CBattleInterface.h 20 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. /*
  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 CCreatureSet;
  17. class CGHeroInstance;
  18. class CDefHandler;
  19. class CStack;
  20. class CCallback;
  21. class AdventureMapButton;
  22. class CHighlightableButton;
  23. class CHighlightableButtonsGroup;
  24. struct BattleResult;
  25. struct BattleSpellCast;
  26. template <typename T> struct CondSh;
  27. struct SetStackEffect;;
  28. struct BattleAction;
  29. class CGTownInstance;
  30. struct CatapultAttack;
  31. class CBattleInterface;
  32. struct SStackAttackedInfo
  33. {
  34. int ID; //id of attacked stack
  35. int dmg; //damage dealt
  36. int amountKilled; //how many creatures in stack has been killed
  37. int IDby; //ID of attacking stack
  38. bool byShooting; //if true, stack has been attacked by shooting
  39. bool killed; //if true, stack has been killed
  40. };
  41. struct SProjectileInfo
  42. {
  43. int x, y; //position on the screen
  44. int dx, dy; //change in position in one step
  45. int step, lastStep; //to know when finish showing this projectile
  46. int creID; //ID of creature that shot this projectile
  47. int frameNum; //frame to display form projectile animation
  48. bool spin; //if true, frameNum will be increased
  49. int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
  50. bool reverse; //if true, projectile will be flipped by vertical asix
  51. };
  52. //battle animation handlers
  53. class CBattleAnimation
  54. {
  55. protected:
  56. CBattleInterface * owner;
  57. public:
  58. virtual bool init()=0; //to be called - if returned false, call again until returns true
  59. virtual void nextFrame()=0; //call every new frame
  60. virtual void endAnim(); //to be called mostly internally; in this class it removes animation from pendingAnims list
  61. bool isEarliest(bool perStackConcurrency); //determines if this animation is earlies of all
  62. unsigned int ID; //unique identifier
  63. CBattleAnimation(CBattleInterface * _owner);
  64. };
  65. class CDummyAnim : public CBattleAnimation
  66. {
  67. private:
  68. int counter;
  69. int howMany;
  70. public:
  71. bool init();
  72. void nextFrame();
  73. void endAnim();
  74. CDummyAnim(CBattleInterface * _owner, int howManyFrames);
  75. };
  76. class CSpellEffectAnim : public CBattleAnimation
  77. {
  78. private:
  79. ui32 effect;
  80. int destTile;
  81. std::string customAnim;
  82. int x, y, dx, dy;
  83. bool Vflip;
  84. public:
  85. bool init();
  86. void nextFrame();
  87. void endAnim();
  88. CSpellEffectAnim(CBattleInterface * _owner, ui32 _effect, int _destTile, int _dx = 0, int _dy = 0, bool _Vflip = false);
  89. CSpellEffectAnim(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx = 0, int _dy = 0, bool _Vflip = false);
  90. };
  91. class CBattleStackAnimation : public CBattleAnimation
  92. {
  93. public:
  94. int stackID; //id of stack whose animation it is
  95. CBattleStackAnimation(CBattleInterface * _owner, int stack);
  96. static bool isToReverseHlp(int hexFrom, int hexTo, bool curDir); //helper for isToReverse
  97. static bool isToReverse(int hexFrom, int 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)
  98. };
  99. class CReverseAnim : public CBattleStackAnimation
  100. {
  101. private:
  102. int partOfAnim; //1 - first, 2 - second
  103. bool secondPartSetup;
  104. int hex;
  105. public:
  106. bool priority; //true - high, false - low
  107. bool init();
  108. void nextFrame();
  109. void endAnim();
  110. CReverseAnim(CBattleInterface * _owner, int stack, int dest, bool _priority);
  111. };
  112. class CDefenceAnim : public CBattleStackAnimation
  113. {
  114. private:
  115. //std::vector<SStackAttackedInfo> attackedInfos;
  116. int dmg; //damage dealt
  117. int amountKilled; //how many creatures in stack has been killed
  118. int IDby; //ID of attacking stack
  119. bool byShooting; //if true, stack has been attacked by shooting
  120. bool killed; //if true, stack has been killed
  121. public:
  122. bool init();
  123. void nextFrame();
  124. void endAnim();
  125. CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner);
  126. };
  127. class CBattleStackMoved : public CBattleStackAnimation
  128. {
  129. private:
  130. int destHex; //destination
  131. bool endMoving; //if this is end of move
  132. int distance;
  133. float stepX, stepY; //how far stack is moved in one frame
  134. float posX, posY;
  135. int steps, whichStep;
  136. int curStackPos; //position of stack before move
  137. public:
  138. bool init();
  139. void nextFrame();
  140. void endAnim();
  141. CBattleStackMoved(CBattleInterface * _owner, int _number, int _destHex, bool _endMoving, int _distance);
  142. };
  143. class CBattleMoveStart : public CBattleStackAnimation
  144. {
  145. public:
  146. bool init();
  147. void nextFrame();
  148. void endAnim();
  149. CBattleMoveStart(CBattleInterface * _owner, int stack);
  150. };
  151. class CBattleMoveEnd : public CBattleStackAnimation
  152. {
  153. private:
  154. int destinationTile;
  155. public:
  156. bool init();
  157. void nextFrame();
  158. void endAnim();
  159. CBattleMoveEnd(CBattleInterface * _owner, int stack, int destTile);
  160. };
  161. class CBattleAttack : public CBattleStackAnimation
  162. {
  163. protected:
  164. int IDby; //attacked stack
  165. int dest; //atacked hex
  166. int posShiftDueToDist;
  167. bool shooting;
  168. int group; //if shooting is true, print this animation group
  169. const CStack * attackedStack;
  170. const CStack * attackingStack;
  171. int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature
  172. public:
  173. void nextFrame();
  174. bool checkInitialConditions();
  175. CBattleAttack(CBattleInterface * _owner, int _stackID, int _dest, int _attackedID);
  176. };
  177. class CMeleeAttack : public CBattleAttack
  178. {
  179. public:
  180. bool init();
  181. void nextFrame();
  182. void endAnim();
  183. CMeleeAttack(CBattleInterface * _owner, int attacker, int _dest, int _attackedID);
  184. };
  185. class CShootingAnim : public CBattleAttack
  186. {
  187. private:
  188. int catapultDamage;
  189. bool catapult;
  190. public:
  191. bool init();
  192. void nextFrame();
  193. void endAnim();
  194. CShootingAnim(CBattleInterface * _owner, int attacker, int _dest, int _attackedID, bool _catapult = false, int _catapultDmg = 0); //last param only for catapult attacks
  195. };
  196. //end of battle animation handlers
  197. class CBattleHero : public CIntObject
  198. {
  199. public:
  200. bool flip; //false if it's attacking hero, true otherwise
  201. CDefHandler * dh, *flag; //animation and flag
  202. const CGHeroInstance * myHero; //this animation's hero instance
  203. const CBattleInterface * myOwner; //battle interface to which this animation is assigned
  204. int phase; //stage of animation
  205. int nextPhase; //stage of animation to be set after current phase is fully displayed
  206. int image; //frame of animation
  207. unsigned char flagAnim, flagAnimCount; //for flag animation
  208. void show(SDL_Surface * to); //prints next frame of animation to to
  209. void activate();
  210. void deactivate();
  211. void setPhase(int newPhase); //sets phase of hero animation
  212. void clickLeft(tribool down, bool previousState); //call-in
  213. CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
  214. ~CBattleHero(); //d-tor
  215. };
  216. class CBattleHex : public CIntObject
  217. {
  218. private:
  219. bool setAlterText; //if true, this hex has set alternative text in console and will clean it
  220. public:
  221. unsigned int myNumber; //number of hex in commonly used format
  222. bool accessible; //if true, this hex is accessible for units
  223. //CStack * ourStack;
  224. bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
  225. CBattleInterface * myInterface; //interface that owns me
  226. static Point getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * creature, const CBattleInterface * cbi); //returns (x, y) of left top corner of animation
  227. //for user interactions
  228. void hover (bool on);
  229. void activate();
  230. void deactivate();
  231. void mouseMoved (const SDL_MouseMotionEvent & sEvent);
  232. void clickLeft(tribool down, bool previousState);
  233. void clickRight(tribool down, bool previousState);
  234. CBattleHex();
  235. };
  236. class CBattleObstacle
  237. {
  238. std::vector<int> lockedHexes;
  239. };
  240. class CBattleConsole : public CIntObject
  241. {
  242. private:
  243. std::vector< std::string > texts; //a place where texts are stored
  244. int lastShown; //last shown line of text
  245. public:
  246. std::string alterTxt; //if it's not empty, this text is displayed
  247. std::string ingcAlter; //alternative text set by in-game console - very important!
  248. int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
  249. CBattleConsole(); //c-tor
  250. ~CBattleConsole(); //d-tor
  251. void show(SDL_Surface * to = 0);
  252. bool addText(const std::string & text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
  253. void eraseText(unsigned int pos); //erases added text at position pos
  254. void changeTextAt(const std::string & text, unsigned int pos); //if we have more than pos texts, pos-th is changed to given one
  255. void scrollUp(unsigned int by = 1); //scrolls console up by 'by' positions
  256. void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
  257. };
  258. class CBattleResultWindow : public CIntObject
  259. {
  260. private:
  261. SDL_Surface * background;
  262. AdventureMapButton * exit;
  263. CBattleInterface * owner;
  264. public:
  265. CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, CBattleInterface * _owner); //c-tor
  266. ~CBattleResultWindow(); //d-tor
  267. void bExitf(); //exit button callback
  268. void activate();
  269. void deactivate();
  270. void show(SDL_Surface * to = 0);
  271. };
  272. class CBattleOptionsWindow : public CIntObject
  273. {
  274. private:
  275. CBattleInterface * myInt;
  276. SDL_Surface * background;
  277. AdventureMapButton * setToDefault, * exit;
  278. CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
  279. CHighlightableButtonsGroup * animSpeeds;
  280. public:
  281. CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
  282. ~CBattleOptionsWindow(); //d-tor
  283. void bDefaultf(); //dafault button callback
  284. void bExitf(); //exit button callback
  285. void activate();
  286. void deactivate();
  287. void show(SDL_Surface * to = 0);
  288. };
  289. struct SBattleEffect
  290. {
  291. int x, y; //position on the screen
  292. int frame, maxFrame;
  293. CDefHandler * anim; //animation to display
  294. int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
  295. };
  296. class CStackQueue : public CIntObject
  297. {
  298. class StackBox : public CIntObject
  299. {
  300. public:
  301. const CStack *my;
  302. SDL_Surface *bg;
  303. void hover (bool on);
  304. void showAll(SDL_Surface *to);
  305. void setStack(const CStack *nStack);
  306. StackBox(SDL_Surface *BG);
  307. ~StackBox();
  308. };
  309. public:
  310. static const int QUEUE_SIZE = 10;
  311. const bool embedded;
  312. std::vector<const CStack *> stacksSorted;
  313. std::vector<StackBox *> stackBoxes;
  314. SDL_Surface *box;
  315. SDL_Surface *bg;
  316. CBattleInterface * owner;
  317. void showAll(SDL_Surface *to);
  318. CStackQueue(bool Embedded, CBattleInterface * _owner);
  319. ~CStackQueue();
  320. void update();
  321. void blitBg( SDL_Surface * to );
  322. //void showAll(SDL_Surface *to);
  323. };
  324. class CBattleInterface : public CIntObject
  325. {
  326. private:
  327. SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
  328. AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
  329. * bWait, * bDefence, * bConsoleUp, * bConsoleDown;
  330. CBattleConsole * console;
  331. CBattleHero * attackingHero, * defendingHero; //fighting heroes
  332. CStackQueue *queue;
  333. const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
  334. const CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
  335. std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
  336. std::map< int, CDefHandler * > idToProjectile; //projectiles of creatures (creatureID, defhandler)
  337. std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
  338. std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
  339. unsigned char animCount;
  340. int activeStack; //number of active stack; -1 - no one
  341. int stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; -1 of none
  342. void activateStack(); //sets activeStack to stackToActivate etc.
  343. int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
  344. std::vector<int> shadedHexes; //hexes available for active stack
  345. int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
  346. int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
  347. float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
  348. std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
  349. bool spellDestSelectMode; //if true, player is choosing destination for his spell
  350. int spellSelMode; //0 - any location, 1 - any friendly creature, 2 - any hostile creature, 3 - any creature,
  351. //4 - obstacle, 5 - teleport -1 - no location
  352. BattleAction * spellToCast; //spell for which player is choosing destination
  353. void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
  354. void showAliveStack(const CStack *stack, SDL_Surface * to); //helper function for function show
  355. void showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks); //helper function for show
  356. void redrawBackgroundWithHexes(int activeStack);
  357. void printConsoleAttacked(int ID, int dmg, int killed, int IDby);
  358. std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
  359. void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
  360. void giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional=-1);
  361. bool isTileAttackable(const int & number) const; //returns true if tile 'number' is neighboring any tile from active stack's range or is one of these tiles
  362. bool blockedByObstacle(int hex) const;
  363. bool isCatapultAttackable(int hex) const; //returns true if given tile can be attacked by catapult
  364. std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
  365. class SiegeHelper
  366. {
  367. private:
  368. static std::string townTypeInfixes[F_NUMBER]; //for internal use only - to build filenames
  369. SDL_Surface * walls[18];
  370. const CBattleInterface * owner;
  371. public:
  372. const CGTownInstance * town; //besieged town
  373. SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
  374. ~SiegeHelper(); //d-tor
  375. //filename getters
  376. 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
  377. 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
  378. friend class CBattleInterface;
  379. } * siegeH;
  380. CPlayerInterface * attackerInt, * defenderInt; //because LOCPLINT is not enough in hotSeat
  381. const CGHeroInstance * getActiveHero(); //returns hero that can currently cast a spell
  382. public:
  383. CPlayerInterface * curInt; //current player interface
  384. std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
  385. void addNewAnim(CBattleAnimation * anim); //adds new anim to pendingAnims
  386. unsigned int animIDhelper; //for giving IDs for animations
  387. static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
  388. CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen); //c-tor
  389. ~CBattleInterface(); //d-tor
  390. //std::vector<TimeInterested*> timeinterested; //animation handling
  391. void setPrintCellBorders(bool set); //if true, cell borders will be printed
  392. void setPrintStackRange(bool set); //if true,range of active stack will be printed
  393. void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
  394. void setAnimSpeed(int set); //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  395. int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  396. CBattleHex bfield[BFIELD_SIZE]; //11 lines, 17 hexes on each
  397. //std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
  398. SDL_Surface * cellBorder, * cellShade;
  399. CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
  400. bool myTurn; //if true, interface is active (commands can be ordered
  401. CBattleResultWindow * resWindow; //window of end of battle
  402. bool moveStarted; //if true, the creature that is already moving is going to make its first step
  403. int moveSh; // sound handler used when moving a unit
  404. //button handle funcs:
  405. void bOptionsf();
  406. void bSurrenderf();
  407. void bFleef();
  408. void reallyFlee(); //performs fleeing without asking player
  409. void bAutofightf();
  410. void bSpellf();
  411. void bWaitf();
  412. void bDefencef();
  413. void bConsoleUpf();
  414. void bConsoleDownf();
  415. //end of button handle funcs
  416. //napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
  417. void activate();
  418. void deactivate();
  419. void show(SDL_Surface * to);
  420. void keyPressed(const SDL_KeyboardEvent & key);
  421. void mouseMoved(const SDL_MouseMotionEvent &sEvent);
  422. void clickRight(tribool down, bool previousState);
  423. //call-ins
  424. void startAction(const BattleAction* action);
  425. void newStack(int stackID); //new stack appeared on battlefield
  426. void stackRemoved(int stackID); //stack disappeared from batlefiled
  427. //void stackKilled(int ID, int dmg, int killed, int IDby, bool byShooting); //stack has been killed (but corpses remain)
  428. void stackActivated(int number); //active stack has been changed
  429. void stackMoved(int number, int destHex, bool endMoving, int distance); //stack with id number moved to destHex
  430. void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
  431. void stackAttacking(int ID, int dest, int attackedID); //called when stack with id ID is attacking something on hex dest
  432. void newRoundFirst( int round );
  433. void newRound(int number); //caled when round is ended; number is the number of round
  434. void hexLclicked(int whichOne); //hex only call-in
  435. void stackIsShooting(int ID, int dest, int attackedID); //called when stack with id ID is shooting to hex dest
  436. void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
  437. void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
  438. const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
  439. void displayBattleFinished(); //displays battle result
  440. void spellCast(const BattleSpellCast * sc); //called when a hero casts a spell
  441. void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
  442. void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
  443. void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
  444. void endAction(const BattleAction* action);
  445. void hideQueue();
  446. void showQueue();
  447. friend class CBattleHex;
  448. friend class CBattleResultWindow;
  449. friend class CPlayerInterface;
  450. friend class AdventureMapButton;
  451. friend class CInGameConsole;
  452. friend class CReverseAnim;
  453. friend class CBattleAnimation;
  454. friend class CDefenceAnim;
  455. friend class CBattleStackMoved;
  456. friend class CBattleMoveStart;
  457. friend class CBattleMoveEnd;
  458. friend class CBattleAttack;
  459. friend class CMeleeAttack;
  460. friend class CShootingAnim;
  461. friend class CSpellEffectAnim;
  462. friend class CBattleHero;
  463. };
  464. #endif // __CBATTLEINTERFACE_H__