CBattleInterface.h 17 KB

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  1. #pragma once
  2. #include "../../lib/ConstTransitivePtr.h" //may be reundant
  3. #include "../../lib/GameConstants.h"
  4. #include "CBattleAnimations.h"
  5. #include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
  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 CLabel;
  16. class CCreatureSet;
  17. class CGHeroInstance;
  18. class CDefHandler;
  19. class CStack;
  20. class CCallback;
  21. class CButton;
  22. class CToggleButton;
  23. class CToggleGroup;
  24. struct BattleResult;
  25. struct BattleSpellCast;
  26. struct CObstacleInstance;
  27. template <typename T> struct CondSh;
  28. struct SetStackEffect;
  29. struct BattleAction;
  30. class CGTownInstance;
  31. struct CatapultAttack;
  32. struct CatapultProjectileInfo;
  33. struct BattleTriggerEffect;
  34. class CBattleAnimation;
  35. class CBattleHero;
  36. class CBattleConsole;
  37. class CBattleResultWindow;
  38. class CStackQueue;
  39. class CPlayerInterface;
  40. class CCreatureAnimation;
  41. struct ProjectileInfo;
  42. class CClickableHex;
  43. struct BattleHex;
  44. struct InfoAboutHero;
  45. struct BattleAction;
  46. class CBattleGameInterface;
  47. /// Small struct which contains information about the id of the attacked stack, the damage dealt,...
  48. struct StackAttackedInfo
  49. {
  50. const CStack * defender; //attacked stack
  51. unsigned int dmg; //damage dealt
  52. unsigned int amountKilled; //how many creatures in stack has been killed
  53. const CStack * attacker; //attacking stack
  54. bool indirectAttack; //if true, stack was attacked indirectly - spell or ranged attack
  55. bool killed; //if true, stack has been killed
  56. bool rebirth; //if true, play rebirth animation after all
  57. bool cloneKilled;
  58. };
  59. /// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
  60. struct BattleEffect
  61. {
  62. int x, y; //position on the screen
  63. float currentFrame;
  64. int maxFrame;
  65. CDefHandler * anim; //animation to display
  66. int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
  67. BattleHex position; //Indicates if effect which hex the effect is drawn on
  68. };
  69. struct BattleObjectsByHex
  70. {
  71. typedef std::vector<int> TWallList;
  72. typedef std::vector<const CStack * > TStackList;
  73. typedef std::vector<const BattleEffect *> TEffectList;
  74. typedef std::vector<std::shared_ptr<const CObstacleInstance> > TObstacleList;
  75. struct HexData
  76. {
  77. TWallList walls;
  78. TStackList dead;
  79. TStackList alive;
  80. TEffectList effects;
  81. TObstacleList obstacles;
  82. };
  83. HexData beforeAll;
  84. HexData afterAll;
  85. std::array<HexData, GameConstants::BFIELD_SIZE> hex;
  86. };
  87. /// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
  88. struct CatapultProjectileInfo
  89. {
  90. CatapultProjectileInfo(Point from, Point dest);
  91. double facA, facB, facC;
  92. double calculateY(double x);
  93. };
  94. /// Big class which handles the overall battle interface actions and it is also responsible for
  95. /// drawing everything correctly.
  96. class CBattleInterface : public CIntObject
  97. {
  98. enum PossibleActions // actions performed at l-click
  99. {
  100. INVALID = -1, CREATURE_INFO,
  101. MOVE_TACTICS, CHOOSE_TACTICS_STACK,
  102. MOVE_STACK, ATTACK, WALK_AND_ATTACK, ATTACK_AND_RETURN, SHOOT, //OPEN_GATE, //we can open castle gate during siege
  103. NO_LOCATION, ANY_LOCATION, FRIENDLY_CREATURE_SPELL, HOSTILE_CREATURE_SPELL, RISING_SPELL, ANY_CREATURE, OBSTACLE, TELEPORT, SACRIFICE, RANDOM_GENIE_SPELL,
  104. FREE_LOCATION, //used with Force Field and Fire Wall - all tiles affected by spell must be free
  105. CATAPULT, HEAL, RISE_DEMONS
  106. };
  107. private:
  108. SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
  109. CButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
  110. * bWait, * bDefence, * bConsoleUp, * bConsoleDown, *btactNext, *btactEnd;
  111. CBattleConsole * console;
  112. CBattleHero * attackingHero, * defendingHero; //fighting heroes
  113. CStackQueue *queue;
  114. const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
  115. const CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
  116. std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
  117. std::map< int, CDefHandler * > idToProjectile; //projectiles of creatures (creatureID, defhandler)
  118. std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
  119. std::map< int, SDL_Surface * > idToAbsoluteObstacle; //obstacles located on the battlefield
  120. //TODO these should be loaded only when needed (and freed then) but I believe it's rather work for resource manager,
  121. //so I didn't implement that (having ongoing RM development)
  122. CDefHandler *landMine;
  123. CDefHandler *quicksand;
  124. CDefHandler *fireWall;
  125. CDefHandler *smallForceField[2], *bigForceField[2]; // [side]
  126. std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
  127. ui8 animCount;
  128. const CStack * activeStack; //number of active stack; nullptr - no one
  129. const CStack * mouseHoveredStack; // stack below mouse pointer, used for border animation
  130. const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; nullptr of none
  131. const CStack * selectedStack; //for Teleport / Sacrifice
  132. void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
  133. std::vector<BattleHex> occupyableHexes, //hexes available for active stack
  134. attackableHexes; //hexes attackable by active stack
  135. bool stackCountOutsideHexes[GameConstants::BFIELD_SIZE]; // hexes that when in front of a unit cause it's amount box to move back
  136. BattleHex previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
  137. BattleHex currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
  138. int attackingHex; //hex from which the stack would perform attack with current cursor
  139. 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
  140. bool tacticsMode;
  141. bool stackCanCastSpell; //if true, active stack could possibly cast some target spell
  142. bool creatureCasting; //if true, stack currently aims to cats a spell
  143. bool spellDestSelectMode; //if true, player is choosing destination for his spell - only for GUI / console
  144. BattleAction * spellToCast; //spell for which player is choosing destination
  145. const CSpell * sp; //spell pointer for convenience
  146. si32 creatureSpellToCast;
  147. std::vector<PossibleActions> possibleActions; //all actions possible to call at the moment by player
  148. std::vector<PossibleActions> localActions; //actions possible to take on hovered hex
  149. std::vector<PossibleActions> illegalActions; //these actions display message in case of illegal target
  150. PossibleActions currentAction; //action that will be performed on l-click
  151. PossibleActions selectedAction; //last action chosen (and saved) by player
  152. PossibleActions illegalAction; //most likely action that can't be performed here
  153. void setActiveStack(const CStack * stack);
  154. void setHoveredStack(const CStack * stack);
  155. void requestAutofightingAIToTakeAction();
  156. void getPossibleActionsForStack (const CStack * stack); //called when stack gets its turn
  157. void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
  158. void printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker, bool Multiple);
  159. std::list<ProjectileInfo> projectiles; //projectiles flying on battlefield
  160. void giveCommand(Battle::ActionType action, BattleHex tile, ui32 stackID, si32 additional=-1, si32 selectedStack = -1);
  161. bool isTileAttackable(const BattleHex & number) const; //returns true if tile 'number' is neighboring any tile from active stack's range or is one of these tiles
  162. bool isCatapultAttackable(BattleHex hex) const; //returns true if given tile can be attacked by catapult
  163. std::list<BattleEffect> battleEffects; //different animations to display on the screen like spell effects
  164. /// Class which is responsible for drawing the wall of a siege during battle
  165. class SiegeHelper
  166. {
  167. private:
  168. SDL_Surface* walls[18];
  169. const CBattleInterface * owner;
  170. public:
  171. const CGTownInstance * town; //besieged town
  172. SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
  173. ~SiegeHelper(); //d-tor
  174. std::string getSiegeName(ui16 what) const;
  175. std::string getSiegeName(ui16 what, int state) const; // state uses EWallState enum
  176. void printPartOfWall(SDL_Surface * to, int what);
  177. enum EWallVisual
  178. {
  179. BACKGROUND = 0,
  180. BACKGROUND_WALL = 1,
  181. KEEP,
  182. BOTTOM_TOWER,
  183. BOTTOM_WALL,
  184. WALL_BELLOW_GATE,
  185. WALL_OVER_GATE,
  186. UPPER_WALL,
  187. UPPER_TOWER,
  188. GATE,
  189. GATE_ARCH,
  190. BOTTOM_STATIC_WALL,
  191. UPPER_STATIC_WALL,
  192. MOAT,
  193. BACKGROUND_MOAT,
  194. KEEP_BATTLEMENT,
  195. BOTTOM_BATTLEMENT,
  196. UPPER_BATTLEMENT
  197. };
  198. friend class CBattleInterface;
  199. } * siegeH;
  200. std::shared_ptr<CPlayerInterface> attackerInt, defenderInt; //because LOCPLINT is not enough in hotSeat
  201. std::shared_ptr<CPlayerInterface> curInt; //current player interface
  202. const CGHeroInstance * getActiveHero(); //returns hero that can currently cast a spell
  203. /** Methods for displaying battle screen */
  204. void showBackground(SDL_Surface * to);
  205. void showBackgroundImage(SDL_Surface * to);
  206. void showAbsoluteObstacles(SDL_Surface * to);
  207. void showHighlightedHexes(SDL_Surface * to);
  208. void showHighlightedHex(SDL_Surface * to, BattleHex hex);
  209. void showInterface(SDL_Surface * to);
  210. void showBattlefieldObjects(SDL_Surface * to);
  211. void showAliveStacks(SDL_Surface * to, std::vector<const CStack *> stacks);
  212. void showStacks(SDL_Surface * to, std::vector<const CStack *> stacks);
  213. void showObstacles(SDL_Surface *to, std::vector<std::shared_ptr<const CObstacleInstance> > &obstacles);
  214. void showPiecesOfWall(SDL_Surface * to, std::vector<int> pieces);
  215. void showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects);
  216. void showProjectiles(SDL_Surface * to);
  217. BattleObjectsByHex sortObjectsByHex();
  218. void updateBattleAnimations();
  219. SDL_Surface *getObstacleImage(const CObstacleInstance &oi);
  220. Point getObstaclePosition(SDL_Surface *image, const CObstacleInstance &obstacle);
  221. void redrawBackgroundWithHexes(const CStack * activeStack);
  222. /** End of battle screen blitting methods */
  223. public:
  224. std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
  225. void addNewAnim(CBattleAnimation * anim); //adds new anim to pendingAnims
  226. ui32 animIDhelper; //for giving IDs for animations
  227. static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
  228. 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); //c-tor
  229. ~CBattleInterface(); //d-tor
  230. //std::vector<TimeInterested*> timeinterested; //animation handling
  231. void setPrintCellBorders(bool set); //if true, cell borders will be printed
  232. void setPrintStackRange(bool set); //if true,range of active stack will be printed
  233. void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
  234. void setAnimSpeed(int set); //speed of animation; range 1..100
  235. int getAnimSpeed() const; //speed of animation; range 1..100
  236. CPlayerInterface * getCurrentPlayerInterface() const;
  237. std::vector<CClickableHex*> bfield; //11 lines, 17 hexes on each
  238. SDL_Surface * cellBorder, * cellShade;
  239. CondSh<BattleAction *> *givenCommand; //data != nullptr if we have i.e. moved current unit
  240. bool myTurn; //if true, interface is active (commands can be ordered)
  241. CBattleResultWindow * resWindow; //window of end of battle
  242. bool moveStarted; //if true, the creature that is already moving is going to make its first step
  243. int moveSoundHander; // sound handler used when moving a unit
  244. const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
  245. // block all UI elements, e.g. during enemy turn
  246. // unlike activate/deactivate this method will correctly grey-out all elements
  247. void blockUI(bool on);
  248. //button handle funcs:
  249. void bOptionsf();
  250. void bSurrenderf();
  251. void bFleef();
  252. void reallyFlee(); //performs fleeing without asking player
  253. void reallySurrender(); //performs surrendering without asking player
  254. void bAutofightf();
  255. void bSpellf();
  256. void bWaitf();
  257. void bDefencef();
  258. void bConsoleUpf();
  259. void bConsoleDownf();
  260. void bTacticNextStack(const CStack *current = nullptr);
  261. void bEndTacticPhase();
  262. //end of button handle funcs
  263. //napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
  264. void activate() override;
  265. void deactivate() override;
  266. void keyPressed(const SDL_KeyboardEvent & key) override;
  267. void mouseMoved(const SDL_MouseMotionEvent &sEvent) override;
  268. void clickRight(tribool down, bool previousState) override;
  269. void show(SDL_Surface *to) override;
  270. void showAll(SDL_Surface *to) override;
  271. //call-ins
  272. void startAction(const BattleAction* action);
  273. void newStack(const CStack * stack); //new stack appeared on battlefield
  274. void stackRemoved(int stackID); //stack disappeared from batlefiled
  275. void stackActivated(const CStack * stack); //active stack has been changed
  276. void stackMoved(const CStack * stack, std::vector<BattleHex> destHex, int distance); //stack with id number moved to destHex
  277. void waitForAnims();
  278. void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
  279. void stackAttacking(const CStack * attacker, BattleHex dest, const CStack * attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
  280. void newRoundFirst( int round );
  281. void newRound(int number); //caled when round is ended; number is the number of round
  282. void hexLclicked(int whichOne); //hex only call-in
  283. void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
  284. void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
  285. void displayBattleFinished(); //displays battle result
  286. void spellCast(const BattleSpellCast * sc); //called when a hero casts a spell
  287. void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
  288. void castThisSpell(SpellID spellID); //called when player has chosen a spell from spellbook
  289. void displayEffect(ui32 effect, int destTile, bool areaEffect = true); //displays custom effect on the battlefield
  290. void displaySpellCast(SpellID spellID, BattleHex destinationTile, bool areaEffect = true); //displays spell`s cast animation
  291. void displaySpellEffect(SpellID spellID, BattleHex destinationTile, bool areaEffect = true); //displays spell`s affected animation
  292. void displaySpellHit(SpellID spellID, BattleHex destinationTile, bool areaEffect = true); //displays spell`s affected animation
  293. void displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile, bool areaEffect = true);
  294. void battleTriggerEffect(const BattleTriggerEffect & bte);
  295. void setBattleCursor(const int myNumber); //really complex and messy, sets attackingHex
  296. void endAction(const BattleAction* action);
  297. void hideQueue();
  298. void showQueue();
  299. PossibleActions selectionTypeByPositiveness(const CSpell & spell);
  300. Rect hexPosition(BattleHex hex) const;
  301. void handleHex(BattleHex myNumber, int eventType);
  302. bool isCastingPossibleHere (const CStack * sactive, const CStack * shere, BattleHex myNumber);
  303. bool canStackMoveHere (const CStack * sactive, BattleHex MyNumber); //TODO: move to BattleState / callback
  304. BattleHex fromWhichHexAttack(BattleHex myNumber);
  305. void obstaclePlaced(const CObstacleInstance & oi);
  306. void gateStateChanged(const EGateState state);
  307. const CGHeroInstance * currentHero() const;
  308. InfoAboutHero enemyHero() const;
  309. friend class CPlayerInterface;
  310. friend class CButton;
  311. friend class CInGameConsole;
  312. friend class CBattleResultWindow;
  313. friend class CBattleHero;
  314. friend class CSpellEffectAnimation;
  315. friend class CBattleStackAnimation;
  316. friend class CReverseAnimation;
  317. friend class CDefenceAnimation;
  318. friend class CMovementAnimation;
  319. friend class CMovementStartAnimation;
  320. friend class CAttackAnimation;
  321. friend class CMeleeAttackAnimation;
  322. friend class CShootingAnimation;
  323. friend class CClickableHex;
  324. };