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 CBattleGameInterface;
  48. /// Small struct which contains information about the id of the attacked stack, the damage dealt,...
  49. struct StackAttackedInfo
  50. {
  51. const CStack * defender; //attacked stack
  52. unsigned int dmg; //damage dealt
  53. unsigned int amountKilled; //how many creatures in stack has been killed
  54. const CStack * attacker; //attacking stack
  55. bool rangedAttack; //if true, stack has been attacked by shooting
  56. bool killed; //if true, stack has been killed
  57. bool rebirth; //if true, play rebirth animation after all
  58. bool cloneKilled;
  59. };
  60. /// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
  61. struct BattleEffect
  62. {
  63. int x, y; //position on the screen
  64. float currentFrame;
  65. int maxFrame;
  66. CDefHandler * anim; //animation to display
  67. int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
  68. BattleHex position; //Indicates if effect which hex the effect is drawn on
  69. };
  70. struct BattleObjectsByHex
  71. {
  72. typedef std::vector<int> TWallList;
  73. typedef std::vector<const CStack * > TStackList;
  74. typedef std::vector<const BattleEffect *> TEffectList;
  75. typedef std::vector<shared_ptr<const CObstacleInstance> > TObstacleList;
  76. struct HexData
  77. {
  78. TWallList walls;
  79. TStackList dead;
  80. TStackList alive;
  81. TEffectList effects;
  82. TObstacleList obstacles;
  83. };
  84. HexData beforeAll;
  85. HexData afterAll;
  86. std::array<HexData, GameConstants::BFIELD_SIZE> hex;
  87. };
  88. /// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
  89. struct CatapultProjectileInfo
  90. {
  91. CatapultProjectileInfo(Point from, Point dest);
  92. double facA, facB, facC;
  93. double calculateY(double x);
  94. };
  95. /// Big class which handles the overall battle interface actions and it is also responsible for
  96. /// drawing everything correctly.
  97. class CBattleInterface : public CIntObject
  98. {
  99. enum PossibleActions // actions performed at l-click
  100. {
  101. INVALID = -1, CREATURE_INFO,
  102. MOVE_TACTICS, CHOOSE_TACTICS_STACK,
  103. MOVE_STACK, ATTACK, WALK_AND_ATTACK, ATTACK_AND_RETURN, SHOOT, //OPEN_GATE, //we can open castle gate during siege
  104. NO_LOCATION, ANY_LOCATION, FRIENDLY_CREATURE_SPELL, HOSTILE_CREATURE_SPELL, RISING_SPELL, ANY_CREATURE, OBSTACLE, TELEPORT, SACRIFICE, RANDOM_GENIE_SPELL,
  105. FREE_LOCATION, //used with Force Field and Fire Wall - all tiles affected by spell must be free
  106. CATAPULT, HEAL, RISE_DEMONS
  107. };
  108. private:
  109. SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
  110. CAdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
  111. * bWait, * bDefence, * bConsoleUp, * bConsoleDown, *btactNext, *btactEnd;
  112. CBattleConsole * console;
  113. CBattleHero * attackingHero, * defendingHero; //fighting heroes
  114. CStackQueue *queue;
  115. const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
  116. const CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
  117. std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
  118. std::map< int, CDefHandler * > idToProjectile; //projectiles of creatures (creatureID, defhandler)
  119. std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
  120. std::map< int, SDL_Surface * > idToAbsoluteObstacle; //obstacles located on the battlefield
  121. //TODO these should be loaded only when needed (and freed then) but I believe it's rather work for resource manager,
  122. //so I didn't implement that (having ongoing RM development)
  123. CDefHandler *landMine;
  124. CDefHandler *quicksand;
  125. CDefHandler *fireWall;
  126. CDefHandler *smallForceField[2], *bigForceField[2]; // [side]
  127. std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
  128. ui8 animCount;
  129. const CStack * activeStack; //number of active stack; nullptr - no one
  130. const CStack * mouseHoveredStack; // stack below mouse pointer, used for border animation
  131. const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; nullptr of none
  132. const CStack * selectedStack; //for Teleport / Sacrifice
  133. void activateStack(); //sets activeStack to stackToActivate etc.
  134. std::vector<BattleHex> occupyableHexes, //hexes available for active stack
  135. attackableHexes; //hexes attackable by active stack
  136. bool stackCountOutsideHexes[GameConstants::BFIELD_SIZE]; // hexes that when in front of a unit cause it's amount box to move back
  137. BattleHex previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
  138. BattleHex currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
  139. int attackingHex; //hex from which the stack would perform attack with current cursor
  140. shared_ptr<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
  141. bool tacticsMode;
  142. bool stackCanCastSpell; //if true, active stack could possibly cats some target spell
  143. bool creatureCasting; //if true, stack currently aims to cats a spell
  144. bool spellDestSelectMode; //if true, player is choosing destination for his spell - only for GUI / console
  145. PossibleActions spellSelMode;
  146. BattleAction * spellToCast; //spell for which player is choosing destination
  147. const CSpell * sp; //spell pointer for convenience
  148. si32 creatureSpellToCast;
  149. std::vector<PossibleActions> possibleActions; //all actions possible to call at the moment by player
  150. std::vector<PossibleActions> localActions; //actions possible to take on hovered hex
  151. std::vector<PossibleActions> illegalActions; //these actions display message in case of illegal target
  152. PossibleActions currentAction; //action that will be performed on l-click
  153. PossibleActions selectedAction; //last action chosen (and saved) by player
  154. PossibleActions illegalAction; //most likely action that can't be performed here
  155. void setActiveStack(const CStack * stack);
  156. void setHoveredStack(const CStack * stack);
  157. void requestAutofightingAIToTakeAction();
  158. void getPossibleActionsForStack (const CStack * stack); //called when stack gets its turn
  159. void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
  160. void printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker, bool Multiple);
  161. std::list<ProjectileInfo> projectiles; //projectiles flying on battlefield
  162. void giveCommand(Battle::ActionType action, BattleHex tile, ui32 stackID, si32 additional=-1, si32 selectedStack = -1);
  163. 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
  164. bool isCatapultAttackable(BattleHex hex) const; //returns true if given tile can be attacked by catapult
  165. std::list<BattleEffect> battleEffects; //different animations to display on the screen like spell effects
  166. /// Class which is responsible for drawing the wall of a siege during battle
  167. class SiegeHelper
  168. {
  169. private:
  170. SDL_Surface* walls[18];
  171. const CBattleInterface * owner;
  172. public:
  173. const CGTownInstance * town; //besieged town
  174. SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
  175. ~SiegeHelper(); //d-tor
  176. //filename getters
  177. //what: 0 - background, 1 - background wall, 2 - keep, 3 - bottom tower, 4 - bottom wall,
  178. // 5 - below gate, 6 - over gate, 7 - upper wall, 8 - upper tower, 9 - gate,
  179. // 10 - gate arch, 11 - bottom static 12 - upper static, 13 - moat, 14 - moat background,
  180. // 15 - keep battlement, 16 - bottom battlement, 17 - upper battlement;
  181. // state uses EWallState enum
  182. std::string getSiegeName(ui16 what) const;
  183. std::string getSiegeName(ui16 what, int state) const;
  184. 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
  185. friend class CBattleInterface;
  186. } * siegeH;
  187. shared_ptr<CPlayerInterface> attackerInt, defenderInt; //because LOCPLINT is not enough in hotSeat
  188. const CGHeroInstance * getActiveHero(); //returns hero that can currently cast a spell
  189. /** Methods for displaying battle screen */
  190. void showBackground(SDL_Surface * to);
  191. void showBackgroundImage(SDL_Surface * to);
  192. void showAbsoluteObstacles(SDL_Surface * to);
  193. void showHighlightedHexes(SDL_Surface * to);
  194. void showHighlightedHex(SDL_Surface * to, BattleHex hex);
  195. void showInterface(SDL_Surface * to);
  196. void showBattlefieldObjects(SDL_Surface * to);
  197. void showAliveStacks(SDL_Surface * to, std::vector<const CStack *> stacks);
  198. void showStacks(SDL_Surface * to, std::vector<const CStack *> stacks);
  199. void showObstacles(SDL_Surface *to, std::vector<shared_ptr<const CObstacleInstance> > &obstacles);
  200. void showPiecesOfWall(SDL_Surface * to, std::vector<int> pieces);
  201. void showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects);
  202. void showProjectiles(SDL_Surface * to);
  203. BattleObjectsByHex sortObjectsByHex();
  204. void updateBattleAnimations();
  205. SDL_Surface *getObstacleImage(const CObstacleInstance &oi);
  206. Point getObstaclePosition(SDL_Surface *image, const CObstacleInstance &obstacle);
  207. void redrawBackgroundWithHexes(const CStack * activeStack);
  208. /** End of battle screen blitting methods */
  209. public:
  210. shared_ptr<CPlayerInterface> curInt; //current player interface
  211. std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
  212. void addNewAnim(CBattleAnimation * anim); //adds new anim to pendingAnims
  213. ui32 animIDhelper; //for giving IDs for animations
  214. static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
  215. CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const SDL_Rect & myRect, shared_ptr<CPlayerInterface> att, shared_ptr<CPlayerInterface> defen); //c-tor
  216. ~CBattleInterface(); //d-tor
  217. //std::vector<TimeInterested*> timeinterested; //animation handling
  218. void setPrintCellBorders(bool set); //if true, cell borders will be printed
  219. void setPrintStackRange(bool set); //if true,range of active stack will be printed
  220. void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
  221. void setAnimSpeed(int set); //speed of animation; range 1..100
  222. int getAnimSpeed() const; //speed of animation; range 1..100
  223. std::vector<CClickableHex*> bfield; //11 lines, 17 hexes on each
  224. SDL_Surface * cellBorder, * cellShade;
  225. CondSh<BattleAction *> *givenCommand; //data != nullptr if we have i.e. moved current unit
  226. bool myTurn; //if true, interface is active (commands can be ordered)
  227. CBattleResultWindow * resWindow; //window of end of battle
  228. bool moveStarted; //if true, the creature that is already moving is going to make its first step
  229. int moveSoundHander; // sound handler used when moving a unit
  230. const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
  231. // block all UI elements, e.g. during enemy turn
  232. // unlike activate/deactivate this method will correctly grey-out all elements
  233. void blockUI(bool on);
  234. //button handle funcs:
  235. void bOptionsf();
  236. void bSurrenderf();
  237. void bFleef();
  238. void reallyFlee(); //performs fleeing without asking player
  239. void reallySurrender(); //performs surrendering without asking player
  240. void bAutofightf();
  241. void bSpellf();
  242. void bWaitf();
  243. void bDefencef();
  244. void bConsoleUpf();
  245. void bConsoleDownf();
  246. void bTacticNextStack(const CStack *current = nullptr);
  247. void bEndTacticPhase();
  248. //end of button handle funcs
  249. //napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
  250. void activate();
  251. void deactivate();
  252. void keyPressed(const SDL_KeyboardEvent & key);
  253. void mouseMoved(const SDL_MouseMotionEvent &sEvent);
  254. void clickRight(tribool down, bool previousState);
  255. void show(SDL_Surface *to);
  256. void showAll(SDL_Surface *to);
  257. //call-ins
  258. void startAction(const BattleAction* action);
  259. void newStack(const CStack * stack); //new stack appeared on battlefield
  260. void stackRemoved(int stackID); //stack disappeared from batlefiled
  261. void stackActivated(const CStack * stack); //active stack has been changed
  262. void stackMoved(const CStack * stack, std::vector<BattleHex> destHex, int distance); //stack with id number moved to destHex
  263. void waitForAnims();
  264. void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
  265. void stackAttacking(const CStack * attacker, BattleHex dest, const CStack * attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
  266. void newRoundFirst( int round );
  267. void newRound(int number); //caled when round is ended; number is the number of round
  268. void hexLclicked(int whichOne); //hex only call-in
  269. void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
  270. void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
  271. void displayBattleFinished(); //displays battle result
  272. void spellCast(const BattleSpellCast * sc); //called when a hero casts a spell
  273. void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
  274. void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
  275. void displayEffect(ui32 effect, int destTile, bool areaEffect = true); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
  276. void battleTriggerEffect(const BattleTriggerEffect & bte);
  277. void setBattleCursor(const int myNumber); //really complex and messy, sets attackingHex
  278. void endAction(const BattleAction* action);
  279. void hideQueue();
  280. void showQueue();
  281. PossibleActions selectionTypeByPositiveness(const CSpell & spell);
  282. Rect hexPosition(BattleHex hex) const;
  283. void handleHex(BattleHex myNumber, int eventType);
  284. bool isCastingPossibleHere (const CStack * sactive, const CStack * shere, BattleHex myNumber);
  285. bool canStackMoveHere (const CStack * sactive, BattleHex MyNumber); //TODO: move to BattleState / callback
  286. BattleHex fromWhichHexAttack(BattleHex myNumber);
  287. void obstaclePlaced(const CObstacleInstance & oi);
  288. const CGHeroInstance * currentHero() const;
  289. InfoAboutHero enemyHero() const;
  290. friend class CPlayerInterface;
  291. friend class CAdventureMapButton;
  292. friend class CInGameConsole;
  293. friend class CBattleResultWindow;
  294. friend class CBattleHero;
  295. friend class CSpellEffectAnimation;
  296. friend class CBattleStackAnimation;
  297. friend class CReverseAnimation;
  298. friend class CDefenceAnimation;
  299. friend class CMovementAnimation;
  300. friend class CMovementStartAnimation;
  301. friend class CAttackAnimation;
  302. friend class CMeleeAttackAnimation;
  303. friend class CShootingAnimation;
  304. friend class CClickableHex;
  305. };