CBattleInterface.h 18 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. /*
  7. * CBattleInterface.h, part of VCMI engine
  8. *
  9. * Authors: listed in file AUTHORS in main folder
  10. *
  11. * License: GNU General Public License v2.0 or later
  12. * Full text of license available in license.txt file, in main folder
  13. *
  14. */
  15. class CCreatureSet;
  16. class CGHeroInstance;
  17. class CDefHandler;
  18. class CStack;
  19. class CCallback;
  20. class AdventureMapButton;
  21. class CHighlightableButton;
  22. class CHighlightableButtonsGroup;
  23. struct BattleResult;
  24. struct SpellCast;
  25. template <typename T> struct CondSh;
  26. struct SetStackEffect;;
  27. struct BattleAction;
  28. class CGTownInstance;
  29. class CBattleInterface;
  30. struct SStackAttackedInfo
  31. {
  32. int ID; //id of attacked stack
  33. int dmg; //damage dealt
  34. int amountKilled; //how many creatures in stack has been killed
  35. int IDby; //ID of attacking stack
  36. bool byShooting; //if true, stack has been attacked by shooting
  37. bool killed; //if true, stack has been killed
  38. };
  39. struct SProjectileInfo
  40. {
  41. int x, y; //position on the screen
  42. int dx, dy; //change in position in one step
  43. int step, lastStep; //to know when finish showing this projectile
  44. int creID; //ID of creature that shot this projectile
  45. int frameNum; //frame to display form projectile animation
  46. bool spin; //if true, frameNum will be increased
  47. int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
  48. bool reverse; //if true, projectile will be flipped by vertical asix
  49. };
  50. //battle animation handlers
  51. class CBattleAnimation
  52. {
  53. protected:
  54. CBattleInterface * owner;
  55. public:
  56. virtual bool init()=0; //to be called - if returned false, call again until returns true
  57. virtual void nextFrame()=0; //call every new frame
  58. virtual void endAnim(); //to be called mostly internally; in this class it removes animation from pendingAnims list
  59. bool isEarliest(bool perStackConcurrency); //determines if this animation is earlies of all
  60. unsigned int ID; //unique identifier
  61. CBattleAnimation(CBattleInterface * _owner);
  62. };
  63. class CBattleStackAnimation : public CBattleAnimation
  64. {
  65. public:
  66. int stackID; //id of stack whose animation it is
  67. CBattleStackAnimation(CBattleInterface * _owner, int stack);
  68. static bool isToReverseHlp(int hexFrom, int hexTo, bool curDir); //helper for isToReverse
  69. 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)
  70. };
  71. class CReverseAnim : public CBattleStackAnimation
  72. {
  73. private:
  74. int partOfAnim; //1 - first, 2 - second
  75. bool secondPartSetup;
  76. int hex;
  77. public:
  78. bool priority; //true - high, false - low
  79. bool init();
  80. void nextFrame();
  81. void endAnim();
  82. CReverseAnim(CBattleInterface * _owner, int stack, int dest, bool _priority);
  83. };
  84. class CDefenceAnim : public CBattleStackAnimation
  85. {
  86. private:
  87. //std::vector<SStackAttackedInfo> attackedInfos;
  88. int dmg; //damage dealt
  89. int amountKilled; //how many creatures in stack has been killed
  90. int IDby; //ID of attacking stack
  91. bool byShooting; //if true, stack has been attacked by shooting
  92. bool killed; //if true, stack has been killed
  93. public:
  94. bool init();
  95. void nextFrame();
  96. void endAnim();
  97. CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner);
  98. };
  99. class CBattleStackMoved : public CBattleStackAnimation
  100. {
  101. private:
  102. int destHex; //destination
  103. bool endMoving; //if this is end of move
  104. int distance;
  105. float stepX, stepY; //how far stack is moved in one frame
  106. float posX, posY;
  107. int steps, whichStep;
  108. int curStackPos; //position of stack before move
  109. public:
  110. bool init();
  111. void nextFrame();
  112. void endAnim();
  113. CBattleStackMoved(CBattleInterface * _owner, int _number, int _destHex, bool _endMoving, int _distance);
  114. };
  115. class CBattleMoveStart : public CBattleStackAnimation
  116. {
  117. public:
  118. bool init();
  119. void nextFrame();
  120. void endAnim();
  121. CBattleMoveStart(CBattleInterface * _owner, int stack);
  122. };
  123. class CBattleMoveEnd : public CBattleStackAnimation
  124. {
  125. private:
  126. int destinationTile;
  127. public:
  128. bool init();
  129. void nextFrame();
  130. void endAnim();
  131. CBattleMoveEnd(CBattleInterface * _owner, int stack, int destTile);
  132. };
  133. class CBattleAttack : public CBattleStackAnimation
  134. {
  135. protected:
  136. int IDby; //attacked stack
  137. int dest; //atacked hex
  138. int posShiftDueToDist;
  139. bool shooting;
  140. int group; //if shooting is true, print this animation group
  141. int sh; // temporary sound handler
  142. const CStack * attackedStack;
  143. public:
  144. void nextFrame();
  145. bool checkInitialConditions();
  146. CBattleAttack(CBattleInterface * _owner, int _stackID, int _dest);
  147. };
  148. class CMeleeAttack : public CBattleAttack
  149. {
  150. public:
  151. bool init();
  152. void nextFrame();
  153. void endAnim();
  154. CMeleeAttack(CBattleInterface * _owner, int attacker, int _dest);
  155. };
  156. class CShootingAnim : public CBattleAttack
  157. {
  158. public:
  159. bool init();
  160. void nextFrame();
  161. void endAnim();
  162. CShootingAnim(CBattleInterface * _owner, int attacker, int _dest);
  163. };
  164. //end of battle animation handlers
  165. class CBattleHero : public CIntObject
  166. {
  167. public:
  168. bool flip; //false if it's attacking hero, true otherwise
  169. CDefHandler * dh, *flag; //animation and flag
  170. const CGHeroInstance * myHero; //this animation's hero instance
  171. const CBattleInterface * myOwner; //battle interface to which this animation is assigned
  172. int phase; //stage of animation
  173. int nextPhase; //stage of animation to be set after current phase is fully displayed
  174. int image; //frame of animation
  175. unsigned char flagAnim, flagAnimCount; //for flag animation
  176. void show(SDL_Surface * to); //prints next frame of animation to to
  177. void activate();
  178. void deactivate();
  179. void setPhase(int newPhase); //sets phase of hero animation
  180. void clickLeft(tribool down, bool previousState); //call-in
  181. CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
  182. ~CBattleHero(); //d-tor
  183. };
  184. class CBattleHex : public CIntObject
  185. {
  186. private:
  187. bool setAlterText; //if true, this hex has set alternative text in console and will clean it
  188. public:
  189. unsigned int myNumber; //number of hex in commonly used format
  190. bool accesible; //if true, this hex is accessible for units
  191. //CStack * ourStack;
  192. bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
  193. CBattleInterface * myInterface; //interface that owns me
  194. static std::pair<int, int> getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * creature, const CBattleInterface * cbi); //returns (x, y) of left top corner of animation
  195. //for user interactions
  196. void hover (bool on);
  197. void activate();
  198. void deactivate();
  199. void mouseMoved (const SDL_MouseMotionEvent & sEvent);
  200. void clickLeft(tribool down, bool previousState);
  201. void clickRight(tribool down, bool previousState);
  202. CBattleHex();
  203. };
  204. class CBattleObstacle
  205. {
  206. std::vector<int> lockedHexes;
  207. };
  208. class CBattleConsole : public CIntObject
  209. {
  210. private:
  211. std::vector< std::string > texts; //a place where texts are stored
  212. int lastShown; //last shown line of text
  213. public:
  214. std::string alterTxt; //if it's not empty, this text is displayed
  215. std::string ingcAlter; //alternative text set by in-game console - very important!
  216. int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
  217. CBattleConsole(); //c-tor
  218. ~CBattleConsole(); //d-tor
  219. void show(SDL_Surface * to = 0);
  220. bool addText(const std::string & text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
  221. void eraseText(unsigned int pos); //erases added text at position pos
  222. void changeTextAt(const std::string & text, unsigned int pos); //if we have more than pos texts, pos-th is changed to given one
  223. void scrollUp(unsigned int by = 1); //scrolls console up by 'by' positions
  224. void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
  225. };
  226. class CBattleResultWindow : public CIntObject
  227. {
  228. private:
  229. SDL_Surface * background;
  230. AdventureMapButton * exit;
  231. public:
  232. CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, const CBattleInterface * owner); //c-tor
  233. ~CBattleResultWindow(); //d-tor
  234. void bExitf(); //exit button callback
  235. void activate();
  236. void deactivate();
  237. void show(SDL_Surface * to = 0);
  238. };
  239. class CBattleOptionsWindow : public CIntObject
  240. {
  241. private:
  242. CBattleInterface * myInt;
  243. SDL_Surface * background;
  244. AdventureMapButton * setToDefault, * exit;
  245. CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
  246. CHighlightableButtonsGroup * animSpeeds;
  247. public:
  248. CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
  249. ~CBattleOptionsWindow(); //d-tor
  250. void bDefaultf(); //dafault button callback
  251. void bExitf(); //exit button callback
  252. void activate();
  253. void deactivate();
  254. void show(SDL_Surface * to = 0);
  255. };
  256. struct BattleSettings
  257. {
  258. BattleSettings()
  259. {
  260. printCellBorders = true;
  261. printStackRange = true;
  262. animSpeed = 2;
  263. printMouseShadow = true;
  264. }
  265. bool printCellBorders; //if true, cell borders will be printed
  266. bool printStackRange; //if true,range of active stack will be printed
  267. int animSpeed; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  268. bool printMouseShadow; //if true, hex under mouse will be shaded
  269. template <typename Handler> void serialize(Handler &h, const int version)
  270. {
  271. h & printCellBorders & printStackRange & animSpeed & printMouseShadow;
  272. }
  273. };
  274. class CBattleInterface : public CIntObject
  275. {
  276. private:
  277. SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
  278. AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
  279. * bWait, * bDefence, * bConsoleUp, * bConsoleDown;
  280. CBattleConsole * console;
  281. CBattleHero * attackingHero, * defendingHero; //fighting heroes
  282. CCreatureSet * army1, * army2; //fighting armies
  283. CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
  284. std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
  285. std::map< int, CDefHandler * > idToProjectile; //projectiles of creaures (creatureID, defhandler)
  286. std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
  287. std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
  288. unsigned char animCount;
  289. int activeStack; //number of active stack; -1 - no one
  290. int stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; -1 of none
  291. void activateStack(); //sets activeStack to stackToActivate etc.
  292. int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
  293. std::vector<int> shadedHexes; //hexes available for active stack
  294. int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
  295. int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
  296. float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
  297. std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
  298. bool spellDestSelectMode; //if true, player is choosing destination for his spell
  299. int spellSelMode; //0 - any location, 1 - any firendly creature, 2 - any hostile creature, 3 - any creature, 4 - obstacle,z -1 - no location
  300. BattleAction * spellToCast; //spell for which player is choosing destination
  301. void endCastingSpell(); //ends casting spell (eg. when spell has been cast or cancelled)
  302. void showAliveStack(int ID, const std::map<int, CStack> & stacks, SDL_Surface * to); //helper function for function show
  303. void showPieceOfWall(SDL_Surface * to, int hex, const std::map<int, CStack> & stacks); //helper function for show
  304. void redrawBackgroundWithHexes(int activeStack);
  305. void printConsoleAttacked(int ID, int dmg, int killed, int IDby);
  306. std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
  307. void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
  308. void giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional=-1);
  309. bool isTileAttackable(const int & number) const; //returns true if tile 'number' is neighbouring any tile from active stack's range or is one of these tiles
  310. bool blockedByObstacle(int hex) const;
  311. bool isCatapultAttackable(int hex) const; //returns true if given tile can be attacked by catapult
  312. struct SBattleEffect
  313. {
  314. int x, y; //position on the screen
  315. int frame, maxFrame;
  316. CDefHandler * anim; //animation to display
  317. };
  318. std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
  319. class SiegeHelper
  320. {
  321. private:
  322. static std::string townTypeInfixes[F_NUMBER]; //for internal use only - to build filenames
  323. SDL_Surface * walls[18];
  324. const CBattleInterface * owner;
  325. public:
  326. const CGTownInstance * town; //besieged town
  327. SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
  328. ~SiegeHelper(); //d-tor
  329. //filename getters
  330. 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
  331. 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
  332. friend class CPlayerInterface;
  333. } * siegeH;
  334. public:
  335. std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
  336. void addNewAnim(CBattleAnimation * anim); //adds new anim to pendingAnims
  337. unsigned int animIDhelper; //for giving IDs for animations
  338. static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
  339. CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect); //c-tor
  340. ~CBattleInterface(); //d-tor
  341. //std::vector<TimeInterested*> timeinterested; //animation handling
  342. static BattleSettings settings;
  343. void setPrintCellBorders(bool set); //if true, cell borders will be printed
  344. void setPrintStackRange(bool set); //if true,range of active stack will be printed
  345. void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
  346. void setAnimSpeed(int set); //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  347. int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  348. CBattleHex bfield[BFIELD_SIZE]; //11 lines, 17 hexes on each
  349. //std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
  350. SDL_Surface * cellBorder, * cellShade;
  351. CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
  352. bool myTurn; //if true, interface is active (commands can be ordered
  353. CBattleResultWindow * resWindow; //window of end of battle
  354. bool showStackQueue; //if true, queue of stacks will be shown
  355. bool moveStarted; //if true, the creature that is already moving is going to make its first step
  356. int moveSh; // sound handler used when moving a unit
  357. //button handle funcs:
  358. void bOptionsf();
  359. void bSurrenderf();
  360. void bFleef();
  361. void reallyFlee(); //performs fleeing without asking player
  362. void bAutofightf();
  363. void bSpellf();
  364. void bWaitf();
  365. void bDefencef();
  366. void bConsoleUpf();
  367. void bConsoleDownf();
  368. //end of button handle funcs
  369. //napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
  370. void activate();
  371. void deactivate();
  372. void show(SDL_Surface * to);
  373. void keyPressed(const SDL_KeyboardEvent & key);
  374. void mouseMoved(const SDL_MouseMotionEvent &sEvent);
  375. void clickRight(tribool down, bool previousState);
  376. //call-ins
  377. void newStack(int stackID); //new stack appeared on battlefield
  378. void stackRemoved(int stackID); //stack disappeared from batlefiled
  379. //void stackKilled(int ID, int dmg, int killed, int IDby, bool byShooting); //stack has been killed (but corpses remain)
  380. void stackActivated(int number); //active stack has been changed
  381. void stackMoved(int number, int destHex, bool endMoving, int distance); //stack with id number moved to destHex
  382. void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
  383. void stackAttacking(int ID, int dest); //called when stack with id ID is attacking something on hex dest
  384. void newRound(int number); //caled when round is ended; number is the number of round
  385. void hexLclicked(int whichOne); //hex only call-in
  386. void stackIsShooting(int ID, int dest); //called when stack with id ID is shooting to hex dest
  387. void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
  388. const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
  389. void displayBattleFinished(); //displays battle result
  390. void spellCast(SpellCast * sc); //called when a hero casts a spell
  391. void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
  392. void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
  393. void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
  394. friend class CBattleHex;
  395. friend class CBattleResultWindow;
  396. friend class CPlayerInterface;
  397. friend class AdventureMapButton;
  398. friend class CInGameConsole;
  399. friend class CReverseAnim;
  400. friend class CBattleAnimation;
  401. friend class CDefenceAnim;
  402. friend class CBattleStackMoved;
  403. friend class CBattleMoveStart;
  404. friend class CBattleMoveEnd;
  405. friend class CBattleAttack;
  406. friend class CMeleeAttack;
  407. friend class CShootingAnim;
  408. };
  409. #endif // __CBATTLEINTERFACE_H__