();
  208. void deactivate();
  209. void setPhase(int newPhase); //sets phase of hero animation
  210. void clickLeft(tribool down, bool previousState); //call-in
  211. CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
  212. ~CBattleHero(); //d-tor
  213. };
  214. class CBattleHex : public CIntObject
  215. {
  216. private:
  217. bool setAlterText; //if true, this hex has set alternative text in console and will clean it
  218. public:
  219. unsigned int myNumber; //number of hex in commonly used format
  220. bool accessible; //if true, this hex is accessible for units
  221. //CStack * ourStack;
  222. bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
  223. CBattleInterface * myInterface; //interface that owns me
  224. static Point getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * creature, const CBattleInterface * cbi); //returns (x, y) of left top corner of animation
  225. //for user interactions
  226. void hover (bool on);
  227. void activate();
  228. void deactivate();
  229. void mouseMoved (const SDL_MouseMotionEvent & sEvent);
  230. void clickLeft(tribool down, bool previousState);
  231. void clickRight(tribool down, bool previousState);
  232. CBattleHex();
  233. };
  234. class CBattleObstacle
  235. {
  236. std::vector<int> lockedHexes;
  237. };
  238. class CBattleConsole : public CIntObject
  239. {
  240. private:
  241. std::vector< std::string > texts; //a place where texts are stored
  242. int lastShown; //last shown line of text
  243. public:
  244. std::string alterTxt; //if it's not empty, this text is displayed
  245. std::string ingcAlter; //alternative text set by in-game console - very important!
  246. int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
  247. CBattleConsole(); //c-tor
  248. ~CBattleConsole(); //d-tor
  249. void show(SDL_Surface * to = 0);
  250. bool addText(const std::string & text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
  251. void eraseText(unsigned int pos); //erases added text at position pos
  252. void changeTextAt(const std::string & text, unsigned int pos); //if we have more than pos texts, pos-th is changed to given one
  253. void scrollUp(unsigned int by = 1); //scrolls console up by 'by' positions
  254. void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
  255. };
  256. class CBattleResultWindow : public CIntObject
  257. {
  258. private:
  259. SDL_Surface * background;
  260. AdventureMapButton * exit;
  261. public:
  262. CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, const CBattleInterface * owner); //c-tor
  263. ~CBattleResultWindow(); //d-tor
  264. void bExitf(); //exit button callback
  265. void activate();
  266. void deactivate();
  267. void show(SDL_Surface * to = 0);
  268. };
  269. class CBattleOptionsWindow : public CIntObject
  270. {
  271. private:
  272. CBattleInterface * myInt;
  273. SDL_Surface * background;
  274. AdventureMapButton * setToDefault, * exit;
  275. CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
  276. CHighlightableButtonsGroup * animSpeeds;
  277. public:
  278. CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
  279. ~CBattleOptionsWindow(); //d-tor
  280. void bDefaultf(); //dafault button callback
  281. void bExitf(); //exit button callback
  282. void activate();
  283. void deactivate();
  284. void show(SDL_Surface * to = 0);
  285. };
  286. struct SBattleEffect
  287. {
  288. int x, y; //position on the screen
  289. int frame, maxFrame;
  290. CDefHandler * anim; //animation to display
  291. int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
  292. };
  293. class CStackQueue : public CIntObject
  294. {
  295. class StackBox : public CIntObject
  296. {
  297. public:
  298. const CStack *my;
  299. SDL_Surface *bg;
  300. void hover (bool on);
  301. void showAll(SDL_Surface *to);
  302. void setStack(const CStack *nStack);
  303. StackBox(SDL_Surface *BG);
  304. ~StackBox();
  305. };
  306. public:
  307. static const int QUEUE_SIZE = 10;
  308. const bool embedded;
  309. std::vector<const CStack *> stacksSorted;
  310. std::vector<StackBox *> stackBoxes;
  311. SDL_Surface *box;
  312. SDL_Surface *bg;
  313. void showAll(SDL_Surface *to);
  314. CStackQueue(bool Embedded);
  315. ~CStackQueue();
  316. void update();
  317. void blitBg( SDL_Surface * to );
  318. //void showAll(SDL_Surface *to);
  319. };
  320. class CBattleInterface : public CIntObject
  321. {
  322. private:
  323. SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
  324. AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
  325. * bWait, * bDefence, * bConsoleUp, * bConsoleDown;
  326. CBattleConsole * console;
  327. CBattleHero * attackingHero, * defendingHero; //fighting heroes
  328. CStackQueue *queue;
  329. CCreatureSet * army1, * army2; //fighting armies
  330. CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
  331. std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
  332. std::map< int, CDefHandler * > idToProjectile; //projectiles of creaures (creatureID, defhandler)
  333. std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
  334. std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
  335. unsigned char animCount;
  336. int activeStack; //number of active stack; -1 - no one
  337. int stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; -1 of none
  338. void activateStack(); //sets activeStack to stackToActivate etc.
  339. int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
  340. std::vector<int> shadedHexes; //hexes available for active stack
  341. int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
  342. int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
  343. float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
  344. std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
  345. bool spellDestSelectMode; //if true, player is choosing destination for his spell
  346. int spellSelMode; //0 - any location, 1 - any firendly creature, 2 - any hostile creature, 3 - any creature, 4 - obstacle,z -1 - no location
  347. BattleAction * spellToCast; //spell for which player is choosing destination
  348. void endCastingSpell(); //ends casting spell (eg. when spell has been cast or cancelled)
  349. void showAliveStack(int ID, const std::map<int, CStack> & stacks, SDL_Surface * to); //helper function for function show
  350. void showPieceOfWall(SDL_Surface * to, int hex, const std::map<int, CStack> & stacks); //helper function for show
  351. void redrawBackgroundWithHexes(int activeStack);
  352. void printConsoleAttacked(int ID, int dmg, int killed, int IDby);
  353. std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
  354. void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
  355. void giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional=-1);
  356. 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
  357. bool blockedByObstacle(int hex) const;
  358. bool isCatapultAttackable(int hex) const; //returns true if given tile can be attacked by catapult
  359. std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
  360. class SiegeHelper
  361. {
  362. private:
  363. static std::string townTypeInfixes[F_NUMBER]; //for internal use only - to build filenames
  364. SDL_Surface * walls[18];
  365. const CBattleInterface * owner;
  366. public:
  367. const CGTownInstance * town; //besieged town
  368. SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
  369. ~SiegeHelper(); //d-tor
  370. //filename getters
  371. 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
  372. 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
  373. friend class CBattleInterface;
  374. } * siegeH;
  375. public:
  376. std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
  377. void addNewAnim(CBattleAnimation * anim); //adds new anim to pendingAnims
  378. unsigned int animIDhelper; //for giving IDs for animations
  379. static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
  380. CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect); //c-tor
  381. ~CBattleInterface(); //d-tor
  382. //std::vector<TimeInterested*> timeinterested; //animation handling
  383. void setPrintCellBorders(bool set); //if true, cell borders will be printed
  384. void setPrintStackRange(bool set); //if true,range of active stack will be printed
  385. void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
  386. void setAnimSpeed(int set); //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  387. int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  388. CBattleHex bfield[BFIELD_SIZE]; //11 lines, 17 hexes on each
  389. //std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
  390. SDL_Surface * cellBorder, * cellShade;
  391. CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
  392. bool myTurn; //if true, interface is active (commands can be ordered
  393. CBattleResultWindow * resWindow; //window of end of battle
  394. bool moveStarted; //if true, the creature that is already moving is going to make its first step
  395. int moveSh; // sound handler used when moving a unit
  396. //button handle funcs:
  397. void bOptionsf();
  398. void bSurrenderf();
  399. void bFleef();
  400. void reallyFlee(); //performs fleeing without asking player
  401. void bAutofightf();
  402. void bSpellf();
  403. void bWaitf();
  404. void bDefencef();
  405. void bConsoleUpf();
  406. void bConsoleDownf();
  407. //end of button handle funcs
  408. //napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
  409. void activate();
  410. void deactivate();
  411. void show(SDL_Surface * to);
  412. void keyPressed(const SDL_KeyboardEvent & key);
  413. void mouseMoved(const SDL_MouseMotionEvent &sEvent);
  414. void clickRight(tribool down, bool previousState);
  415. //call-ins
  416. void startAction(const BattleAction* action);
  417. void newStack(int stackID); //new stack appeared on battlefield
  418. void stackRemoved(int stackID); //stack disappeared from batlefiled
  419. //void stackKilled(int ID, int dmg, int killed, int IDby, bool byShooting); //stack has been killed (but corpses remain)
  420. void stackActivated(int number); //active stack has been changed
  421. void stackMoved(int number, int destHex, bool endMoving, int distance); //stack with id number moved to destHex
  422. void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
  423. void stackAttacking(int ID, int dest, int attackedID); //called when stack with id ID is attacking something on hex dest
  424. void newRound(int number); //caled when round is ended; number is the number of round
  425. void hexLclicked(int whichOne); //hex only call-in
  426. void stackIsShooting(int ID, int dest, int attackedID); //called when stack with id ID is shooting to hex dest
  427. void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
  428. void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
  429. const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
  430. void displayBattleFinished(); //displays battle result
  431. void spellCast(SpellCast * sc); //called when a hero casts a spell
  432. void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
  433. void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
  434. void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
  435. void endAction(const BattleAction* action);
  436. void hideQueue();
  437. void showQueue();
  438. friend class CBattleHex;
  439. friend class CBattleResultWindow;
  440. friend class CPlayerInterface;
  441. friend class AdventureMapButton;
  442. friend class CInGameConsole;
  443. friend class CReverseAnim;
  444. friend class CBattleAnimation;
  445. friend class CDefenceAnim;
  446. friend class CBattleStackMoved;
  447. friend class CBattleMoveStart;
  448. friend class CBattleMoveEnd;
  449. friend class CBattleAttack;
  450. friend class CMeleeAttack;
  451. friend class CShootingAnim;
  452. friend class CSpellEffectAnim;
  453. friend class CBattleHero;
  454. };
  455. #endif // __CBATTLEINTERFACE_H__