CBattleInterface.h 24 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 "../lib/ConstTransitivePtr.h" //may be reundant
  8. #include "CAnimation.h"
  9. /*
  10. * CBattleInterface.h, part of VCMI engine
  11. *
  12. * Authors: listed in file AUTHORS in main folder
  13. *
  14. * License: GNU General Public License v2.0 or later
  15. * Full text of license available in license.txt file, in main folder
  16. *
  17. */
  18. class CLabel;
  19. class CCreatureSet;
  20. class CGHeroInstance;
  21. class CDefHandler;
  22. class CStack;
  23. class CCallback;
  24. class AdventureMapButton;
  25. class CHighlightableButton;
  26. class CHighlightableButtonsGroup;
  27. struct BattleResult;
  28. struct BattleSpellCast;
  29. struct CObstacleInstance;
  30. template <typename T> struct CondSh;
  31. struct SetStackEffect;;
  32. struct BattleAction;
  33. class CGTownInstance;
  34. struct CatapultAttack;
  35. class CBattleInterface;
  36. struct CatapultProjectileInfo;
  37. struct BattleTriggerEffect;
  38. /// Small struct which contains information about the id of the attacked stack, the damage dealt,...
  39. struct SStackAttackedInfo
  40. {
  41. const CStack * defender; //attacked stack
  42. int dmg; //damage dealt
  43. int amountKilled; //how many creatures in stack has been killed
  44. const CStack * attacker; //attacking stack
  45. bool byShooting; //if true, stack has been attacked by shooting
  46. bool killed; //if true, stack has been killed
  47. bool rebirth; //if true, play rebirth animation after all
  48. };
  49. /// Small struct which contains information about the position and the velocity of a projectile
  50. struct SProjectileInfo
  51. {
  52. double x, y; //position on the screen
  53. double dx, dy; //change in position in one step
  54. int step, lastStep; //to know when finish showing this projectile
  55. int creID; //ID of creature that shot this projectile
  56. int stackID; //ID of stack
  57. int frameNum; //frame to display form projectile animation
  58. bool spin; //if true, frameNum will be increased
  59. int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
  60. bool reverse; //if true, projectile will be flipped by vertical asix
  61. CatapultProjectileInfo *catapultInfo; // holds info about the parabolic trajectory of the cannon
  62. };
  63. /// Base class of battle animations
  64. class CBattleAnimation
  65. {
  66. protected:
  67. CBattleInterface * owner;
  68. public:
  69. virtual bool init()=0; //to be called - if returned false, call again until returns true
  70. virtual void nextFrame()=0; //call every new frame
  71. virtual void endAnim(); //to be called mostly internally; in this class it removes animation from pendingAnims list
  72. bool isEarliest(bool perStackConcurrency); //determines if this animation is earliest of all
  73. unsigned int ID; //unique identifier
  74. CBattleAnimation(CBattleInterface * _owner);
  75. };
  76. class CDummyAnim : public CBattleAnimation
  77. {
  78. private:
  79. int counter;
  80. int howMany;
  81. public:
  82. bool init();
  83. void nextFrame();
  84. void endAnim();
  85. CDummyAnim(CBattleInterface * _owner, int howManyFrames);
  86. };
  87. /// This class manages a spell effect animation
  88. class CSpellEffectAnim : public CBattleAnimation
  89. {
  90. private:
  91. ui32 effect;
  92. THex destTile;
  93. std::string customAnim;
  94. int x, y, dx, dy;
  95. bool Vflip;
  96. public:
  97. bool init();
  98. void nextFrame();
  99. void endAnim();
  100. CSpellEffectAnim(CBattleInterface * _owner, ui32 _effect, THex _destTile, int _dx = 0, int _dy = 0, bool _Vflip = false);
  101. CSpellEffectAnim(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx = 0, int _dy = 0, bool _Vflip = false);
  102. };
  103. /// Sub-class which is responsible for managing the battle stack animation.
  104. class CBattleStackAnimation : public CBattleAnimation
  105. {
  106. public:
  107. const CStack * stack; //id of stack whose animation it is
  108. CBattleStackAnimation(CBattleInterface * _owner, const CStack * _stack);
  109. static bool isToReverseHlp(THex hexFrom, THex hexTo, bool curDir); //helper for isToReverse
  110. 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)
  111. CCreatureAnimation *myAnim(); //animation for our stack
  112. };
  113. /// Class responsible for animation of stack chaning direction (left <-> right)
  114. class CReverseAnim : public CBattleStackAnimation
  115. {
  116. private:
  117. int partOfAnim; //1 - first, 2 - second
  118. bool secondPartSetup;
  119. THex hex;
  120. public:
  121. bool priority; //true - high, false - low
  122. bool init();
  123. void nextFrame();
  124. void setupSecondPart();
  125. void endAnim();
  126. CReverseAnim(CBattleInterface * _owner, const CStack * stack, THex dest, bool _priority);
  127. };
  128. /// Animation of a defending unit
  129. class CDefenceAnim : public CBattleStackAnimation
  130. {
  131. private:
  132. //std::vector<SStackAttackedInfo> attackedInfos;
  133. int dmg; //damage dealt
  134. int amountKilled; //how many creatures in stack has been killed
  135. const CStack * attacker; //attacking stack
  136. bool byShooting; //if true, stack has been attacked by shooting
  137. bool killed; //if true, stack has been killed
  138. public:
  139. bool init();
  140. void nextFrame();
  141. void endAnim();
  142. CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner);
  143. };
  144. /// Move animation of a creature
  145. class CBattleStackMoved : public CBattleStackAnimation
  146. {
  147. private:
  148. std::vector<THex> destTiles; //destination
  149. THex nextHex;
  150. int nextPos;
  151. int distance;
  152. float stepX, stepY; //how far stack is moved in one frame
  153. float posX, posY;
  154. int steps, whichStep;
  155. int curStackPos; //position of stack before move
  156. public:
  157. bool init();
  158. void nextFrame();
  159. void endAnim();
  160. CBattleStackMoved(CBattleInterface * _owner, const CStack * _stack, std::vector<THex> _destTiles, int _distance);
  161. };
  162. /// Move start animation of a creature
  163. class CBattleMoveStart : public CBattleStackAnimation
  164. {
  165. public:
  166. bool init();
  167. void nextFrame();
  168. void endAnim();
  169. CBattleMoveStart(CBattleInterface * _owner, const CStack * _stack);
  170. };
  171. /// Move end animation of a creature
  172. class CBattleMoveEnd : public CBattleStackAnimation
  173. {
  174. private:
  175. THex destinationTile;
  176. public:
  177. bool init();
  178. void nextFrame();
  179. void endAnim();
  180. CBattleMoveEnd(CBattleInterface * _owner, const CStack * _stack, THex destTile);
  181. };
  182. /// This class is responsible for managing the battle attack animation
  183. class CBattleAttack : public CBattleStackAnimation
  184. {
  185. protected:
  186. THex dest; //atacked hex
  187. bool shooting;
  188. CCreatureAnim::EAnimType group; //if shooting is true, print this animation group
  189. const CStack * attackedStack;
  190. const CStack * attackingStack;
  191. int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature
  192. public:
  193. void nextFrame();
  194. bool checkInitialConditions();
  195. CBattleAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * defender);
  196. };
  197. /// Hand-to-hand attack
  198. class CMeleeAttack : public CBattleAttack
  199. {
  200. public:
  201. bool init();
  202. void nextFrame();
  203. void endAnim();
  204. CMeleeAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked);
  205. };
  206. /// Shooting attack
  207. class CShootingAnim : public CBattleAttack
  208. {
  209. private:
  210. int catapultDamage;
  211. bool catapult;
  212. public:
  213. bool init();
  214. void nextFrame();
  215. void endAnim();
  216. CShootingAnim(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked, bool _catapult = false, int _catapultDmg = 0); //last param only for catapult attacks
  217. };
  218. //end of battle animation handlers
  219. /// Hero battle animation
  220. class CBattleHero : public CIntObject
  221. {
  222. public:
  223. bool flip; //false if it's attacking hero, true otherwise
  224. CDefHandler * dh, *flag; //animation and flag
  225. const CGHeroInstance * myHero; //this animation's hero instance
  226. const CBattleInterface * myOwner; //battle interface to which this animation is assigned
  227. int phase; //stage of animation
  228. int nextPhase; //stage of animation to be set after current phase is fully displayed
  229. int image; //frame of animation
  230. unsigned char flagAnim, flagAnimCount; //for flag animation
  231. void show(SDL_Surface * to); //prints next frame of animation to to
  232. void activate();
  233. void deactivate();
  234. void setPhase(int newPhase); //sets phase of hero animation
  235. void clickLeft(tribool down, bool previousState); //call-in
  236. CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
  237. ~CBattleHero(); //d-tor
  238. };
  239. /// Class which stands for a single hex field on a battlefield
  240. class CBattleHex : public CIntObject
  241. {
  242. private:
  243. bool setAlterText; //if true, this hex has set alternative text in console and will clean it
  244. public:
  245. unsigned int myNumber; //number of hex in commonly used format
  246. bool accessible; //if true, this hex is accessible for units
  247. //CStack * ourStack;
  248. bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
  249. CBattleInterface * myInterface; //interface that owns me
  250. static Point getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * creature, const CBattleInterface * cbi); //returns (x, y) of left top corner of animation
  251. //for user interactions
  252. void hover (bool on);
  253. void activate();
  254. void deactivate();
  255. void mouseMoved (const SDL_MouseMotionEvent & sEvent);
  256. void clickLeft(tribool down, bool previousState);
  257. void clickRight(tribool down, bool previousState);
  258. CBattleHex();
  259. };
  260. /// Class which manages the locked hex fields that are blocked e.g. by obstacles
  261. class CBattleObstacle
  262. {
  263. std::vector<int> lockedHexes;
  264. };
  265. /// Class which shows the console at the bottom of the battle screen and manages the text of the console
  266. class CBattleConsole : public CIntObject
  267. {
  268. private:
  269. std::vector< std::string > texts; //a place where texts are stored
  270. int lastShown; //last shown line of text
  271. public:
  272. std::string alterTxt; //if it's not empty, this text is displayed
  273. std::string ingcAlter; //alternative text set by in-game console - very important!
  274. int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
  275. CBattleConsole(); //c-tor
  276. ~CBattleConsole(); //d-tor
  277. void show(SDL_Surface * to = 0);
  278. bool addText(const std::string & text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
  279. void eraseText(unsigned int pos); //erases added text at position pos
  280. void changeTextAt(const std::string & text, unsigned int pos); //if we have more than pos texts, pos-th is changed to given one
  281. void scrollUp(unsigned int by = 1); //scrolls console up by 'by' positions
  282. void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
  283. };
  284. /// Class which is responsible for showing the battle result window
  285. class CBattleResultWindow : public CIntObject
  286. {
  287. private:
  288. SDL_Surface * background;
  289. AdventureMapButton * exit;
  290. CBattleInterface * owner;
  291. public:
  292. CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, CBattleInterface * _owner); //c-tor
  293. ~CBattleResultWindow(); //d-tor
  294. void bExitf(); //exit button callback
  295. void activate();
  296. void deactivate();
  297. void show(SDL_Surface * to = 0);
  298. };
  299. /// Class which manages the battle options window
  300. class CBattleOptionsWindow : public CIntObject
  301. {
  302. private:
  303. CBattleInterface * myInt;
  304. CPicture * background;
  305. AdventureMapButton * setToDefault, * exit;
  306. CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
  307. CHighlightableButtonsGroup * animSpeeds;
  308. std::vector<CLabel*> labels;
  309. public:
  310. CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
  311. void bDefaultf(); //dafault button callback
  312. void bExitf(); //exit button callback
  313. };
  314. /// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
  315. struct SBattleEffect
  316. {
  317. int x, y; //position on the screen
  318. int frame, maxFrame;
  319. CDefHandler * anim; //animation to display
  320. int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
  321. };
  322. /// Shows the stack queue
  323. class CStackQueue : public CIntObject
  324. {
  325. class StackBox : public CIntObject
  326. {
  327. public:
  328. const CStack *my;
  329. SDL_Surface *bg;
  330. void hover (bool on);
  331. void showAll(SDL_Surface *to);
  332. void setStack(const CStack *nStack);
  333. StackBox(SDL_Surface *BG);
  334. ~StackBox();
  335. };
  336. public:
  337. static const int QUEUE_SIZE = 10;
  338. const bool embedded;
  339. std::vector<const CStack *> stacksSorted;
  340. std::vector<StackBox *> stackBoxes;
  341. SDL_Surface *box;
  342. SDL_Surface *bg;
  343. CBattleInterface * owner;
  344. void showAll(SDL_Surface *to);
  345. CStackQueue(bool Embedded, CBattleInterface * _owner);
  346. ~CStackQueue();
  347. void update();
  348. void blitBg( SDL_Surface * to );
  349. //void showAll(SDL_Surface *to);
  350. };
  351. /// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
  352. struct CatapultProjectileInfo
  353. {
  354. const double facA, facB, facC;
  355. const int fromX, toX;
  356. CatapultProjectileInfo() : facA(0), facB(0), facC(0), fromX(0), toX(0) { };
  357. CatapultProjectileInfo(double factorA, double factorB, double factorC, int fromXX, int toXX) : facA(factorA), facB(factorB), facC(factorC),
  358. fromX(fromXX), toX(toXX) { };
  359. double calculateY(double x);
  360. };
  361. /// Big class which handles the overall battle interface actions and it is also responsible for
  362. /// drawing everything correctly.
  363. class CBattleInterface : public CIntObject
  364. {
  365. enum SpellSelectionType
  366. {
  367. ANY_LOCATION = 0, FRIENDLY_CREATURE, HOSTILE_CREATURE, ANY_CREATURE, OBSTACLE, TELEPORT, NO_LOCATION = -1, STACK_SPELL_CANCELLED = -2
  368. };
  369. private:
  370. SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
  371. AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
  372. * bWait, * bDefence, * bConsoleUp, * bConsoleDown, *btactNext, *btactEnd;
  373. CBattleConsole * console;
  374. CBattleHero * attackingHero, * defendingHero; //fighting heroes
  375. CStackQueue *queue;
  376. const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
  377. const CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
  378. std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
  379. std::map< int, CDefHandler * > idToProjectile; //projectiles of creatures (creatureID, defhandler)
  380. std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
  381. std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
  382. unsigned char animCount;
  383. const CStack * activeStack; //number of active stack; NULL - no one
  384. const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; NULL of none
  385. void activateStack(); //sets activeStack to stackToActivate etc.
  386. int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
  387. time_t lastMouseHoveredStackAnimationTime; // time when last mouse hovered animation occurred
  388. static const time_t HOVER_ANIM_DELTA;
  389. std::vector<THex> occupyableHexes, //hexes available for active stack
  390. attackableHexes; //hexes attackable by active stack
  391. bool stackCountOutsideHexes[BFIELD_SIZE]; // hexes that when in front of a unit cause it's amount box to move back
  392. int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
  393. int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
  394. int attackingHex; //hex from which the stack would perform attack with current cursor
  395. float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
  396. std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
  397. 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
  398. bool tacticsMode;
  399. bool stackCanCastSpell; //if true, active stack could possibly cats some target spell
  400. bool spellDestSelectMode; //if true, player is choosing destination for his spell
  401. SpellSelectionType spellSelMode;
  402. BattleAction * spellToCast; //spell for which player is choosing destination
  403. TSpell creatureSpellToCast;
  404. void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
  405. void showAliveStack(const CStack *stack, SDL_Surface * to); //helper function for function show
  406. 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
  407. void showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks); //helper function for show
  408. void showObstacles(std::multimap<THex, int> *hexToObstacle, std::vector<CObstacleInstance> &obstacles, int hex, SDL_Surface *to); // show all obstacles at a given hex position
  409. void redrawBackgroundWithHexes(const CStack * activeStack);
  410. void printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker, bool Multiple);
  411. std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
  412. void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
  413. void giveCommand(ui8 action, THex tile, ui32 stack, si32 additional=-1);
  414. 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
  415. bool blockedByObstacle(THex hex) const;
  416. bool isCatapultAttackable(THex hex) const; //returns true if given tile can be attacked by catapult
  417. std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
  418. /// Class which is responsible for drawing the wall of a siege during battle
  419. class SiegeHelper
  420. {
  421. private:
  422. static std::string townTypeInfixes[F_NUMBER]; //for internal use only - to build filenames
  423. SDL_Surface * walls[18];
  424. const CBattleInterface * owner;
  425. public:
  426. const CGTownInstance * town; //besieged town
  427. SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
  428. ~SiegeHelper(); //d-tor
  429. //filename getters
  430. 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
  431. 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
  432. friend class CBattleInterface;
  433. } * siegeH;
  434. CPlayerInterface * attackerInt, * defenderInt; //because LOCPLINT is not enough in hotSeat
  435. const CGHeroInstance * getActiveHero(); //returns hero that can currently cast a spell
  436. public:
  437. CPlayerInterface * curInt; //current player interface
  438. std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
  439. void addNewAnim(CBattleAnimation * anim); //adds new anim to pendingAnims
  440. unsigned int animIDhelper; //for giving IDs for animations
  441. static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
  442. CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen); //c-tor
  443. ~CBattleInterface(); //d-tor
  444. //std::vector<TimeInterested*> timeinterested; //animation handling
  445. void setPrintCellBorders(bool set); //if true, cell borders will be printed
  446. void setPrintStackRange(bool set); //if true,range of active stack will be printed
  447. void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
  448. void setAnimSpeed(int set); //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  449. int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  450. CBattleHex bfield[BFIELD_SIZE]; //11 lines, 17 hexes on each
  451. //std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
  452. SDL_Surface * cellBorder, * cellShade;
  453. CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
  454. bool myTurn; //if true, interface is active (commands can be ordered)
  455. CBattleResultWindow * resWindow; //window of end of battle
  456. bool moveStarted; //if true, the creature that is already moving is going to make its first step
  457. int moveSh; // sound handler used when moving a unit
  458. //button handle funcs:
  459. void bOptionsf();
  460. void bSurrenderf();
  461. void bFleef();
  462. void reallyFlee(); //performs fleeing without asking player
  463. void reallySurrender(); //performs surrendering without asking player
  464. void bAutofightf();
  465. void bSpellf();
  466. void bWaitf();
  467. void bDefencef();
  468. void bConsoleUpf();
  469. void bConsoleDownf();
  470. void bTacticNextStack();
  471. void bEndTacticPhase();
  472. //end of button handle funcs
  473. //napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
  474. void activate();
  475. void deactivate();
  476. void show(SDL_Surface * to);
  477. void keyPressed(const SDL_KeyboardEvent & key);
  478. void mouseMoved(const SDL_MouseMotionEvent &sEvent);
  479. void clickRight(tribool down, bool previousState);
  480. //call-ins
  481. void startAction(const BattleAction* action);
  482. void newStack(const CStack * stack); //new stack appeared on battlefield
  483. void stackRemoved(int stackID); //stack disappeared from batlefiled
  484. void stackActivated(const CStack * stack); //active stack has been changed
  485. void stackMoved(const CStack * stack, std::vector<THex> destHex, int distance); //stack with id number moved to destHex
  486. void waitForAnims();
  487. void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
  488. void stackAttacking(const CStack * attacker, THex dest, const CStack * attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
  489. void newRoundFirst( int round );
  490. void newRound(int number); //caled when round is ended; number is the number of round
  491. void hexLclicked(int whichOne); //hex only call-in
  492. void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
  493. void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
  494. const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
  495. void displayBattleFinished(); //displays battle result
  496. void spellCast(const BattleSpellCast * sc); //called when a hero casts a spell
  497. void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
  498. void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
  499. void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
  500. void battleTriggerEffect(const BattleTriggerEffect & bte);
  501. void setBattleCursor(const int myNumber); //really complex and messy
  502. void endAction(const BattleAction* action);
  503. void hideQueue();
  504. void showQueue();
  505. friend class CBattleHex;
  506. friend class CBattleResultWindow;
  507. friend class CPlayerInterface;
  508. friend class AdventureMapButton;
  509. friend class CInGameConsole;
  510. friend class CReverseAnim;
  511. friend class CBattleStackAnimation;
  512. friend class CBattleAnimation;
  513. friend class CDefenceAnim;
  514. friend class CBattleStackMoved;
  515. friend class CBattleMoveStart;
  516. friend class CBattleMoveEnd;
  517. friend class CBattleAttack;
  518. friend class CMeleeAttack;
  519. friend class CShootingAnim;
  520. friend class CSpellEffectAnim;
  521. friend class CBattleHero;
  522. };
  523. #endif // __CBATTLEINTERFACE_H__