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- #pragma once
- #include "../../lib/CCreatureSet.h"
- #include "../../lib/ConstTransitivePtr.h" //may be reundant
- #include "../CAnimation.h"
- #include "../../lib/GameConstants.h"
- #include "CBattleAnimations.h"
- /*
- * 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 CLabel;
- class CCreatureSet;
- class CGHeroInstance;
- class CDefHandler;
- class CStack;
- class CCallback;
- class CAdventureMapButton;
- class CHighlightableButton;
- class CHighlightableButtonsGroup;
- struct BattleResult;
- struct BattleSpellCast;
- struct CObstacleInstance;
- template <typename T> struct CondSh;
- struct SetStackEffect;
- struct BattleAction;
- class CGTownInstance;
- struct CatapultAttack;
- struct CatapultProjectileInfo;
- struct BattleTriggerEffect;
- class CBattleAnimation;
- class CBattleHero;
- class CBattleConsole;
- class CBattleResultWindow;
- class CStackQueue;
- class CPlayerInterface;
- class CCreatureAnimation;
- struct ProjectileInfo;
- class CClickableHex;
- struct BattleHex;
- struct InfoAboutHero;
- struct BattleAction;
- /// Class which manages the locked hex fields that are blocked e.g. by obstacles
- class CBattleObstacle
- {
- std::vector<int> lockedHexes;
- };
- /// Small struct which contains information about the id of the attacked stack, the damage dealt,...
- struct StackAttackedInfo
- {
- const CStack * defender; //attacked stack
- unsigned int dmg; //damage dealt
- unsigned int amountKilled; //how many creatures in stack has been killed
- const CStack * attacker; //attacking stack
- bool byShooting; //if true, stack has been attacked by shooting
- bool killed; //if true, stack has been killed
- bool rebirth; //if true, play rebirth animation after all
- bool cloneKilled;
- };
- /// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
- struct BattleEffect
- {
- int x, y; //position on the screen
- int frame, maxFrame;
- CDefHandler * anim; //animation to display
- int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
- };
- /// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
- struct CatapultProjectileInfo
- {
- const double facA, facB, facC;
- const int fromX, toX;
- CatapultProjectileInfo() : facA(0), facB(0), facC(0), fromX(0), toX(0) { };
- CatapultProjectileInfo(double factorA, double factorB, double factorC, int fromXX, int toXX) : facA(factorA), facB(factorB), facC(factorC),
- fromX(fromXX), toX(toXX) { };
- double calculateY(double x);
- };
- /// Big class which handles the overall battle interface actions and it is also responsible for
- /// drawing everything correctly.
- class CBattleInterface : public CIntObject
- {
- enum PossibleActions // actions performed at l-click
- {
- INVALID = -1, CREATURE_INFO,
- MOVE_TACTICS, CHOOSE_TACTICS_STACK,
- MOVE_STACK, ATTACK, WALK_AND_ATTACK, ATTACK_AND_RETURN, SHOOT, //OPEN_GATE, //we can open castle gate during siege
- NO_LOCATION, ANY_LOCATION, FRIENDLY_CREATURE_SPELL, HOSTILE_CREATURE_SPELL, RISING_SPELL, ANY_CREATURE, OBSTACLE, TELEPORT, SACRIFICE, RANDOM_GENIE_SPELL,
- FREE_LOCATION, //used with Force Field and Fire Wall - all tiles affected by spell must be free
- CATAPULT, HEAL, RISE_DEMONS
- };
- private:
- SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
- CAdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
- * bWait, * bDefence, * bConsoleUp, * bConsoleDown, *btactNext, *btactEnd;
- CBattleConsole * console;
- CBattleHero * attackingHero, * defendingHero; //fighting heroes
- CStackQueue *queue;
- const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
- const 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 creatures (creatureID, defhandler)
- std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
- std::map< int, SDL_Surface * > idToAbsoluteObstacle; //obstacles located on the battlefield
- //TODO these should be loaded only when needed (and freed then) but I believe it's rather work for resource manager,
- //so I didn't implement that (having ongoing RM development)
- CDefHandler *landMine;
- CDefHandler *quicksand;
- CDefHandler *fireWall;
- CDefHandler *smallForceField[2], *bigForceField[2]; // [side]
- std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
- ui8 animCount;
- const CStack * activeStack; //number of active stack; NULL - no one
- const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; NULL of none
- const CStack * selectedStack; //for Teleport / Sacrifice
- void activateStack(); //sets activeStack to stackToActivate etc.
- int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
- time_t lastMouseHoveredStackAnimationTime; // time when last mouse hovered animation occurred
- static const time_t HOVER_ANIM_DELTA;
- std::vector<BattleHex> occupyableHexes, //hexes available for active stack
- attackableHexes; //hexes attackable by active stack
- bool stackCountOutsideHexes[GameConstants::BFIELD_SIZE]; // hexes that when in front of a unit cause it's amount box to move back
- 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)
- int attackingHex; //hex from which the stack would perform attack with current cursor
- double 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'
- 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
- bool tacticsMode;
- bool stackCanCastSpell; //if true, active stack could possibly cats some target spell
- bool creatureCasting; //if true, stack currently aims to cats a spell
- bool spellDestSelectMode; //if true, player is choosing destination for his spell - only for GUI / console
- PossibleActions spellSelMode;
- BattleAction * spellToCast; //spell for which player is choosing destination
- const CSpell * sp; //spell pointer for convenience
- si32 creatureSpellToCast;
- std::vector<PossibleActions> possibleActions; //all actions possible to call at the moment by player
- std::vector<PossibleActions> localActions; //actions possible to take on hovered hex
- std::vector<PossibleActions> illegalActions; //these actions display message in case of illegal target
- PossibleActions currentAction; //action that will be performed on l-click
- PossibleActions selectedAction; //last action chosen (and saved) by player
- PossibleActions illegalAction; //most likely action that can't be performed here
- void getPossibleActionsForStack (const CStack * stack); //called when stack gets its turn
- void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
- void showAliveStack(const CStack *stack, SDL_Surface * to); //helper function for function show
- 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
- void showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks); //helper function for show
- void showObstacles(std::multimap<BattleHex, int> *hexToObstacle, std::vector<shared_ptr<const CObstacleInstance> > &obstacles, int hex, SDL_Surface *to); // show all obstacles at a given hex position
- SDL_Surface *imageOfObstacle(const CObstacleInstance &oi) const;
- Point whereToBlitObstacleImage(SDL_Surface *image, const CObstacleInstance &obstacle) const;
- void redrawBackgroundWithHexes(const CStack * activeStack);
- void printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker, bool Multiple);
- std::list<ProjectileInfo> projectiles; //projectiles flying on battlefield
- void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
- void giveCommand(Battle::ActionType action, BattleHex tile, ui32 stackID, si32 additional=-1, si32 selectedStack = -1);
- 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
- bool isCatapultAttackable(BattleHex hex) const; //returns true if given tile can be attacked by catapult
- std::list<BattleEffect> battleEffects; //different animations to display on the screen like spell effects
- /// Class which is responsible for drawing the wall of a siege during battle
- class SiegeHelper
- {
- private:
- SDL_Surface* walls[18];
- const CBattleInterface * owner;
- public:
- const CGTownInstance * town; //besieged town
-
- SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
- ~SiegeHelper(); //d-tor
- //filename getters
- 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
- 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
- friend class CBattleInterface;
- } * siegeH;
- CPlayerInterface * attackerInt, * defenderInt; //because LOCPLINT is not enough in hotSeat
- const CGHeroInstance * getActiveHero(); //returns hero that can currently cast a spell
- public:
- CPlayerInterface * curInt; //current player interface
- std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
- void addNewAnim(CBattleAnimation * anim); //adds new anim to pendingAnims
- ui32 animIDhelper; //for giving IDs for animations
- static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
- CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen); //c-tor
- ~CBattleInterface(); //d-tor
- //std::vector<TimeInterested*> timeinterested; //animation handling
- 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
- std::vector<CClickableHex*> bfield; //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)
- CBattleResultWindow * resWindow; //window of end of battle
- bool moveStarted; //if true, the creature that is already moving is going to make its first step
- int moveSh; // sound handler used when moving a unit
- //button handle funcs:
- void bOptionsf();
- void bSurrenderf();
- void bFleef();
- void reallyFlee(); //performs fleeing without asking player
- void reallySurrender(); //performs surrendering without asking player
- void bAutofightf();
- void bSpellf();
- void bWaitf();
- void bDefencef();
- void bConsoleUpf();
- void bConsoleDownf();
- void bTacticNextStack(const CStack *current = NULL);
- void bEndTacticPhase();
- //end of button handle funcs
- //napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
- void activate();
- void deactivate();
- void showAll();
- void show();
- void keyPressed(const SDL_KeyboardEvent & key);
- void mouseMoved(const SDL_MouseMotionEvent &sEvent);
- void clickRight(tribool down, bool previousState);
- //call-ins
- void startAction(const BattleAction* action);
- void newStack(const CStack * stack); //new stack appeared on battlefield
- void stackRemoved(int stackID); //stack disappeared from batlefiled
- void stackActivated(const CStack * stack); //active stack has been changed
- void stackMoved(const CStack * stack, std::vector<BattleHex> destHex, int distance); //stack with id number moved to destHex
- void waitForAnims();
- void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
- void stackAttacking(const CStack * attacker, BattleHex dest, const CStack * attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
- void newRoundFirst( int round );
- void newRound(int number); //caled when round is ended; number is the number of round
- void hexLclicked(int whichOne); //hex only call-in
- void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
- void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
- const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
- void displayBattleFinished(); //displays battle result
- void spellCast(const BattleSpellCast * 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
- void battleTriggerEffect(const BattleTriggerEffect & bte);
- void setBattleCursor(const int myNumber); //really complex and messy, sets attackingHex
- void endAction(const BattleAction* action);
- void hideQueue();
- void showQueue();
- PossibleActions selectionTypeByPositiveness(const CSpell & spell);
- Rect hexPosition(BattleHex hex) const;
- void handleHex(BattleHex myNumber, int eventType);
- bool isCastingPossibleHere (const CStack * sactive, const CStack * shere, BattleHex myNumber);
- bool canStackMoveHere (const CStack * sactive, BattleHex MyNumber); //TODO: move to BattleState / callback
- BattleHex fromWhichHexAttack(BattleHex myNumber);
- void obstaclePlaced(const CObstacleInstance & oi);
- const CGHeroInstance * currentHero() const;
- InfoAboutHero enemyHero() const;
- friend class CPlayerInterface;
- friend class CAdventureMapButton;
- friend class CInGameConsole;
-
- friend class CBattleResultWindow;
- friend class CBattleHero;
- friend class CSpellEffectAnimation;
- friend class CBattleStackAnimation;
- friend class CReverseAnimation;
- friend class CDefenceAnimation;
- friend class CMovementAnimation;
- friend class CMovementStartAnimation;
- friend class CAttackAnimation;
- friend class CMeleeAttackAnimation;
- friend class CShootingAnimation;
- friend class CClickableHex;
- };
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