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							- /*
 
-  * CBattleInterface.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 "../gui/CIntObject.h"
 
- #include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CCreatureSet;
 
- class CGHeroInstance;
 
- class CStack;
 
- struct BattleResult;
 
- struct BattleSpellCast;
 
- struct CObstacleInstance;
 
- template <typename T> struct CondSh;
 
- struct SetStackEffect;
 
- class BattleAction;
 
- class CGTownInstance;
 
- struct CatapultAttack;
 
- struct BattleTriggerEffect;
 
- struct BattleHex;
 
- struct InfoAboutHero;
 
- //class CBattleGameInterface;
 
- struct CustomEffectInfo;
 
- //class CSpell;
 
- VCMI_LIB_NAMESPACE_END
 
- class CBattleHero;
 
- class CCanvas;
 
- class CBattleResultWindow;
 
- class CStackQueue;
 
- class CPlayerInterface;
 
- class CClickableHex;
 
- class CAnimation;
 
- struct BattleEffect;
 
- class CBattleProjectileController;
 
- class CBattleSiegeController;
 
- class CBattleObstacleController;
 
- class CBattleFieldController;
 
- class CBattleControlPanel;
 
- class CBattleStacksController;
 
- class CBattleActionsController;
 
- class CBattleEffectsController;
 
- /// Small struct which contains information about the id of the attacked stack, the damage dealt,...
 
- struct StackAttackedInfo
 
- {
 
- 	const CStack *defender; //attacked stack
 
- 	int64_t dmg; //damage dealt
 
- 	unsigned int amountKilled; //how many creatures in stack has been killed
 
- 	const CStack *attacker; //attacking stack
 
- 	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;
 
- };
 
- /// Big class which handles the overall battle interface actions and it is also responsible for
 
- /// drawing everything correctly.
 
- class CBattleInterface : public WindowBase
 
- {
 
- private:
 
- 	std::shared_ptr<CBattleHero> attackingHero;
 
- 	std::shared_ptr<CBattleHero> defendingHero;
 
- 	std::shared_ptr<CStackQueue> queue;
 
- 	std::shared_ptr<CBattleControlPanel> controlPanel;
 
- 	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
 
- 	std::shared_ptr<CPlayerInterface> attackerInt, defenderInt; //because LOCPLINT is not enough in hotSeat
 
- 	std::shared_ptr<CPlayerInterface> curInt; //current player interface
 
- 	const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
 
- 	const CGHeroInstance *attackingHeroInstance, *defendingHeroInstance;
 
- 	ui8 animCount;
 
- 	bool tacticsMode;
 
- 	bool battleActionsStarted; //used for delaying battle actions until intro sound stops
 
- 	int battleIntroSoundChannel; //required as variable for disabling it via ESC key
 
- 	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(), si32 additional = -1);
 
- 	void sendCommand(BattleAction *& command, const CStack * actor = nullptr);
 
- 	const CGHeroInstance *getActiveHero(); //returns hero that can currently cast a spell
 
- 	void showInterface(std::shared_ptr<CCanvas> canvas);
 
- 	void showBattlefieldObjects(std::shared_ptr<CCanvas> canvas);
 
- 	void showBattlefieldObjects(std::shared_ptr<CCanvas> canvas, const BattleHex & location );
 
- 	void setHeroAnimation(ui8 side, int phase);
 
- public:
 
- 	std::unique_ptr<CBattleProjectileController> projectilesController;
 
- 	std::unique_ptr<CBattleSiegeController> siegeController;
 
- 	std::unique_ptr<CBattleObstacleController> obstacleController;
 
- 	std::unique_ptr<CBattleFieldController> fieldController;
 
- 	std::unique_ptr<CBattleStacksController> stacksController;
 
- 	std::unique_ptr<CBattleActionsController> actionsController;
 
- 	std::unique_ptr<CBattleEffectsController> effectsController;
 
- 	static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
 
- 	static CondSh<BattleAction *> givenCommand; //data != nullptr if we have i.e. moved current unit
 
- 	bool myTurn; //if true, interface is active (commands can be ordered)
 
- 	bool moveStarted; //if true, the creature that is already moving is going to make its first step
 
- 	int moveSoundHander; // sound handler used when moving a unit
 
- 	const BattleResult *bresult; //result of a battle; if non-zero then display when all animations end
 
- 	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);
 
- 	virtual ~CBattleInterface();
 
- 	void setPrintCellBorders(bool set); //if true, cell borders will be printed
 
- 	void setPrintStackRange(bool set); //if true,range of active stack will be printed
 
- 	void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
 
- 	void setAnimSpeed(int set); //speed of animation; range 1..100
 
- 	int getAnimSpeed() const; //speed of animation; range 1..100
 
- 	CPlayerInterface *getCurrentPlayerInterface() const;
 
- 	void tacticNextStack(const CStack *current);
 
- 	void tacticPhaseEnd();
 
- 	void waitForAnims();
 
- 	//napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
 
- 	void activate() override;
 
- 	void deactivate() override;
 
- 	void keyPressed(const SDL_KeyboardEvent & key) override;
 
- 	void mouseMoved(const SDL_MouseMotionEvent &sEvent) override;
 
- 	void clickRight(tribool down, bool previousState) override;
 
- 	void show(SDL_Surface *to) override;
 
- 	void showAll(SDL_Surface *to) override;
 
- 	//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); //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 CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
 
- 	void newRoundFirst( int round );
 
- 	void newRound(int number); //caled when round is ended; number is the number of round
 
- 	void hexLclicked(int whichOne); //hex only call-in
 
- 	void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
 
- 	void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
 
- 	void displayBattleFinished(); //displays battle result
 
- 	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::TAnimationQueue & q, BattleHex destinationTile);
 
- 	void displaySpellCast(SpellID spellID, BattleHex destinationTile); //displays spell`s cast animation
 
- 	void displaySpellEffect(SpellID spellID, BattleHex destinationTile); //displays spell`s affected animation
 
- 	void displaySpellHit(SpellID spellID, BattleHex destinationTile); //displays spell`s affected animation
 
- 	void endAction(const BattleAction* action);
 
- 	void hideQueue();
 
- 	void showQueue();
 
- 	void obstaclePlaced(const CObstacleInstance & oi);
 
- 	void gateStateChanged(const EGateState state);
 
- 	const CGHeroInstance *currentHero() const;
 
- 	InfoAboutHero enemyHero() const;
 
- 	friend class CPlayerInterface;
 
- 	friend class CInGameConsole;
 
- 	friend class CBattleResultWindow;
 
- 	friend class CBattleHero;
 
- 	friend class CEffectAnimation;
 
- 	friend class CBattleStackAnimation;
 
- 	friend class CReverseAnimation;
 
- 	friend class CDefenceAnimation;
 
- 	friend class CMovementAnimation;
 
- 	friend class CMovementStartAnimation;
 
- 	friend class CAttackAnimation;
 
- 	friend class CMeleeAttackAnimation;
 
- 	friend class CShootingAnimation;
 
- 	friend class CCastAnimation;
 
- 	friend class CClickableHex;
 
- 	friend class CBattleProjectileController;
 
- 	friend class CBattleSiegeController;
 
- 	friend class CBattleObstacleController;
 
- 	friend class CBattleFieldController;
 
- 	friend class CBattleControlPanel;
 
- 	friend class CBattleStacksController;
 
- 	friend class CBattleActionsController;
 
- 	friend class CBattleEffectsController;
 
- };
 
 
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