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. #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. template <typename T> struct CondSh;
  28. struct SetStackEffect;;
  29. struct BattleAction;
  30. class CGTownInstance;
  31. struct CatapultAttack;
  32. class CBattleInterface;
  33. struct SStackAttackedInfo
  34. {
  35. const CStack * defender; //attacked stack
  36. int dmg; //damage dealt
  37. int amountKilled; //how many creatures in stack has been killed
  38. const CStack * attacker; //attacking stack
  39. bool byShooting; //if true, stack has been attacked by shooting
  40. bool killed; //if true, stack has been killed
  41. };
  42. struct SProjectileInfo
  43. {
  44. int x, y; //position on the screen
  45. int dx, dy; //change in position in one step
  46. int step, lastStep; //to know when finish showing this projectile
  47. int creID; //ID of creature that shot this projectile
  48. int frameNum; //frame to display form projectile animation
  49. bool spin; //if true, frameNum will be increased
  50. int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
  51. bool reverse; //if true, projectile will be flipped by vertical asix
  52. };
  53. //battle animation handlers
  54. class CBattleAnimation
  55. {
  56. protected:
  57. CBattleInterface * owner;
  58. public:
  59. virtual bool init()=0; //to be called - if returned false, call again until returns true
  60. virtual void nextFrame()=0; //call every new frame
  61. virtual void endAnim(); //to be called mostly internally; in this class it removes animation from pendingAnims list
  62. bool isEarliest(bool perStackConcurrency); //determines if this animation is earlies of all
  63. unsigned int ID; //unique identifier
  64. CBattleAnimation(CBattleInterface * _owner);
  65. };
  66. class CDummyAnim : public CBattleAnimation
  67. {
  68. private:
  69. int counter;
  70. int howMany;
  71. public:
  72. bool init();
  73. void nextFrame();
  74. void endAnim();
  75. CDummyAnim(CBattleInterface * _owner, int howManyFrames);
  76. };
  77. class CSpellEffectAnim : public CBattleAnimation
  78. {
  79. private:
  80. ui32 effect;
  81. THex destTile;
  82. std::string customAnim;
  83. int x, y, dx, dy;
  84. bool Vflip;
  85. public:
  86. bool init();
  87. void nextFrame();
  88. void endAnim();
  89. CSpellEffectAnim(CBattleInterface * _owner, ui32 _effect, THex _destTile, int _dx = 0, int _dy = 0, bool _Vflip = false);
  90. CSpellEffectAnim(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx = 0, int _dy = 0, bool _Vflip = false);
  91. };
  92. class CBattleStackAnimation : public CBattleAnimation
  93. {
  94. public:
  95. const CStack * stack; //id of stack whose animation it is
  96. CBattleStackAnimation(CBattleInterface * _owner, const CStack * _stack);
  97. static bool isToReverseHlp(THex hexFrom, THex hexTo, bool curDir); //helper for isToReverse
  98. 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)
  99. };
  100. class CReverseAnim : public CBattleStackAnimation
  101. {
  102. private:
  103. int partOfAnim; //1 - first, 2 - second
  104. bool secondPartSetup;
  105. THex hex;
  106. public:
  107. bool priority; //true - high, false - low
  108. bool init();
  109. void nextFrame();
  110. void endAnim();
  111. CReverseAnim(CBattleInterface * _owner, const CStack * stack, THex dest, bool _priority);
  112. };
  113. class CDefenceAnim : public CBattleStackAnimation
  114. {
  115. private:
  116. //std::vector<SStackAttackedInfo> attackedInfos;
  117. int dmg; //damage dealt
  118. int amountKilled; //how many creatures in stack has been killed
  119. const CStack * attacker; //attacking stack
  120. bool byShooting; //if true, stack has been attacked by shooting
  121. bool killed; //if true, stack has been killed
  122. public:
  123. bool init();
  124. void nextFrame();
  125. void endAnim();
  126. CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner);
  127. };
  128. class CBattleStackMoved : public CBattleStackAnimation
  129. {
  130. private:
  131. THex destHex; //destination
  132. bool endMoving; //if this is end of move
  133. int distance;
  134. float stepX, stepY; //how far stack is moved in one frame
  135. float posX, posY;
  136. int steps, whichStep;
  137. int curStackPos; //position of stack before move
  138. public:
  139. bool init();
  140. void nextFrame();
  141. void endAnim();
  142. CBattleStackMoved(CBattleInterface * _owner, const CStack * _stack, THex _destHex, bool _endMoving, int _distance);
  143. };
  144. class CBattleMoveStart : public CBattleStackAnimation
  145. {
  146. public:
  147. bool init();
  148. void nextFrame();
  149. void endAnim();
  150. CBattleMoveStart(CBattleInterface * _owner, const CStack * _stack);
  151. };
  152. class CBattleMoveEnd : public CBattleStackAnimation
  153. {
  154. private:
  155. THex destinationTile;
  156. public:
  157. bool init();
  158. void nextFrame();
  159. void endAnim();
  160. CBattleMoveEnd(CBattleInterface * _owner, const CStack * _stack, THex destTile);
  161. };
  162. class CBattleAttack : public CBattleStackAnimation
  163. {
  164. protected:
  165. THex dest; //atacked hex
  166. bool shooting;
  167. CCreatureAnim::EAnimType group; //if shooting is true, print this animation group
  168. const CStack * attackedStack;
  169. const CStack * attackingStack;
  170. int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature
  171. public:
  172. void nextFrame();
  173. bool checkInitialConditions();
  174. CBattleAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * defender);
  175. };
  176. class CMeleeAttack : public CBattleAttack
  177. {
  178. public:
  179. bool init();
  180. void nextFrame();
  181. void endAnim();
  182. CMeleeAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked);
  183. };
  184. class CShootingAnim : public CBattleAttack
  185. {
  186. private:
  187. int catapultDamage;
  188. bool catapult;
  189. public:
  190. bool init();
  191. void nextFrame();
  192. void endAnim();
  193. CShootingAnim(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked, bool _catapult = false, int _catapultDmg = 0); //last param only for catapult attacks
  194. };
  195. //end of battle animation handlers
  196. class CBattleHero : public CIntObject
  197. {
  198. public:
  199. bool flip; //false if it's attacking hero, true otherwise
  200. CDefHandler * dh, *flag; //animation and flag
  201. const CGHeroInstance * myHero; //this animation's hero instance
  202. const CBattleInterface * myOwner; //battle interface to which this animation is assigned
  203. int phase; //stage of animation
  204. int nextPhase; //stage of animation to be set after current phase is fully displayed
  205. int image; //frame of animation
  206. unsigned char flagAnim, flagAnimCount; //for flag animation
  207. void show(SDL_Surface * to); //prints next frame of animation to to
  208. void activate();
  209. void deactivate();
  210. void setPhase(int newPhase); //sets phase of hero animation
  211. void clickLeft(tribool down, bool previousState); //call-in
  212. CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
  213. ~CBattleHero(); //d-tor
  214. };
  215. class CBattleHex : public CIntObject
  216. {
  217. private:
  218. bool setAlterText; //if true, this hex has set alternative text in console and will clean it
  219. public:
  220. unsigned int myNumber; //number of hex in commonly used format
  221. bool accessible; //if true, this hex is accessible for units
  222. //CStack * ourStack;
  223. bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
  224. CBattleInterface * myInterface; //interface that owns me
  225. static Point getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * creature, const CBattleInterface * cbi); //returns (x, y) of left top corner of animation
  226. //for user interactions
  227. void hover (bool on);
  228. void activate();
  229. void deactivate();
  230. void mouseMoved (const SDL_MouseMotionEvent & sEvent);
  231. void clickLeft(tribool down, bool previousState);
  232. void clickRight(tribool down, bool previousState);
  233. CBattleHex();
  234. };
  235. class CBattleObstacle
  236. {
  237. std::vector<int> lockedHexes;
  238. };
  239. class CBattleConsole : public CIntObject
  240. {
  241. private:
  242. std::vector< std::string > texts; //a place where texts are stored
  243. int lastShown; //last shown line of text
  244. public:
  245. std::string alterTxt; //if it's not empty, this text is displayed
  246. std::string ingcAlter; //alternative text set by in-game console - very important!
  247. int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
  248. CBattleConsole(); //c-tor
  249. ~CBattleConsole(); //d-tor
  250. void show(SDL_Surface * to = 0);
  251. bool addText(const std::string & text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
  252. void eraseText(unsigned int pos); //erases added text at position pos
  253. void changeTextAt(const std::string & text, unsigned int pos); //if we have more than pos texts, pos-th is changed to given one
  254. void scrollUp(unsigned int by = 1); //scrolls console up by 'by' positions
  255. void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
  256. };
  257. class CBattleResultWindow : public CIntObject
  258. {
  259. private:
  260. SDL_Surface * background;
  261. AdventureMapButton * exit;
  262. CBattleInterface * owner;
  263. public:
  264. CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, CBattleInterface * _owner); //c-tor
  265. ~CBattleResultWindow(); //d-tor
  266. void bExitf(); //exit button callback
  267. void activate();
  268. void deactivate();
  269. void show(SDL_Surface * to = 0);
  270. };
  271. class CBattleOptionsWindow : public CIntObject
  272. {
  273. private:
  274. CBattleInterface * myInt;
  275. SDL_Surface * background;
  276. AdventureMapButton * setToDefault, * exit;
  277. CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
  278. CHighlightableButtonsGroup * animSpeeds;
  279. public:
  280. CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
  281. ~CBattleOptionsWindow(); //d-tor
  282. void bDefaultf(); //dafault button callback
  283. void bExitf(); //exit button callback
  284. void activate();
  285. void deactivate();
  286. void show(SDL_Surface * to = 0);
  287. };
  288. struct SBattleEffect
  289. {
  290. int x, y; //position on the screen
  291. int frame, maxFrame;
  292. CDefHandler * anim; //animation to display
  293. int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
  294. };
  295. class CStackQueue : public CIntObject
  296. {
  297. class StackBox : public CIntObject
  298. {
  299. public:
  300. const CStack *my;
  301. SDL_Surface *bg;
  302. void hover (bool on);
  303. void showAll(SDL_Surface *to);
  304. void setStack(const CStack *nStack);
  305. StackBox(SDL_Surface *BG);
  306. ~StackBox();
  307. };
  308. public:
  309. static const int QUEUE_SIZE = 10;
  310. const bool embedded;
  311. std::vector<const CStack *> stacksSorted;
  312. std::vector<StackBox *> stackBoxes;
  313. SDL_Surface *box;
  314. SDL_Surface *bg;
  315. CBattleInterface * owner;
  316. void showAll(SDL_Surface *to);
  317. CStackQueue(bool Embedded, CBattleInterface * _owner);
  318. ~CStackQueue();
  319. void update();
  320. void blitBg( SDL_Surface * to );
  321. //void showAll(SDL_Surface *to);
  322. };
  323. class CBattleInterface : public CIntObject
  324. {
  325. private:
  326. SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
  327. AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
  328. * bWait, * bDefence, * bConsoleUp, * bConsoleDown;
  329. CBattleConsole * console;
  330. CBattleHero * attackingHero, * defendingHero; //fighting heroes
  331. CStackQueue *queue;
  332. const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
  333. const CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
  334. std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
  335. std::map< int, CDefHandler * > idToProjectile; //projectiles of creatures (creatureID, defhandler)
  336. std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
  337. std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
  338. unsigned char animCount;
  339. const CStack * activeStack; //number of active stack; NULL - no one
  340. const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; NULL of none
  341. void activateStack(); //sets activeStack to stackToActivate etc.
  342. int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
  343. std::vector<THex> shadedHexes; //hexes available for active stack
  344. int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
  345. int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
  346. float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
  347. std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
  348. bool spellDestSelectMode; //if true, player is choosing destination for his spell
  349. int spellSelMode; //0 - any location, 1 - any friendly creature, 2 - any hostile creature, 3 - any creature,
  350. //4 - obstacle, 5 - teleport -1 - no location
  351. BattleAction * spellToCast; //spell for which player is choosing destination
  352. void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
  353. void showAliveStack(const CStack *stack, SDL_Surface * to); //helper function for function show
  354. void showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks); //helper function for show
  355. void redrawBackgroundWithHexes(const CStack * activeStack);
  356. void printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker);
  357. std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
  358. void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
  359. void giveCommand(ui8 action, THex tile, ui32 stack, si32 additional=-1);
  360. 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
  361. bool blockedByObstacle(THex hex) const;
  362. bool isCatapultAttackable(THex hex) const; //returns true if given tile can be attacked by catapult
  363. std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
  364. class SiegeHelper
  365. {
  366. private:
  367. static std::string townTypeInfixes[F_NUMBER]; //for internal use only - to build filenames
  368. SDL_Surface * walls[18];
  369. const CBattleInterface * owner;
  370. public:
  371. const CGTownInstance * town; //besieged town
  372. SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
  373. ~SiegeHelper(); //d-tor
  374. //filename getters
  375. 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
  376. 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
  377. friend class CBattleInterface;
  378. } * siegeH;
  379. CPlayerInterface * attackerInt, * defenderInt; //because LOCPLINT is not enough in hotSeat
  380. const CGHeroInstance * getActiveHero(); //returns hero that can currently cast a spell
  381. public:
  382. CPlayerInterface * curInt; //current player interface
  383. std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
  384. void addNewAnim(CBattleAnimation * anim); //adds new anim to pendingAnims
  385. unsigned int animIDhelper; //for giving IDs for animations
  386. static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
  387. CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen); //c-tor
  388. ~CBattleInterface(); //d-tor
  389. //std::vector<TimeInterested*> timeinterested; //animation handling
  390. void setPrintCellBorders(bool set); //if true, cell borders will be printed
  391. void setPrintStackRange(bool set); //if true,range of active stack will be printed
  392. void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
  393. void setAnimSpeed(int set); //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  394. int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  395. CBattleHex bfield[BFIELD_SIZE]; //11 lines, 17 hexes on each
  396. //std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
  397. SDL_Surface * cellBorder, * cellShade;
  398. CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
  399. bool myTurn; //if true, interface is active (commands can be ordered
  400. CBattleResultWindow * resWindow; //window of end of battle
  401. bool moveStarted; //if true, the creature that is already moving is going to make its first step
  402. int moveSh; // sound handler used when moving a unit
  403. //button handle funcs:
  404. void bOptionsf();
  405. void bSurrenderf();
  406. void bFleef();
  407. void reallyFlee(); //performs fleeing without asking player
  408. void bAutofightf();
  409. void bSpellf();
  410. void bWaitf();
  411. void bDefencef();
  412. void bConsoleUpf();
  413. void bConsoleDownf();
  414. //end of button handle funcs
  415. //napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
  416. void activate();
  417. void deactivate();
  418. void show(SDL_Surface * to);
  419. void keyPressed(const SDL_KeyboardEvent & key);
  420. void mouseMoved(const SDL_MouseMotionEvent &sEvent);
  421. void clickRight(tribool down, bool previousState);
  422. //call-ins
  423. void startAction(const BattleAction* action);
  424. void newStack(const CStack * stack); //new stack appeared on battlefield
  425. void stackRemoved(const CStack * stack); //stack disappeared from batlefiled
  426. void stackActivated(const CStack * stack); //active stack has been changed
  427. void stackMoved(const CStack * stack, THex destHex, bool endMoving, int distance); //stack with id number moved to destHex
  428. void waitForAnims();
  429. void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
  430. void stackAttacking(const CStack * attacker, THex dest, const CStack * attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
  431. void newRoundFirst( int round );
  432. void newRound(int number); //caled when round is ended; number is the number of round
  433. void hexLclicked(int whichOne); //hex only call-in
  434. void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
  435. void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
  436. const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
  437. void displayBattleFinished(); //displays battle result
  438. void spellCast(const BattleSpellCast * sc); //called when a hero casts a spell
  439. void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
  440. void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
  441. void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
  442. void endAction(const BattleAction* action);
  443. void hideQueue();
  444. void showQueue();
  445. friend class CBattleHex;
  446. friend class CBattleResultWindow;
  447. friend class CPlayerInterface;
  448. friend class AdventureMapButton;
  449. friend class CInGameConsole;
  450. friend class CReverseAnim;
  451. friend class CBattleAnimation;
  452. friend class CDefenceAnim;
  453. friend class CBattleStackMoved;
  454. friend class CBattleMoveStart;
  455. friend class CBattleMoveEnd;
  456. friend class CBattleAttack;
  457. friend class CMeleeAttack;
  458. friend class CShootingAnim;
  459. friend class CSpellEffectAnim;
  460. friend class CBattleHero;
  461. };
  462. #endif // __CBATTLEINTERFACE_H__