CBattleInterface.h 17 KB

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  1. /*
  2. * CBattleInterface.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "../../lib/ConstTransitivePtr.h" //may be reundant
  12. #include "../../lib/GameConstants.h"
  13. #include "CBattleAnimations.h"
  14. #include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
  15. class CLabel;
  16. class CCreatureSet;
  17. class CGHeroInstance;
  18. class CDefHandler;
  19. class CStack;
  20. class CCallback;
  21. class CButton;
  22. class CToggleButton;
  23. class CToggleGroup;
  24. struct BattleResult;
  25. struct BattleSpellCast;
  26. struct CObstacleInstance;
  27. template<typename T> struct CondSh;
  28. struct SetStackEffect;
  29. struct BattleAction;
  30. class CGTownInstance;
  31. struct CatapultAttack;
  32. struct CatapultProjectileInfo;
  33. struct BattleTriggerEffect;
  34. class CBattleAnimation;
  35. class CBattleHero;
  36. class CBattleConsole;
  37. class CBattleResultWindow;
  38. class CStackQueue;
  39. class CPlayerInterface;
  40. class CCreatureAnimation;
  41. struct ProjectileInfo;
  42. class CClickableHex;
  43. struct BattleHex;
  44. struct InfoAboutHero;
  45. struct BattleAction;
  46. class CBattleGameInterface;
  47. /// Small struct which contains information about the id of the attacked stack, the damage dealt,...
  48. struct StackAttackedInfo
  49. {
  50. const CStack * defender; //attacked stack
  51. int32_t dmg; //damage dealt
  52. unsigned int amountKilled; //how many creatures in stack has been killed
  53. const CStack * attacker; //attacking stack
  54. bool indirectAttack; //if true, stack was attacked indirectly - spell or ranged attack
  55. bool killed; //if true, stack has been killed
  56. bool rebirth; //if true, play rebirth animation after all
  57. bool cloneKilled;
  58. };
  59. /// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
  60. struct BattleEffect
  61. {
  62. int x, y; //position on the screen
  63. float currentFrame;
  64. int maxFrame;
  65. CDefHandler * anim; //animation to display
  66. int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
  67. BattleHex position; //Indicates if effect which hex the effect is drawn on
  68. };
  69. struct BattleObjectsByHex
  70. {
  71. typedef std::vector<int> TWallList;
  72. typedef std::vector<const CStack *> TStackList;
  73. typedef std::vector<const BattleEffect *> TEffectList;
  74. typedef std::vector<std::shared_ptr<const CObstacleInstance>> TObstacleList;
  75. struct HexData
  76. {
  77. TWallList walls;
  78. TStackList dead;
  79. TStackList alive;
  80. TEffectList effects;
  81. TObstacleList obstacles;
  82. };
  83. HexData beforeAll;
  84. HexData afterAll;
  85. std::array<HexData, GameConstants::BFIELD_SIZE> hex;
  86. };
  87. /// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
  88. struct CatapultProjectileInfo
  89. {
  90. CatapultProjectileInfo(Point from, Point dest);
  91. double facA, facB, facC;
  92. double calculateY(double x);
  93. };
  94. /// Big class which handles the overall battle interface actions and it is also responsible for
  95. /// drawing everything correctly.
  96. class CBattleInterface : public CIntObject
  97. {
  98. enum PossibleActions // actions performed at l-click
  99. {
  100. INVALID = -1,
  101. CREATURE_INFO,
  102. MOVE_TACTICS,
  103. CHOOSE_TACTICS_STACK,
  104. MOVE_STACK,
  105. ATTACK,
  106. WALK_AND_ATTACK,
  107. ATTACK_AND_RETURN,
  108. SHOOT,
  109. //OPEN_GATE, //we can open castle gate during siege
  110. NO_LOCATION,
  111. ANY_LOCATION,
  112. OBSTACLE,
  113. TELEPORT,
  114. SACRIFICE,
  115. RANDOM_GENIE_SPELL,
  116. FREE_LOCATION,
  117. //used with Force Field and Fire Wall - all tiles affected by spell must be free
  118. CATAPULT,
  119. HEAL,
  120. RISE_DEMONS,
  121. AIMED_SPELL_CREATURE
  122. };
  123. private:
  124. SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
  125. CButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
  126. * bWait, * bDefence, * bConsoleUp, * bConsoleDown, * btactNext, * btactEnd;
  127. CBattleConsole * console;
  128. CBattleHero * attackingHero, * defendingHero; //fighting heroes
  129. CStackQueue * queue;
  130. const CCreatureSet * army1, * army2; //copy of initial armies (for result window)
  131. const CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
  132. std::map<int, CCreatureAnimation *> creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
  133. std::map<int, CDefHandler *> idToProjectile; //projectiles of creatures (creatureID, defhandler)
  134. std::map<int, CDefHandler *> idToObstacle; //obstacles located on the battlefield
  135. std::map<int, SDL_Surface *> idToAbsoluteObstacle; //obstacles located on the battlefield
  136. //TODO these should be loaded only when needed (and freed then) but I believe it's rather work for resource manager,
  137. //so I didn't implement that (having ongoing RM development)
  138. CDefHandler * landMine;
  139. CDefHandler * quicksand;
  140. CDefHandler * fireWall;
  141. CDefHandler * smallForceField[2], * bigForceField[2]; // [side]
  142. std::map<int, bool> creDir; // <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
  143. ui8 animCount;
  144. const CStack * activeStack; //number of active stack; nullptr - no one
  145. const CStack * mouseHoveredStack; // stack below mouse pointer, used for border animation
  146. const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; nullptr of none
  147. const CStack * selectedStack; //for Teleport / Sacrifice
  148. void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
  149. std::vector<BattleHex> occupyableHexes, //hexes available for active stack
  150. attackableHexes; //hexes attackable by active stack
  151. bool stackCountOutsideHexes[GameConstants::BFIELD_SIZE]; // hexes that when in front of a unit cause it's amount box to move back
  152. BattleHex previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
  153. BattleHex currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
  154. int attackingHex; //hex from which the stack would perform attack with current cursor
  155. std::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
  156. bool tacticsMode;
  157. bool stackCanCastSpell; //if true, active stack could possibly cast some target spell
  158. bool creatureCasting; //if true, stack currently aims to cats a spell
  159. bool spellDestSelectMode; //if true, player is choosing destination for his spell - only for GUI / console
  160. BattleAction * spellToCast; //spell for which player is choosing destination
  161. const CSpell * sp; //spell pointer for convenience
  162. si32 creatureSpellToCast;
  163. std::vector<PossibleActions> possibleActions; //all actions possible to call at the moment by player
  164. std::vector<PossibleActions> localActions; //actions possible to take on hovered hex
  165. std::vector<PossibleActions> illegalActions; //these actions display message in case of illegal target
  166. PossibleActions currentAction; //action that will be performed on l-click
  167. PossibleActions selectedAction; //last action chosen (and saved) by player
  168. PossibleActions illegalAction; //most likely action that can't be performed here
  169. void setActiveStack(const CStack * stack);
  170. void setHoveredStack(const CStack * stack);
  171. void requestAutofightingAIToTakeAction();
  172. void getPossibleActionsForStack(const CStack * stack, const bool forceCast); //called when stack gets its turn
  173. void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
  174. //force active stack to cast a spell if possible
  175. void enterCreatureCastingMode();
  176. void printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker, bool Multiple);
  177. std::list<ProjectileInfo> projectiles; //projectiles flying on battlefield
  178. void giveCommand(Battle::ActionType action, BattleHex tile, ui32 stackID, si32 additional = -1, si32 selectedStack = -1);
  179. 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
  180. bool isCatapultAttackable(BattleHex hex) const; //returns true if given tile can be attacked by catapult
  181. std::list<BattleEffect> battleEffects; //different animations to display on the screen like spell effects
  182. /// Class which is responsible for drawing the wall of a siege during battle
  183. class SiegeHelper
  184. {
  185. private:
  186. SDL_Surface * walls[18];
  187. const CBattleInterface * owner;
  188. public:
  189. const CGTownInstance * town; //besieged town
  190. SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner);
  191. ~SiegeHelper();
  192. std::string getSiegeName(ui16 what) const;
  193. std::string getSiegeName(ui16 what, int state) const; // state uses EWallState enum
  194. void printPartOfWall(SDL_Surface * to, int what);
  195. enum EWallVisual
  196. {
  197. BACKGROUND = 0,
  198. BACKGROUND_WALL = 1,
  199. KEEP,
  200. BOTTOM_TOWER,
  201. BOTTOM_WALL,
  202. WALL_BELLOW_GATE,
  203. WALL_OVER_GATE,
  204. UPPER_WALL,
  205. UPPER_TOWER,
  206. GATE,
  207. GATE_ARCH,
  208. BOTTOM_STATIC_WALL,
  209. UPPER_STATIC_WALL,
  210. MOAT,
  211. BACKGROUND_MOAT,
  212. KEEP_BATTLEMENT,
  213. BOTTOM_BATTLEMENT,
  214. UPPER_BATTLEMENT
  215. };
  216. friend class CBattleInterface;
  217. } * siegeH;
  218. std::shared_ptr<CPlayerInterface> attackerInt, defenderInt; //because LOCPLINT is not enough in hotSeat
  219. std::shared_ptr<CPlayerInterface> curInt; //current player interface
  220. const CGHeroInstance * getActiveHero(); //returns hero that can currently cast a spell
  221. /** Methods for displaying battle screen */
  222. void showBackground(SDL_Surface * to);
  223. void showBackgroundImage(SDL_Surface * to);
  224. void showAbsoluteObstacles(SDL_Surface * to);
  225. void showHighlightedHexes(SDL_Surface * to);
  226. void showHighlightedHex(SDL_Surface * to, BattleHex hex, bool darkBorder = false);
  227. void showInterface(SDL_Surface * to);
  228. void showBattlefieldObjects(SDL_Surface * to);
  229. void showAliveStacks(SDL_Surface * to, std::vector<const CStack *> stacks);
  230. void showStacks(SDL_Surface * to, std::vector<const CStack *> stacks);
  231. void showObstacles(SDL_Surface * to, std::vector<std::shared_ptr<const CObstacleInstance>> & obstacles);
  232. void showPiecesOfWall(SDL_Surface * to, std::vector<int> pieces);
  233. void showBattleEffects(SDL_Surface * to, const std::vector<const BattleEffect *> & battleEffects);
  234. void showProjectiles(SDL_Surface * to);
  235. BattleObjectsByHex sortObjectsByHex();
  236. void updateBattleAnimations();
  237. SDL_Surface * getObstacleImage(const CObstacleInstance & oi);
  238. Point getObstaclePosition(SDL_Surface * image, const CObstacleInstance & obstacle);
  239. void redrawBackgroundWithHexes(const CStack * activeStack);
  240. /** End of battle screen blitting methods */
  241. PossibleActions getCasterAction(const CSpell * spell, const ISpellCaster * caster, ECastingMode::ECastingMode mode) const;
  242. public:
  243. static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
  244. static CondSh<BattleAction *> givenCommand; //data != nullptr if we have i.e. moved current unit
  245. std::list<std::pair<CBattleAnimation *, bool>> pendingAnims; //currently displayed animations <anim, initialized>
  246. void addNewAnim(CBattleAnimation * anim); //adds new anim to pendingAnims
  247. ui32 animIDhelper; //for giving IDs for animations
  248. CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, const CGHeroInstance * hero1, const CGHeroInstance * hero2, const SDL_Rect & myRect, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt = nullptr);
  249. virtual ~CBattleInterface();
  250. //std::vector<TimeInterested*> timeinterested; //animation handling
  251. void setPrintCellBorders(bool set); //if true, cell borders will be printed
  252. void setPrintStackRange(bool set); //if true,range of active stack will be printed
  253. void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
  254. void setAnimSpeed(int set); //speed of animation; range 1..100
  255. int getAnimSpeed() const; //speed of animation; range 1..100
  256. CPlayerInterface * getCurrentPlayerInterface() const;
  257. std::vector<CClickableHex *> bfield; //11 lines, 17 hexes on each
  258. SDL_Surface * cellBorder, * cellShade;
  259. bool myTurn; //if true, interface is active (commands can be ordered)
  260. CBattleResultWindow * resWindow; //window of end of battle
  261. bool moveStarted; //if true, the creature that is already moving is going to make its first step
  262. int moveSoundHander; // sound handler used when moving a unit
  263. const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
  264. // block all UI elements, e.g. during enemy turn
  265. // unlike activate/deactivate this method will correctly grey-out all elements
  266. void blockUI(bool on);
  267. //button handle funcs:
  268. void bOptionsf();
  269. void bSurrenderf();
  270. void bFleef();
  271. void reallyFlee(); //performs fleeing without asking player
  272. void reallySurrender(); //performs surrendering without asking player
  273. void bAutofightf();
  274. void bSpellf();
  275. void bWaitf();
  276. void bDefencef();
  277. void bConsoleUpf();
  278. void bConsoleDownf();
  279. void bTacticNextStack(const CStack * current = nullptr);
  280. void bEndTacticPhase();
  281. //end of button handle funcs
  282. //napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
  283. void activate() override;
  284. void deactivate() override;
  285. void keyPressed(const SDL_KeyboardEvent & key) override;
  286. void mouseMoved(const SDL_MouseMotionEvent & sEvent) override;
  287. void clickRight(tribool down, bool previousState) override;
  288. void show(SDL_Surface * to) override;
  289. void showAll(SDL_Surface * to) override;
  290. //call-ins
  291. void startAction(const BattleAction * action);
  292. void newStack(const CStack * stack); //new stack appeared on battlefield
  293. void stackRemoved(int stackID); //stack disappeared from batlefiled
  294. void stackActivated(const CStack * stack); //active stack has been changed
  295. void stackMoved(const CStack * stack, std::vector<BattleHex> destHex, int distance); //stack with id number moved to destHex
  296. void waitForAnims();
  297. void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
  298. void stackAttacking(const CStack * attacker, BattleHex dest, const CStack * attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
  299. void newRoundFirst(int round);
  300. void newRound(int number); //caled when round is ended; number is the number of round
  301. void hexLclicked(int whichOne); //hex only call-in
  302. void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
  303. void battleFinished(const BattleResult & br); //called when battle is finished - battleresult window should be printed
  304. void displayBattleFinished(); //displays battle result
  305. void spellCast(const BattleSpellCast * sc); //called when a hero casts a spell
  306. void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
  307. void castThisSpell(SpellID spellID); //called when player has chosen a spell from spellbook
  308. void displayEffect(ui32 effect, int destTile); //displays custom effect on the battlefield
  309. void displaySpellCast(SpellID spellID, BattleHex destinationTile); //displays spell`s cast animation
  310. void displaySpellEffect(SpellID spellID, BattleHex destinationTile); //displays spell`s affected animation
  311. void displaySpellHit(SpellID spellID, BattleHex destinationTile); //displays spell`s affected animation
  312. void displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile);
  313. void battleTriggerEffect(const BattleTriggerEffect & bte);
  314. void setBattleCursor(const int myNumber); //really complex and messy, sets attackingHex
  315. void endAction(const BattleAction * action);
  316. void hideQueue();
  317. void showQueue();
  318. Rect hexPosition(BattleHex hex) const;
  319. void handleHex(BattleHex myNumber, int eventType);
  320. bool isCastingPossibleHere(const CStack * sactive, const CStack * shere, BattleHex myNumber);
  321. bool canStackMoveHere(const CStack * sactive, BattleHex MyNumber); //TODO: move to BattleState / callback
  322. BattleHex fromWhichHexAttack(BattleHex myNumber);
  323. void obstaclePlaced(const CObstacleInstance & oi);
  324. void gateStateChanged(const EGateState state);
  325. void initStackProjectile(const CStack * stack);
  326. const CGHeroInstance * currentHero() const;
  327. InfoAboutHero enemyHero() const;
  328. friend class CPlayerInterface;
  329. friend class CButton;
  330. friend class CInGameConsole;
  331. friend class CBattleResultWindow;
  332. friend class CBattleHero;
  333. friend class CSpellEffectAnimation;
  334. friend class CBattleStackAnimation;
  335. friend class CReverseAnimation;
  336. friend class CDefenceAnimation;
  337. friend class CMovementAnimation;
  338. friend class CMovementStartAnimation;
  339. friend class CAttackAnimation;
  340. friend class CMeleeAttackAnimation;
  341. friend class CShootingAnimation;
  342. friend class CClickableHex;
  343. };