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- /*
- * BattleInterface.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #pragma once
- #include "BattleConstants.h"
- #include "../gui/CIntObject.h"
- #include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
- #include "../ConditionalWait.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class CCreatureSet;
- class CGHeroInstance;
- class CStack;
- struct BattleResult;
- struct BattleSpellCast;
- struct CObstacleInstance;
- struct SetStackEffect;
- class BattleAction;
- class CGTownInstance;
- struct CatapultAttack;
- struct BattleTriggerEffect;
- struct BattleHex;
- struct InfoAboutHero;
- class ObstacleChanges;
- class CPlayerBattleCallback;
- VCMI_LIB_NAMESPACE_END
- class BattleHero;
- class Canvas;
- class BattleResultWindow;
- class StackQueue;
- class CPlayerInterface;
- struct BattleEffect;
- class IImage;
- class StackQueue;
- class BattleProjectileController;
- class BattleSiegeController;
- class BattleObstacleController;
- class BattleFieldController;
- class BattleRenderer;
- class BattleWindow;
- class BattleStacksController;
- class BattleActionsController;
- class BattleEffectsController;
- class BattleConsole;
- /// Small struct which contains information about the id of the attacked stack, the damage dealt,...
- struct StackAttackedInfo
- {
- const CStack *defender;
- const CStack *attacker;
- int64_t damageDealt;
- uint32_t amountKilled;
- SpellID spellEffect;
- bool indirectAttack; //if true, stack was attacked indirectly - spell or ranged attack
- bool killed; //if true, stack has been killed
- bool rebirth; //if true, play rebirth animation after all
- bool cloneKilled;
- bool fireShield;
- };
- struct StackAttackInfo
- {
- const CStack *attacker;
- const CStack *defender;
- std::vector< const CStack *> secondaryDefender;
- SpellID spellEffect;
- BattleHex tile;
- bool indirectAttack;
- bool lucky;
- bool unlucky;
- bool deathBlow;
- bool lifeDrain;
- };
- /// Main class for battles, responsible for relaying information from server to various battle entities
- class BattleInterface
- {
- using AwaitingAnimationAction = std::function<void()>;
- struct AwaitingAnimationEvents {
- AwaitingAnimationAction action;
- EAnimationEvents event;
- };
- /// Conditional variables that are set depending on ongoing animations on the battlefield
- ConditionalWait ongoingAnimationsState;
- /// List of events that are waiting to be triggered
- std::vector<AwaitingAnimationEvents> awaitingEvents;
- /// 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
- std::shared_ptr<CPlayerInterface> tacticianInterface;
- /// attacker interface, not null if attacker is human in our vcmiclient
- std::shared_ptr<CPlayerInterface> attackerInt;
- /// defender interface, not null if attacker is human in our vcmiclient
- std::shared_ptr<CPlayerInterface> defenderInt;
- /// if set to true, battle is still starting and waiting for intro sound to end / key press from player
- bool battleOpeningDelayActive;
- /// ID of ongoing battle
- BattleID battleID;
- void playIntroSoundAndUnlockInterface();
- void onIntroSoundPlayed();
- public:
- /// copy of initial armies (for result window)
- const CCreatureSet *army1;
- const CCreatureSet *army2;
- std::shared_ptr<BattleWindow> windowObject;
- std::shared_ptr<BattleConsole> console;
- /// currently active player interface
- std::shared_ptr<CPlayerInterface> curInt;
- const CGHeroInstance *attackingHeroInstance;
- const CGHeroInstance *defendingHeroInstance;
- bool tacticsMode;
- ui32 round;
- std::unique_ptr<BattleProjectileController> projectilesController;
- std::unique_ptr<BattleSiegeController> siegeController;
- std::unique_ptr<BattleObstacleController> obstacleController;
- std::unique_ptr<BattleFieldController> fieldController;
- std::unique_ptr<BattleStacksController> stacksController;
- std::unique_ptr<BattleActionsController> actionsController;
- std::unique_ptr<BattleEffectsController> effectsController;
- std::shared_ptr<BattleHero> attackingHero;
- std::shared_ptr<BattleHero> defendingHero;
- bool openingPlaying() const;
- void openingEnd();
- bool makingTurn() const;
- BattleID getBattleID() const;
- std::shared_ptr<CPlayerBattleCallback> getBattle() const;
- BattleInterface(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt = nullptr);
- ~BattleInterface();
- void trySetActivePlayer( PlayerColor player ); // if in hotseat, will activate interface of chosen player
- void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
- void requestAutofightingAIToTakeAction();
- void giveCommand(EActionType action, BattleHex tile = BattleHex(), SpellID spell = SpellID::NONE);
- void sendCommand(BattleAction command, const CStack * actor = nullptr);
- const CGHeroInstance *getActiveHero(); //returns hero that can currently cast a spell
- void showInterface(Canvas & to);
- void setHeroAnimation(BattleSide side, EHeroAnimType phase);
- void executeSpellCast(); //called when a hero casts a spell
- void appendBattleLog(const std::string & newEntry);
- void redrawBattlefield(); //refresh GUI after changing stack range / grid settings
- CPlayerInterface *getCurrentPlayerInterface() const;
- void tacticNextStack(const CStack *current);
- void tacticPhaseEnd();
- void setBattleQueueVisibility(bool visible);
- void setStickyHeroWindowsVisibility(bool visible);
- void setStickyQuickSpellWindowVisibility(bool visible);
- void endNetwork();
- void executeStagedAnimations();
- void executeAnimationStage( EAnimationEvents event);
- void onAnimationsStarted();
- void onAnimationsFinished();
- void waitForAnimations();
- bool hasAnimations();
- void checkForAnimations();
- void addToAnimationStage( EAnimationEvents event, const AwaitingAnimationAction & action);
- //call-ins
- void startAction(const BattleAction & action);
- void stackReset(const CStack * stack);
- void stackAdded(const CStack * stack); //new stack appeared on battlefield
- void stackRemoved(uint32_t stackID); //stack disappeared from batlefiled
- void stackActivated(const CStack *stack); //active stack has been changed
- void stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance, bool teleport); //stack with id number moved to destHex
- void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
- void stackAttacking(const StackAttackInfo & attackInfo); //called when stack with id ID is attacking something on hex dest
- void newRoundFirst();
- void newRound(); //called when round is ended;
- void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
- void battleFinished(const BattleResult& br, QueryID queryID); //called when battle is finished - battleresult window should be printed
- void spellCast(const BattleSpellCast *sc); //called when a hero casts a spell
- void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
- void castThisSpell(SpellID spellID); //called when player has chosen a spell from spellbook
- void displayBattleLog(const std::vector<MetaString> & battleLog);
- void displaySpellAnimationQueue(const CSpell * spell, const CSpell::TAnimationQueue & q, BattleHex destinationTile, bool isHit);
- void displaySpellCast(const CSpell * spell, BattleHex destinationTile); //displays spell`s cast animation
- void displaySpellEffect(const CSpell * spell, BattleHex destinationTile); //displays spell`s affected animation
- void displaySpellHit(const CSpell * spell, BattleHex destinationTile); //displays spell`s affected animation
- void endAction(const BattleAction & action);
- void obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> oi);
- void obstacleRemoved(const std::vector<ObstacleChanges> & obstacles);
- void gateStateChanged(const EGateState state);
- const CGHeroInstance *currentHero() const;
- InfoAboutHero enemyHero() const;
- };
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