CBattleInterface.h 23 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. struct CObstacleInstance;
  28. template <typename T> struct CondSh;
  29. struct SetStackEffect;;
  30. struct BattleAction;
  31. class CGTownInstance;
  32. struct CatapultAttack;
  33. class CBattleInterface;
  34. struct CatapultProjectileInfo;
  35. /// Small struct which contains information about the id of the attacked stack, the damage dealt,...
  36. struct SStackAttackedInfo
  37. {
  38. const CStack * defender; //attacked stack
  39. int dmg; //damage dealt
  40. int amountKilled; //how many creatures in stack has been killed
  41. const CStack * attacker; //attacking stack
  42. bool byShooting; //if true, stack has been attacked by shooting
  43. bool killed; //if true, stack has been killed
  44. bool rebirth; //if true, play rebirth animation after all
  45. };
  46. /// Small struct which contains information about the position and the velocity of a projectile
  47. struct SProjectileInfo
  48. {
  49. int x, y; //position on the screen
  50. int dx, dy; //change in position in one step
  51. int step, lastStep; //to know when finish showing this projectile
  52. int creID; //ID of creature that shot this projectile
  53. int stackID; //ID of stack
  54. int frameNum; //frame to display form projectile animation
  55. bool spin; //if true, frameNum will be increased
  56. int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
  57. bool reverse; //if true, projectile will be flipped by vertical asix
  58. CatapultProjectileInfo *catapultInfo; // holds info about the parabolic trajectory of the cannon
  59. };
  60. /// Base class of battle animations
  61. class CBattleAnimation
  62. {
  63. protected:
  64. CBattleInterface * owner;
  65. public:
  66. virtual bool init()=0; //to be called - if returned false, call again until returns true
  67. virtual void nextFrame()=0; //call every new frame
  68. virtual void endAnim(); //to be called mostly internally; in this class it removes animation from pendingAnims list
  69. bool isEarliest(bool perStackConcurrency); //determines if this animation is earlies of all
  70. unsigned int ID; //unique identifier
  71. CBattleAnimation(CBattleInterface * _owner);
  72. };
  73. class CDummyAnim : public CBattleAnimation
  74. {
  75. private:
  76. int counter;
  77. int howMany;
  78. public:
  79. bool init();
  80. void nextFrame();
  81. void endAnim();
  82. CDummyAnim(CBattleInterface * _owner, int howManyFrames);
  83. };
  84. /// This class manages a spell effect animation
  85. class CSpellEffectAnim : public CBattleAnimation
  86. {
  87. private:
  88. ui32 effect;
  89. THex destTile;
  90. std::string customAnim;
  91. int x, y, dx, dy;
  92. bool Vflip;
  93. public:
  94. bool init();
  95. void nextFrame();
  96. void endAnim();
  97. CSpellEffectAnim(CBattleInterface * _owner, ui32 _effect, THex _destTile, int _dx = 0, int _dy = 0, bool _Vflip = false);
  98. CSpellEffectAnim(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx = 0, int _dy = 0, bool _Vflip = false);
  99. };
  100. /// Sub-class which is responsible for managing the battle stack animation.
  101. class CBattleStackAnimation : public CBattleAnimation
  102. {
  103. public:
  104. const CStack * stack; //id of stack whose animation it is
  105. CBattleStackAnimation(CBattleInterface * _owner, const CStack * _stack);
  106. static bool isToReverseHlp(THex hexFrom, THex hexTo, bool curDir); //helper for isToReverse
  107. 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)
  108. };
  109. /// Class responsible for animation of stack chaning direction (left <-> right)
  110. class CReverseAnim : public CBattleStackAnimation
  111. {
  112. private:
  113. int partOfAnim; //1 - first, 2 - second
  114. bool secondPartSetup;
  115. THex hex;
  116. public:
  117. bool priority; //true - high, false - low
  118. bool init();
  119. void nextFrame();
  120. void endAnim();
  121. CReverseAnim(CBattleInterface * _owner, const CStack * stack, THex dest, bool _priority);
  122. };
  123. /// Animation of a defending unit
  124. class CDefenceAnim : public CBattleStackAnimation
  125. {
  126. private:
  127. //std::vector<SStackAttackedInfo> attackedInfos;
  128. int dmg; //damage dealt
  129. int amountKilled; //how many creatures in stack has been killed
  130. const CStack * attacker; //attacking stack
  131. bool byShooting; //if true, stack has been attacked by shooting
  132. bool killed; //if true, stack has been killed
  133. public:
  134. bool init();
  135. void nextFrame();
  136. void endAnim();
  137. CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner);
  138. };
  139. /// Move animation of a creature
  140. class CBattleStackMoved : public CBattleStackAnimation
  141. {
  142. private:
  143. THex destHex; //destination
  144. bool endMoving; //if this is end of move
  145. int distance;
  146. float stepX, stepY; //how far stack is moved in one frame
  147. float posX, posY;
  148. int steps, whichStep;
  149. int curStackPos; //position of stack before move
  150. public:
  151. bool init();
  152. void nextFrame();
  153. void endAnim();
  154. CBattleStackMoved(CBattleInterface * _owner, const CStack * _stack, THex _destHex, bool _endMoving, int _distance);
  155. };
  156. /// Move start animation of a creature
  157. class CBattleMoveStart : public CBattleStackAnimation
  158. {
  159. public:
  160. bool init();
  161. void nextFrame();
  162. void endAnim();
  163. CBattleMoveStart(CBattleInterface * _owner, const CStack * _stack);
  164. };
  165. /// Move end animation of a creature
  166. class CBattleMoveEnd : public CBattleStackAnimation
  167. {
  168. private:
  169. THex destinationTile;
  170. public:
  171. bool init();
  172. void nextFrame();
  173. void endAnim();
  174. CBattleMoveEnd(CBattleInterface * _owner, const CStack * _stack, THex destTile);
  175. };
  176. /// This class is responsible for managing the battle attack animation
  177. class CBattleAttack : public CBattleStackAnimation
  178. {
  179. protected:
  180. THex dest; //atacked hex
  181. bool shooting;
  182. CCreatureAnim::EAnimType group; //if shooting is true, print this animation group
  183. const CStack * attackedStack;
  184. const CStack * attackingStack;
  185. int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature
  186. public:
  187. void nextFrame();
  188. bool checkInitialConditions();
  189. CBattleAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * defender);
  190. };
  191. /// Hand-to-hand attack
  192. class CMeleeAttack : public CBattleAttack
  193. {
  194. public:
  195. bool init();
  196. void nextFrame();
  197. void endAnim();
  198. CMeleeAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked);
  199. };
  200. /// Shooting attack
  201. class CShootingAnim : public CBattleAttack
  202. {
  203. private:
  204. int catapultDamage;
  205. bool catapult;
  206. public:
  207. bool init();
  208. void nextFrame();
  209. void endAnim();
  210. CShootingAnim(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked, bool _catapult = false, int _catapultDmg = 0); //last param only for catapult attacks
  211. };
  212. //end of battle animation handlers
  213. /// Hero battle animation
  214. class CBattleHero : public CIntObject
  215. {
  216. public:
  217. bool flip; //false if it's attacking hero, true otherwise
  218. CDefHandler * dh, *flag; //animation and flag
  219. const CGHeroInstance * myHero; //this animation's hero instance
  220. const CBattleInterface * myOwner; //battle interface to which this animation is assigned
  221. int phase; //stage of animation
  222. int nextPhase; //stage of animation to be set after current phase is fully displayed
  223. int image; //frame of animation
  224. unsigned char flagAnim, flagAnimCount; //for flag animation
  225. void show(SDL_Surface * to); //prints next frame of animation to to
  226. void activate();
  227. void deactivate();
  228. void setPhase(int newPhase); //sets phase of hero animation
  229. void clickLeft(tribool down, bool previousState); //call-in
  230. CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
  231. ~CBattleHero(); //d-tor
  232. };
  233. /// Class which stands for a single hex field on a battlefield
  234. class CBattleHex : public CIntObject
  235. {
  236. private:
  237. bool setAlterText; //if true, this hex has set alternative text in console and will clean it
  238. public:
  239. unsigned int myNumber; //number of hex in commonly used format
  240. bool accessible; //if true, this hex is accessible for units
  241. //CStack * ourStack;
  242. bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
  243. CBattleInterface * myInterface; //interface that owns me
  244. static Point getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * creature, const CBattleInterface * cbi); //returns (x, y) of left top corner of animation
  245. //for user interactions
  246. void hover (bool on);
  247. void activate();
  248. void deactivate();
  249. void mouseMoved (const SDL_MouseMotionEvent & sEvent);
  250. void clickLeft(tribool down, bool previousState);
  251. void clickRight(tribool down, bool previousState);
  252. CBattleHex();
  253. };
  254. /// Class which manages the locked hex fields that are blocked e.g. by obstacles
  255. class CBattleObstacle
  256. {
  257. std::vector<int> lockedHexes;
  258. };
  259. /// Class which shows the console at the bottom of the battle screen and manages the text of the console
  260. class CBattleConsole : public CIntObject
  261. {
  262. private:
  263. std::vector< std::string > texts; //a place where texts are stored
  264. int lastShown; //last shown line of text
  265. public:
  266. std::string alterTxt; //if it's not empty, this text is displayed
  267. std::string ingcAlter; //alternative text set by in-game console - very important!
  268. int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
  269. CBattleConsole(); //c-tor
  270. ~CBattleConsole(); //d-tor
  271. void show(SDL_Surface * to = 0);
  272. bool addText(const std::string & text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
  273. void eraseText(unsigned int pos); //erases added text at position pos
  274. void changeTextAt(const std::string & text, unsigned int pos); //if we have more than pos texts, pos-th is changed to given one
  275. void scrollUp(unsigned int by = 1); //scrolls console up by 'by' positions
  276. void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
  277. };
  278. /// Class which is responsible for showing the battle result window
  279. class CBattleResultWindow : public CIntObject
  280. {
  281. private:
  282. SDL_Surface * background;
  283. AdventureMapButton * exit;
  284. CBattleInterface * owner;
  285. public:
  286. CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, CBattleInterface * _owner); //c-tor
  287. ~CBattleResultWindow(); //d-tor
  288. void bExitf(); //exit button callback
  289. void activate();
  290. void deactivate();
  291. void show(SDL_Surface * to = 0);
  292. };
  293. /// Class which manages the battle options window
  294. class CBattleOptionsWindow : public CIntObject
  295. {
  296. private:
  297. CBattleInterface * myInt;
  298. SDL_Surface * background;
  299. AdventureMapButton * setToDefault, * exit;
  300. CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
  301. CHighlightableButtonsGroup * animSpeeds;
  302. public:
  303. CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
  304. ~CBattleOptionsWindow(); //d-tor
  305. void bDefaultf(); //dafault button callback
  306. void bExitf(); //exit button callback
  307. void activate();
  308. void deactivate();
  309. void show(SDL_Surface * to = 0);
  310. };
  311. /// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
  312. struct SBattleEffect
  313. {
  314. int x, y; //position on the screen
  315. int frame, maxFrame;
  316. CDefHandler * anim; //animation to display
  317. int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
  318. };
  319. /// Shows the stack queue
  320. class CStackQueue : public CIntObject
  321. {
  322. class StackBox : public CIntObject
  323. {
  324. public:
  325. const CStack *my;
  326. SDL_Surface *bg;
  327. void hover (bool on);
  328. void showAll(SDL_Surface *to);
  329. void setStack(const CStack *nStack);
  330. StackBox(SDL_Surface *BG);
  331. ~StackBox();
  332. };
  333. public:
  334. static const int QUEUE_SIZE = 10;
  335. const bool embedded;
  336. std::vector<const CStack *> stacksSorted;
  337. std::vector<StackBox *> stackBoxes;
  338. SDL_Surface *box;
  339. SDL_Surface *bg;
  340. CBattleInterface * owner;
  341. void showAll(SDL_Surface *to);
  342. CStackQueue(bool Embedded, CBattleInterface * _owner);
  343. ~CStackQueue();
  344. void update();
  345. void blitBg( SDL_Surface * to );
  346. //void showAll(SDL_Surface *to);
  347. };
  348. /// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
  349. struct CatapultProjectileInfo
  350. {
  351. const double facA, facB, facC;
  352. const int fromX, toX;
  353. CatapultProjectileInfo() : facA(0), facB(0), facC(0), fromX(0), toX(0) { };
  354. CatapultProjectileInfo(double factorA, double factorB, double factorC, int fromXX, int toXX) : facA(factorA), facB(factorB), facC(factorC),
  355. fromX(fromXX), toX(toXX) { };
  356. int calculateY(int x);
  357. };
  358. /// Big class which handles the overall battle interface actions and it is also responsible for
  359. /// drawing everything correctly.
  360. class CBattleInterface : public CIntObject
  361. {
  362. private:
  363. SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
  364. AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
  365. * bWait, * bDefence, * bConsoleUp, * bConsoleDown, *btactNext, *btactEnd;
  366. CBattleConsole * console;
  367. CBattleHero * attackingHero, * defendingHero; //fighting heroes
  368. CStackQueue *queue;
  369. const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
  370. const CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
  371. std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
  372. std::map< int, CDefHandler * > idToProjectile; //projectiles of creatures (creatureID, defhandler)
  373. std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
  374. std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
  375. unsigned char animCount;
  376. const CStack * activeStack; //number of active stack; NULL - no one
  377. const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; NULL of none
  378. void activateStack(); //sets activeStack to stackToActivate etc.
  379. int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
  380. std::vector<THex> occupyableHexes, //hexes available for active stack
  381. attackableHexes; //hexes attackable by active stack
  382. int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
  383. int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
  384. float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
  385. std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
  386. 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
  387. bool tacticsMode;
  388. bool spellDestSelectMode; //if true, player is choosing destination for his spell
  389. int spellSelMode; //0 - any location, 1 - any friendly creature, 2 - any hostile creature, 3 - any creature,
  390. //4 - obstacle, 5 - teleport -1 - no location
  391. BattleAction * spellToCast; //spell for which player is choosing destination
  392. void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
  393. void showAliveStack(const CStack *stack, SDL_Surface * to); //helper function for function show
  394. void showAliveStacks(std::vector<const CStack *> *aliveStacks, int hex, std::vector<const CStack *> *flyingStacks, SDL_Surface *to); // loops through all stacks at a given hex position
  395. void showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks); //helper function for show
  396. void showObstacles(std::multimap<THex, int> *hexToObstacle, std::vector<CObstacleInstance> &obstacles, int hex, SDL_Surface *to); // show all obstacles at a given hex position
  397. void redrawBackgroundWithHexes(const CStack * activeStack);
  398. void printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker);
  399. std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
  400. void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
  401. void giveCommand(ui8 action, THex tile, ui32 stack, si32 additional=-1);
  402. 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
  403. bool blockedByObstacle(THex hex) const;
  404. bool isCatapultAttackable(THex hex) const; //returns true if given tile can be attacked by catapult
  405. std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
  406. /// Class which is responsible for drawing the wall of a siege during battle
  407. class SiegeHelper
  408. {
  409. private:
  410. static std::string townTypeInfixes[F_NUMBER]; //for internal use only - to build filenames
  411. SDL_Surface * walls[18];
  412. const CBattleInterface * owner;
  413. public:
  414. const CGTownInstance * town; //besieged town
  415. SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
  416. ~SiegeHelper(); //d-tor
  417. //filename getters
  418. 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
  419. 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
  420. friend class CBattleInterface;
  421. } * siegeH;
  422. CPlayerInterface * attackerInt, * defenderInt; //because LOCPLINT is not enough in hotSeat
  423. const CGHeroInstance * getActiveHero(); //returns hero that can currently cast a spell
  424. public:
  425. CPlayerInterface * curInt; //current player interface
  426. std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
  427. void addNewAnim(CBattleAnimation * anim); //adds new anim to pendingAnims
  428. unsigned int animIDhelper; //for giving IDs for animations
  429. static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
  430. CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen); //c-tor
  431. ~CBattleInterface(); //d-tor
  432. //std::vector<TimeInterested*> timeinterested; //animation handling
  433. void setPrintCellBorders(bool set); //if true, cell borders will be printed
  434. void setPrintStackRange(bool set); //if true,range of active stack will be printed
  435. void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
  436. void setAnimSpeed(int set); //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  437. int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  438. CBattleHex bfield[BFIELD_SIZE]; //11 lines, 17 hexes on each
  439. //std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
  440. SDL_Surface * cellBorder, * cellShade;
  441. CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
  442. bool myTurn; //if true, interface is active (commands can be ordered
  443. CBattleResultWindow * resWindow; //window of end of battle
  444. bool moveStarted; //if true, the creature that is already moving is going to make its first step
  445. int moveSh; // sound handler used when moving a unit
  446. //button handle funcs:
  447. void bOptionsf();
  448. void bSurrenderf();
  449. void bFleef();
  450. void reallyFlee(); //performs fleeing without asking player
  451. void reallySurrender(); //performs surrendering without asking player
  452. void bAutofightf();
  453. void bSpellf();
  454. void bWaitf();
  455. void bDefencef();
  456. void bConsoleUpf();
  457. void bConsoleDownf();
  458. void bTacticNextStack();
  459. void bEndTacticPhase();
  460. //end of button handle funcs
  461. //napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
  462. void activate();
  463. void deactivate();
  464. void show(SDL_Surface * to);
  465. void keyPressed(const SDL_KeyboardEvent & key);
  466. void mouseMoved(const SDL_MouseMotionEvent &sEvent);
  467. void clickRight(tribool down, bool previousState);
  468. //call-ins
  469. void startAction(const BattleAction* action);
  470. void newStack(const CStack * stack); //new stack appeared on battlefield
  471. void stackRemoved(int stackID); //stack disappeared from batlefiled
  472. void stackActivated(const CStack * stack); //active stack has been changed
  473. void stackMoved(const CStack * stack, THex destHex, bool endMoving, int distance); //stack with id number moved to destHex
  474. void waitForAnims();
  475. void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
  476. void stackAttacking(const CStack * attacker, THex dest, const CStack * attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
  477. void newRoundFirst( int round );
  478. void newRound(int number); //caled when round is ended; number is the number of round
  479. void hexLclicked(int whichOne); //hex only call-in
  480. void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
  481. void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
  482. const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
  483. void displayBattleFinished(); //displays battle result
  484. void spellCast(const BattleSpellCast * sc); //called when a hero casts a spell
  485. void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
  486. void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
  487. void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
  488. void endAction(const BattleAction* action);
  489. void hideQueue();
  490. void showQueue();
  491. friend class CBattleHex;
  492. friend class CBattleResultWindow;
  493. friend class CPlayerInterface;
  494. friend class AdventureMapButton;
  495. friend class CInGameConsole;
  496. friend class CReverseAnim;
  497. friend class CBattleAnimation;
  498. friend class CDefenceAnim;
  499. friend class CBattleStackMoved;
  500. friend class CBattleMoveStart;
  501. friend class CBattleMoveEnd;
  502. friend class CBattleAttack;
  503. friend class CMeleeAttack;
  504. friend class CShootingAnim;
  505. friend class CSpellEffectAnim;
  506. friend class CBattleHero;
  507. };
  508. #endif // __CBATTLEINTERFACE_H__