CBattleInterface.h 16 KB

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  1. #pragma once
  2. #include "../../lib/CCreatureSet.h"
  3. #include "../../lib/ConstTransitivePtr.h" //may be reundant
  4. #include "../CAnimation.h"
  5. #include "../../lib/GameConstants.h"
  6. #include "CBattleAnimations.h"
  7. /*
  8. * CBattleInterface.h, part of VCMI engine
  9. *
  10. * Authors: listed in file AUTHORS in main folder
  11. *
  12. * License: GNU General Public License v2.0 or later
  13. * Full text of license available in license.txt file, in main folder
  14. *
  15. */
  16. class CLabel;
  17. class CCreatureSet;
  18. class CGHeroInstance;
  19. class CDefHandler;
  20. class CStack;
  21. class CCallback;
  22. class CAdventureMapButton;
  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. struct CatapultProjectileInfo;
  34. struct BattleTriggerEffect;
  35. class CBattleAnimation;
  36. class CBattleHero;
  37. class CBattleConsole;
  38. class CBattleResultWindow;
  39. class CStackQueue;
  40. class CPlayerInterface;
  41. class CCreatureAnimation;
  42. struct ProjectileInfo;
  43. class CClickableHex;
  44. struct BattleHex;
  45. struct InfoAboutHero;
  46. struct BattleAction;
  47. /// Class which manages the locked hex fields that are blocked e.g. by obstacles
  48. class CBattleObstacle
  49. {
  50. std::vector<int> lockedHexes;
  51. };
  52. /// Small struct which contains information about the id of the attacked stack, the damage dealt,...
  53. struct StackAttackedInfo
  54. {
  55. const CStack * defender; //attacked stack
  56. unsigned int dmg; //damage dealt
  57. unsigned int amountKilled; //how many creatures in stack has been killed
  58. const CStack * attacker; //attacking stack
  59. bool byShooting; //if true, stack has been attacked by shooting
  60. bool killed; //if true, stack has been killed
  61. bool rebirth; //if true, play rebirth animation after all
  62. bool cloneKilled;
  63. };
  64. /// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
  65. struct BattleEffect
  66. {
  67. int x, y; //position on the screen
  68. int frame, maxFrame;
  69. CDefHandler * anim; //animation to display
  70. int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
  71. };
  72. /// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
  73. struct CatapultProjectileInfo
  74. {
  75. const double facA, facB, facC;
  76. const int fromX, toX;
  77. CatapultProjectileInfo() : facA(0), facB(0), facC(0), fromX(0), toX(0) { };
  78. CatapultProjectileInfo(double factorA, double factorB, double factorC, int fromXX, int toXX) : facA(factorA), facB(factorB), facC(factorC),
  79. fromX(fromXX), toX(toXX) { };
  80. double calculateY(double x);
  81. };
  82. /// Big class which handles the overall battle interface actions and it is also responsible for
  83. /// drawing everything correctly.
  84. class CBattleInterface : public CIntObject
  85. {
  86. enum PossibleActions // actions performed at l-click
  87. {
  88. INVALID = -1, CREATURE_INFO,
  89. MOVE_TACTICS, CHOOSE_TACTICS_STACK,
  90. MOVE_STACK, ATTACK, WALK_AND_ATTACK, ATTACK_AND_RETURN, SHOOT, //OPEN_GATE, //we can open castle gate during siege
  91. NO_LOCATION, ANY_LOCATION, FRIENDLY_CREATURE_SPELL, HOSTILE_CREATURE_SPELL, RISING_SPELL, ANY_CREATURE, OBSTACLE, TELEPORT, SACRIFICE, RANDOM_GENIE_SPELL,
  92. FREE_LOCATION, //used with Force Field and Fire Wall - all tiles affected by spell must be free
  93. CATAPULT, HEAL, RISE_DEMONS
  94. };
  95. private:
  96. SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
  97. CAdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
  98. * bWait, * bDefence, * bConsoleUp, * bConsoleDown, *btactNext, *btactEnd;
  99. CBattleConsole * console;
  100. CBattleHero * attackingHero, * defendingHero; //fighting heroes
  101. CStackQueue *queue;
  102. const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
  103. const CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
  104. std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
  105. std::map< int, CDefHandler * > idToProjectile; //projectiles of creatures (creatureID, defhandler)
  106. std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
  107. std::map< int, SDL_Surface * > idToAbsoluteObstacle; //obstacles located on the battlefield
  108. //TODO these should be loaded only when needed (and freed then) but I believe it's rather work for resource manager,
  109. //so I didn't implement that (having ongoing RM development)
  110. CDefHandler *landMine;
  111. CDefHandler *quicksand;
  112. CDefHandler *fireWall;
  113. CDefHandler *smallForceField[2], *bigForceField[2]; // [side]
  114. std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
  115. ui8 animCount;
  116. const CStack * activeStack; //number of active stack; NULL - no one
  117. const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; NULL of none
  118. const CStack * selectedStack; //for Teleport / Sacrifice
  119. void activateStack(); //sets activeStack to stackToActivate etc.
  120. int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
  121. time_t lastMouseHoveredStackAnimationTime; // time when last mouse hovered animation occurred
  122. static const time_t HOVER_ANIM_DELTA;
  123. std::vector<BattleHex> occupyableHexes, //hexes available for active stack
  124. attackableHexes; //hexes attackable by active stack
  125. bool stackCountOutsideHexes[GameConstants::BFIELD_SIZE]; // hexes that when in front of a unit cause it's amount box to move back
  126. int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
  127. int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
  128. int attackingHex; //hex from which the stack would perform attack with current cursor
  129. double getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
  130. std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
  131. 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
  132. bool tacticsMode;
  133. bool stackCanCastSpell; //if true, active stack could possibly cats some target spell
  134. bool creatureCasting; //if true, stack currently aims to cats a spell
  135. bool spellDestSelectMode; //if true, player is choosing destination for his spell - only for GUI / console
  136. PossibleActions spellSelMode;
  137. BattleAction * spellToCast; //spell for which player is choosing destination
  138. const CSpell * sp; //spell pointer for convenience
  139. si32 creatureSpellToCast;
  140. std::vector<PossibleActions> possibleActions; //all actions possible to call at the moment by player
  141. std::vector<PossibleActions> localActions; //actions possible to take on hovered hex
  142. std::vector<PossibleActions> illegalActions; //these actions display message in case of illegal target
  143. PossibleActions currentAction; //action that will be performed on l-click
  144. PossibleActions selectedAction; //last action chosen (and saved) by player
  145. PossibleActions illegalAction; //most likely action that can't be performed here
  146. void getPossibleActionsForStack (const CStack * stack); //called when stack gets its turn
  147. void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
  148. void showAliveStack(const CStack *stack, SDL_Surface * to); //helper function for function show
  149. 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
  150. void showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks); //helper function for show
  151. 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
  152. SDL_Surface *imageOfObstacle(const CObstacleInstance &oi) const;
  153. Point whereToBlitObstacleImage(SDL_Surface *image, const CObstacleInstance &obstacle) const;
  154. void redrawBackgroundWithHexes(const CStack * activeStack);
  155. void printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker, bool Multiple);
  156. std::list<ProjectileInfo> projectiles; //projectiles flying on battlefield
  157. void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
  158. void giveCommand(Battle::ActionType action, BattleHex tile, ui32 stackID, si32 additional=-1, si32 selectedStack = -1);
  159. 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
  160. bool isCatapultAttackable(BattleHex hex) const; //returns true if given tile can be attacked by catapult
  161. std::list<BattleEffect> battleEffects; //different animations to display on the screen like spell effects
  162. /// Class which is responsible for drawing the wall of a siege during battle
  163. class SiegeHelper
  164. {
  165. private:
  166. SDL_Surface* walls[18];
  167. const CBattleInterface * owner;
  168. public:
  169. const CGTownInstance * town; //besieged town
  170. SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
  171. ~SiegeHelper(); //d-tor
  172. //filename getters
  173. 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
  174. 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
  175. friend class CBattleInterface;
  176. } * siegeH;
  177. CPlayerInterface * attackerInt, * defenderInt; //because LOCPLINT is not enough in hotSeat
  178. const CGHeroInstance * getActiveHero(); //returns hero that can currently cast a spell
  179. public:
  180. CPlayerInterface * curInt; //current player interface
  181. std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
  182. void addNewAnim(CBattleAnimation * anim); //adds new anim to pendingAnims
  183. ui32 animIDhelper; //for giving IDs for animations
  184. static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
  185. CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen); //c-tor
  186. ~CBattleInterface(); //d-tor
  187. //std::vector<TimeInterested*> timeinterested; //animation handling
  188. void setPrintCellBorders(bool set); //if true, cell borders will be printed
  189. void setPrintStackRange(bool set); //if true,range of active stack will be printed
  190. void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
  191. void setAnimSpeed(int set); //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  192. int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  193. std::vector<CClickableHex*> bfield; //11 lines, 17 hexes on each
  194. //std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
  195. SDL_Surface * cellBorder, * cellShade;
  196. CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
  197. bool myTurn; //if true, interface is active (commands can be ordered)
  198. CBattleResultWindow * resWindow; //window of end of battle
  199. bool moveStarted; //if true, the creature that is already moving is going to make its first step
  200. int moveSh; // sound handler used when moving a unit
  201. //button handle funcs:
  202. void bOptionsf();
  203. void bSurrenderf();
  204. void bFleef();
  205. void reallyFlee(); //performs fleeing without asking player
  206. void reallySurrender(); //performs surrendering without asking player
  207. void bAutofightf();
  208. void bSpellf();
  209. void bWaitf();
  210. void bDefencef();
  211. void bConsoleUpf();
  212. void bConsoleDownf();
  213. void bTacticNextStack(const CStack *current = NULL);
  214. void bEndTacticPhase();
  215. //end of button handle funcs
  216. //napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
  217. void activate();
  218. void deactivate();
  219. void showAll();
  220. void show();
  221. void keyPressed(const SDL_KeyboardEvent & key);
  222. void mouseMoved(const SDL_MouseMotionEvent &sEvent);
  223. void clickRight(tribool down, bool previousState);
  224. //call-ins
  225. void startAction(const BattleAction* action);
  226. void newStack(const CStack * stack); //new stack appeared on battlefield
  227. void stackRemoved(int stackID); //stack disappeared from batlefiled
  228. void stackActivated(const CStack * stack); //active stack has been changed
  229. void stackMoved(const CStack * stack, std::vector<BattleHex> destHex, int distance); //stack with id number moved to destHex
  230. void waitForAnims();
  231. void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
  232. void stackAttacking(const CStack * attacker, BattleHex dest, const CStack * attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
  233. void newRoundFirst( int round );
  234. void newRound(int number); //caled when round is ended; number is the number of round
  235. void hexLclicked(int whichOne); //hex only call-in
  236. void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
  237. void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
  238. const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
  239. void displayBattleFinished(); //displays battle result
  240. void spellCast(const BattleSpellCast * sc); //called when a hero casts a spell
  241. void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
  242. void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
  243. void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
  244. void battleTriggerEffect(const BattleTriggerEffect & bte);
  245. void setBattleCursor(const int myNumber); //really complex and messy, sets attackingHex
  246. void endAction(const BattleAction* action);
  247. void hideQueue();
  248. void showQueue();
  249. PossibleActions selectionTypeByPositiveness(const CSpell & spell);
  250. Rect hexPosition(BattleHex hex) const;
  251. void handleHex(BattleHex myNumber, int eventType);
  252. bool isCastingPossibleHere (const CStack * sactive, const CStack * shere, BattleHex myNumber);
  253. bool canStackMoveHere (const CStack * sactive, BattleHex MyNumber); //TODO: move to BattleState / callback
  254. BattleHex fromWhichHexAttack(BattleHex myNumber);
  255. void obstaclePlaced(const CObstacleInstance & oi);
  256. const CGHeroInstance * currentHero() const;
  257. InfoAboutHero enemyHero() const;
  258. friend class CPlayerInterface;
  259. friend class CAdventureMapButton;
  260. friend class CInGameConsole;
  261. friend class CBattleResultWindow;
  262. friend class CBattleHero;
  263. friend class CSpellEffectAnimation;
  264. friend class CBattleStackAnimation;
  265. friend class CReverseAnimation;
  266. friend class CDefenceAnimation;
  267. friend class CMovementAnimation;
  268. friend class CMovementStartAnimation;
  269. friend class CAttackAnimation;
  270. friend class CMeleeAttackAnimation;
  271. friend class CShootingAnimation;
  272. friend class CClickableHex;
  273. };