CBattleInterface.h 18 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466
  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. };
  69. class CReverseAnim : public CBattleStackAnimation
  70. {
  71. private:
  72. int partOfAnim; //1 - first, 2 - second
  73. bool secondPartSetup;
  74. int hex;
  75. public:
  76. bool priority; //true - high, false - low
  77. bool init();
  78. void nextFrame();
  79. void endAnim();
  80. CReverseAnim(CBattleInterface * _owner, int stack, int dest, bool _priority);
  81. };
  82. class CDefenceAnim : public CBattleStackAnimation
  83. {
  84. private:
  85. //std::vector<SStackAttackedInfo> attackedInfos;
  86. int dmg; //damage dealt
  87. int amountKilled; //how many creatures in stack has been killed
  88. int IDby; //ID of attacking stack
  89. bool byShooting; //if true, stack has been attacked by shooting
  90. bool killed; //if true, stack has been killed
  91. public:
  92. bool init();
  93. void nextFrame();
  94. void endAnim();
  95. CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner);
  96. };
  97. class CBattleStackMoved : public CBattleStackAnimation
  98. {
  99. private:
  100. int destHex; //destination
  101. bool endMoving; //if this is end of move
  102. int distance;
  103. float stepX, stepY; //how far stack is moved in one frame
  104. float posX, posY;
  105. int steps, whichStep;
  106. int curStackPos; //position of stack before move
  107. public:
  108. bool init();
  109. void nextFrame();
  110. void endAnim();
  111. CBattleStackMoved(CBattleInterface * _owner, int _number, int _destHex, bool _endMoving, int _distance);
  112. };
  113. class CBattleMoveStart : public CBattleStackAnimation
  114. {
  115. public:
  116. bool init();
  117. void nextFrame();
  118. void endAnim();
  119. CBattleMoveStart(CBattleInterface * _owner, int stack);
  120. };
  121. class CBattleMoveEnd : public CBattleStackAnimation
  122. {
  123. private:
  124. int destinationTile;
  125. public:
  126. bool init();
  127. void nextFrame();
  128. void endAnim();
  129. CBattleMoveEnd(CBattleInterface * _owner, int stack, int destTile);
  130. };
  131. class CBattleAttack : public CBattleStackAnimation
  132. {
  133. protected:
  134. int IDby; //attacked stack
  135. int dest; //atacked hex
  136. int posShiftDueToDist;
  137. bool shooting;
  138. int group; //if shooting is true, print this animation group
  139. int sh; // temporary sound handler
  140. public:
  141. void nextFrame();
  142. bool checkInitialConditions();
  143. CBattleAttack(CBattleInterface * _owner, int _stackID);
  144. };
  145. class CMeleeAttack : public CBattleAttack
  146. {
  147. public:
  148. bool init();
  149. void nextFrame();
  150. void endAnim();
  151. CMeleeAttack(CBattleInterface * _owner, int attacker, int _dest);
  152. };
  153. class CShootingAnim : public CBattleAttack
  154. {
  155. public:
  156. bool init();
  157. void nextFrame();
  158. void endAnim();
  159. CShootingAnim(CBattleInterface * _owner, int attacker, int _dest);
  160. };
  161. //end of battle animation handlers
  162. class CBattleHero : public CIntObject
  163. {
  164. public:
  165. bool flip; //false if it's attacking hero, true otherwise
  166. CDefHandler * dh, *flag; //animation and flag
  167. const CGHeroInstance * myHero; //this animation's hero instance
  168. const CBattleInterface * myOwner; //battle interface to which this animation is assigned
  169. int phase; //stage of animation
  170. int nextPhase; //stage of animation to be set after current phase is fully displayed
  171. int image; //frame of animation
  172. unsigned char flagAnim, flagAnimCount; //for flag animation
  173. void show(SDL_Surface * to); //prints next frame of animation to to
  174. void activate();
  175. void deactivate();
  176. void setPhase(int newPhase); //sets phase of hero animation
  177. void clickLeft(tribool down, bool previousState); //call-in
  178. CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
  179. ~CBattleHero(); //d-tor
  180. };
  181. class CBattleHex : public CIntObject
  182. {
  183. private:
  184. bool setAlterText; //if true, this hex has set alternative text in console and will clean it
  185. public:
  186. unsigned int myNumber; //number of hex in commonly used format
  187. bool accesible; //if true, this hex is accessible for units
  188. //CStack * ourStack;
  189. bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
  190. CBattleInterface * myInterface; //interface that owns me
  191. 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
  192. //for user interactions
  193. void hover (bool on);
  194. void activate();
  195. void deactivate();
  196. void mouseMoved (const SDL_MouseMotionEvent & sEvent);
  197. void clickLeft(tribool down, bool previousState);
  198. void clickRight(tribool down, bool previousState);
  199. CBattleHex();
  200. };
  201. class CBattleObstacle
  202. {
  203. std::vector<int> lockedHexes;
  204. };
  205. class CBattleConsole : public CIntObject
  206. {
  207. private:
  208. std::vector< std::string > texts; //a place where texts are stored
  209. int lastShown; //last shown line of text
  210. public:
  211. std::string alterTxt; //if it's not empty, this text is displayed
  212. std::string ingcAlter; //alternative text set by in-game console - very important!
  213. int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
  214. CBattleConsole(); //c-tor
  215. ~CBattleConsole(); //d-tor
  216. void show(SDL_Surface * to = 0);
  217. bool addText(const std::string & text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
  218. void eraseText(unsigned int pos); //erases added text at position pos
  219. void changeTextAt(const std::string & text, unsigned int pos); //if we have more than pos texts, pos-th is changed to given one
  220. void scrollUp(unsigned int by = 1); //scrolls console up by 'by' positions
  221. void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
  222. };
  223. class CBattleResultWindow : public CIntObject
  224. {
  225. private:
  226. SDL_Surface * background;
  227. AdventureMapButton * exit;
  228. public:
  229. CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, const CBattleInterface * owner); //c-tor
  230. ~CBattleResultWindow(); //d-tor
  231. void bExitf(); //exit button callback
  232. void activate();
  233. void deactivate();
  234. void show(SDL_Surface * to = 0);
  235. };
  236. class CBattleOptionsWindow : public CIntObject
  237. {
  238. private:
  239. CBattleInterface * myInt;
  240. SDL_Surface * background;
  241. AdventureMapButton * setToDefault, * exit;
  242. CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
  243. CHighlightableButtonsGroup * animSpeeds;
  244. public:
  245. CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
  246. ~CBattleOptionsWindow(); //d-tor
  247. void bDefaultf(); //dafault button callback
  248. void bExitf(); //exit button callback
  249. void activate();
  250. void deactivate();
  251. void show(SDL_Surface * to = 0);
  252. };
  253. struct BattleSettings
  254. {
  255. BattleSettings()
  256. {
  257. printCellBorders = true;
  258. printStackRange = true;
  259. animSpeed = 2;
  260. printMouseShadow = true;
  261. }
  262. bool printCellBorders; //if true, cell borders will be printed
  263. bool printStackRange; //if true,range of active stack will be printed
  264. int animSpeed; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  265. bool printMouseShadow; //if true, hex under mouse will be shaded
  266. template <typename Handler> void serialize(Handler &h, const int version)
  267. {
  268. h & printCellBorders & printStackRange & animSpeed & printMouseShadow;
  269. }
  270. };
  271. class CBattleInterface : public CIntObject
  272. {
  273. private:
  274. SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
  275. AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
  276. * bWait, * bDefence, * bConsoleUp, * bConsoleDown;
  277. CBattleConsole * console;
  278. CBattleHero * attackingHero, * defendingHero; //fighting heroes
  279. CCreatureSet * army1, * army2; //fighting armies
  280. CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
  281. std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
  282. std::map< int, CDefHandler * > idToProjectile; //projectiles of creaures (creatureID, defhandler)
  283. std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
  284. std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
  285. unsigned char animCount;
  286. int activeStack; //number of active stack; -1 - no one
  287. int stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; -1 of none
  288. void activateStack(); //sets activeStack to stackToActivate etc.
  289. int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
  290. std::vector<int> shadedHexes; //hexes available for active stack
  291. int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
  292. int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
  293. float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
  294. std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
  295. bool spellDestSelectMode; //if true, player is choosing destination for his spell
  296. int spellSelMode; //0 - any location, 1 - any firendly creature, 2 - any hostile creature, 3 - any creature, 4 - obstacle,z -1 - no location
  297. BattleAction * spellToCast; //spell for which player is choosing destination
  298. void endCastingSpell(); //ends casting spell (eg. when spell has been cast or cancelled)
  299. void showAliveStack(int ID, const std::map<int, CStack> & stacks, SDL_Surface * to); //helper function for function show
  300. void showPieceOfWall(SDL_Surface * to, int hex, const std::map<int, CStack> & stacks); //helper function for show
  301. void redrawBackgroundWithHexes(int activeStack);
  302. void printConsoleAttacked(int ID, int dmg, int killed, int IDby);
  303. std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
  304. void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
  305. void giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional=-1);
  306. 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
  307. bool blockedByObstacle(int hex) const;
  308. bool isCatapultAttackable(int hex) const; //returns true if given tile can be attacked by catapult
  309. struct SBattleEffect
  310. {
  311. int x, y; //position on the screen
  312. int frame, maxFrame;
  313. CDefHandler * anim; //animation to display
  314. };
  315. std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
  316. class SiegeHelper
  317. {
  318. private:
  319. static std::string townTypeInfixes[F_NUMBER]; //for internal use only - to build filenames
  320. SDL_Surface * walls[18];
  321. const CBattleInterface * owner;
  322. public:
  323. const CGTownInstance * town; //besieged town
  324. SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
  325. ~SiegeHelper(); //d-tor
  326. //filename getters
  327. 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
  328. 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
  329. friend class CPlayerInterface;
  330. } * siegeH;
  331. public:
  332. std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
  333. unsigned int animIDhelper; //for giving IDs for animations
  334. CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect); //c-tor
  335. ~CBattleInterface(); //d-tor
  336. //std::vector<TimeInterested*> timeinterested; //animation handling
  337. static BattleSettings settings;
  338. void setPrintCellBorders(bool set); //if true, cell borders will be printed
  339. void setPrintStackRange(bool set); //if true,range of active stack will be printed
  340. void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
  341. void setAnimSpeed(int set); //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  342. int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  343. CBattleHex bfield[BFIELD_SIZE]; //11 lines, 17 hexes on each
  344. //std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
  345. SDL_Surface * cellBorder, * cellShade;
  346. CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
  347. bool myTurn; //if true, interface is active (commands can be ordered
  348. CBattleResultWindow * resWindow; //window of end of battle
  349. bool showStackQueue; //if true, queue of stacks will be shown
  350. bool moveStarted; //if true, the creature that is already moving is going to make its first step
  351. int moveSh; // sound handler used when moving a unit
  352. //button handle funcs:
  353. void bOptionsf();
  354. void bSurrenderf();
  355. void bFleef();
  356. void reallyFlee(); //performs fleeing without asking player
  357. void bAutofightf();
  358. void bSpellf();
  359. void bWaitf();
  360. void bDefencef();
  361. void bConsoleUpf();
  362. void bConsoleDownf();
  363. //end of button handle funcs
  364. //napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
  365. void activate();
  366. void deactivate();
  367. void show(SDL_Surface * to);
  368. void keyPressed(const SDL_KeyboardEvent & key);
  369. void mouseMoved(const SDL_MouseMotionEvent &sEvent);
  370. void clickRight(tribool down, bool previousState);
  371. //call-ins
  372. void newStack(int stackID); //new stack appeared on battlefield
  373. void stackRemoved(int stackID); //stack disappeared from batlefiled
  374. //void stackKilled(int ID, int dmg, int killed, int IDby, bool byShooting); //stack has been killed (but corpses remain)
  375. void stackActivated(int number); //active stack has been changed
  376. void stackMoved(int number, int destHex, bool endMoving, int distance); //stack with id number moved to destHex
  377. void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
  378. void stackAttacking(int ID, int dest); //called when stack with id ID is attacking something on hex dest
  379. void newRound(int number); //caled when round is ended; number is the number of round
  380. void hexLclicked(int whichOne); //hex only call-in
  381. void stackIsShooting(int ID, int dest); //called when stack with id ID is shooting to hex dest
  382. void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
  383. const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
  384. void displayBattleFinished(); //displays battle result
  385. void spellCast(SpellCast * sc); //called when a hero casts a spell
  386. void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
  387. void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
  388. void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
  389. friend class CBattleHex;
  390. friend class CBattleResultWindow;
  391. friend class CPlayerInterface;
  392. friend class AdventureMapButton;
  393. friend class CInGameConsole;
  394. friend class CReverseAnim;
  395. friend class CBattleAnimation;
  396. friend class CDefenceAnim;
  397. friend class CBattleStackMoved;
  398. friend class CBattleMoveStart;
  399. friend class CBattleMoveEnd;
  400. friend class CBattleAttack;
  401. friend class CMeleeAttack;
  402. friend class CShootingAnim;
  403. };
  404. #endif // __CBATTLEINTERFACE_H__