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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 <vcmi/spells/Magic.h>
 
- #include "../../lib/ConstTransitivePtr.h" //may be redundant
 
- #include "../../lib/GameConstants.h"
 
- #include "CBattleAnimations.h"
 
- #include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
 
- #include "../../lib/battle/CBattleInfoCallback.h"
 
- 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 CLabel;
 
- class CCallback;
 
- class CButton;
 
- class CToggleButton;
 
- class CToggleGroup;
 
- struct CatapultProjectileInfo;
 
- class CBattleAnimation;
 
- class CBattleHero;
 
- class CBattleConsole;
 
- class CBattleResultWindow;
 
- class CStackQueue;
 
- class CPlayerInterface;
 
- class CCreatureAnimation;
 
- struct ProjectileInfo;
 
- class CClickableHex;
 
- class CAnimation;
 
- class IImage;
 
- /// 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;
 
- };
 
- /// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
 
- struct BattleEffect
 
- {
 
- 	int x, y; //position on the screen
 
- 	float currentFrame;
 
- 	std::shared_ptr<CAnimation> animation;
 
- 	int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
 
- 	BattleHex position; //Indicates if effect which hex the effect is drawn on
 
- };
 
- struct BattleObjectsByHex
 
- {
 
- 	typedef std::vector<int> TWallList;
 
- 	typedef std::vector<const CStack *> TStackList;
 
- 	typedef std::vector<const BattleEffect *> TEffectList;
 
- 	typedef std::vector<std::shared_ptr<const CObstacleInstance>> TObstacleList;
 
- 	struct HexData
 
- 	{
 
- 		TWallList walls;
 
- 		TStackList dead;
 
- 		TStackList alive;
 
- 		TEffectList effects;
 
- 		TObstacleList obstacles;
 
- 	};
 
- 	HexData beforeAll;
 
- 	HexData afterAll;
 
- 	std::array<HexData, GameConstants::BFIELD_SIZE> hex;
 
- };
 
- /// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
 
- struct CatapultProjectileInfo
 
- {
 
- 	CatapultProjectileInfo(Point from, Point dest);
 
- 	double facA, facB, facC;
 
- 	double calculateY(double x);
 
- };
 
- enum class MouseHoveredHexContext
 
- {
 
- 	UNOCCUPIED_HEX,
 
- 	OCCUPIED_HEX
 
- };
 
- /// Big class which handles the overall battle interface actions and it is also responsible for
 
- /// drawing everything correctly.
 
- class CBattleInterface : public WindowBase
 
- {
 
- private:
 
- 	SDL_Surface *background, *menu, *amountNormal, *amountNegative, *amountPositive, *amountEffNeutral, *cellBorders, *backgroundWithHexes;
 
- 	std::shared_ptr<CButton> bOptions;
 
- 	std::shared_ptr<CButton> bSurrender;
 
- 	std::shared_ptr<CButton> bFlee;
 
- 	std::shared_ptr<CButton> bAutofight;
 
- 	std::shared_ptr<CButton> bSpell;
 
- 	std::shared_ptr<CButton> bWait;
 
- 	std::shared_ptr<CButton> bDefence;
 
- 	std::shared_ptr<CButton> bConsoleUp;
 
- 	std::shared_ptr<CButton> bConsoleDown;
 
- 	std::shared_ptr<CButton> btactNext;
 
- 	std::shared_ptr<CButton> btactEnd;
 
- 	std::shared_ptr<CBattleConsole> console;
 
- 	std::shared_ptr<CBattleHero> attackingHero;
 
- 	std::shared_ptr<CBattleHero> defendingHero;
 
- 	std::shared_ptr<CStackQueue> queue;
 
- 	const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
 
- 	const CGHeroInstance *attackingHeroInstance, *defendingHeroInstance;
 
- 	std::map<int32_t, std::shared_ptr<CCreatureAnimation>> creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
 
- 	std::map<int, std::shared_ptr<CAnimation>> idToProjectile;
 
- 	std::map<std::string, std::shared_ptr<CAnimation>> animationsCache;
 
- 	std::map<si32, std::shared_ptr<CAnimation>> obstacleAnimations;
 
- 	std::map<int, bool> creDir; // <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
 
- 	ui8 animCount;
 
- 	const CStack *activeStack; //number of active stack; nullptr - no one
 
- 	const CStack *mouseHoveredStack; // stack below mouse pointer, used for border animation
 
- 	const CStack *stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; nullptr of none
 
- 	const CStack *selectedStack; //for Teleport / Sacrifice
 
- 	void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
 
- 	std::vector<BattleHex> occupyableHexes, //hexes available for active stack
 
- 		attackableHexes; //hexes attackable by active stack
 
- 	std::array<bool, GameConstants::BFIELD_SIZE> stackCountOutsideHexes; // hexes that when in front of a unit cause it's amount box to move back
 
- 	BattleHex previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
 
- 	BattleHex currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
 
- 	int attackingHex; //hex from which the stack would perform attack with current cursor
 
- 	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
 
- 	bool tacticsMode;
 
- 	bool stackCanCastSpell; //if true, active stack could possibly cast some target spell
 
- 	bool creatureCasting; //if true, stack currently aims to cats a spell
 
- 	bool spellDestSelectMode; //if true, player is choosing destination for his spell - only for GUI / console
 
- 	std::shared_ptr<BattleAction> spellToCast; //spell for which player is choosing destination
 
- 	const CSpell *sp; //spell pointer for convenience
 
- 	si32 creatureSpellToCast;
 
- 	std::vector<PossiblePlayerBattleAction> possibleActions; //all actions possible to call at the moment by player
 
- 	std::vector<PossiblePlayerBattleAction> localActions; //actions possible to take on hovered hex
 
- 	std::vector<PossiblePlayerBattleAction> illegalActions; //these actions display message in case of illegal target
 
- 	PossiblePlayerBattleAction currentAction; //action that will be performed on l-click
 
- 	PossiblePlayerBattleAction selectedAction; //last action chosen (and saved) by player
 
- 	PossiblePlayerBattleAction illegalAction; //most likely action that can't be performed here
 
- 	bool battleActionsStarted; //used for delaying battle actions until intro sound stops
 
- 	int battleIntroSoundChannel; //required as variable for disabling it via ESC key
 
- 	void setActiveStack(const CStack *stack);
 
- 	void setHoveredStack(const CStack *stack);
 
- 	void requestAutofightingAIToTakeAction();
 
- 	std::vector<PossiblePlayerBattleAction> getPossibleActionsForStack (const CStack *stack); //called when stack gets its turn
 
- 	void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
 
- 	void reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context);
 
- 	//force active stack to cast a spell if possible
 
- 	void enterCreatureCastingMode();
 
- 	std::list<ProjectileInfo> projectiles; //projectiles flying on battlefield
 
- 	void giveCommand(EActionType action, BattleHex tile = BattleHex(), si32 additional = -1);
 
- 	void sendCommand(BattleAction *& command, const CStack * actor = nullptr);
 
- 	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
 
- 	bool isCatapultAttackable(BattleHex hex) const; //returns true if given tile can be attacked by catapult
 
- 	std::list<BattleEffect> battleEffects; //different animations to display on the screen like spell effects
 
- 	/// Class which is responsible for drawing the wall of a siege during battle
 
- 	class SiegeHelper
 
- 	{
 
- 	private:
 
- 		SDL_Surface* walls[18];
 
- 		const CBattleInterface *owner;
 
- 	public:
 
- 		const CGTownInstance *town; //besieged town
 
- 		SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface *_owner);
 
- 		~SiegeHelper();
 
- 		std::string getSiegeName(ui16 what) const;
 
- 		std::string getSiegeName(ui16 what, int state) const; // state uses EWallState enum
 
- 		void printPartOfWall(SDL_Surface *to, int what);
 
- 		enum EWallVisual
 
- 		{
 
- 			BACKGROUND = 0,
 
- 			BACKGROUND_WALL = 1,
 
- 			KEEP,
 
- 			BOTTOM_TOWER,
 
- 			BOTTOM_WALL,
 
- 			WALL_BELLOW_GATE,
 
- 			WALL_OVER_GATE,
 
- 			UPPER_WALL,
 
- 			UPPER_TOWER,
 
- 			GATE,
 
- 			GATE_ARCH,
 
- 			BOTTOM_STATIC_WALL,
 
- 			UPPER_STATIC_WALL,
 
- 			MOAT,
 
- 			BACKGROUND_MOAT,
 
- 			KEEP_BATTLEMENT,
 
- 			BOTTOM_BATTLEMENT,
 
- 			UPPER_BATTLEMENT
 
- 		};
 
- 		friend class CBattleInterface;
 
- 	} *siegeH;
 
- 	std::shared_ptr<CPlayerInterface> attackerInt, defenderInt; //because LOCPLINT is not enough in hotSeat
 
- 	std::shared_ptr<CPlayerInterface> curInt; //current player interface
 
- 	const CGHeroInstance *getActiveHero(); //returns hero that can currently cast a spell
 
- 	/** Methods for displaying battle screen */
 
- 	void showBackground(SDL_Surface *to);
 
- 	void showBackgroundImage(SDL_Surface *to);
 
- 	void showAbsoluteObstacles(SDL_Surface *to);
 
- 	void showHighlightedHexes(SDL_Surface *to);
 
- 	void showHighlightedHex(SDL_Surface *to, BattleHex hex, bool darkBorder = false);
 
- 	void showInterface(SDL_Surface *to);
 
- 	void showBattlefieldObjects(SDL_Surface *to);
 
- 	void showAliveStacks(SDL_Surface *to, std::vector<const CStack *> stacks);
 
- 	void showStacks(SDL_Surface *to, std::vector<const CStack *> stacks);
 
- 	void showObstacles(SDL_Surface *to, std::vector<std::shared_ptr<const CObstacleInstance>> &obstacles);
 
- 	void showPiecesOfWall(SDL_Surface *to, std::vector<int> pieces);
 
- 	void showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects);
 
- 	void showProjectiles(SDL_Surface *to);
 
- 	BattleObjectsByHex sortObjectsByHex();
 
- 	void updateBattleAnimations();
 
- 	std::shared_ptr<IImage> getObstacleImage(const CObstacleInstance & oi);
 
- 	Point getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle);
 
- 	void redrawBackgroundWithHexes(const CStack *activeStack);
 
- 	/** End of battle screen blitting methods */
 
- 	void setHeroAnimation(ui8 side, int phase);
 
- public:
 
- 	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
 
- 	std::list<std::pair<CBattleAnimation *, bool>> pendingAnims; //currently displayed animations <anim, initialized>
 
- 	void addNewAnim(CBattleAnimation *anim); //adds new anim to pendingAnims
 
- 	ui32 animIDhelper; //for giving IDs for animations
 
- 	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();
 
- 	//std::vector<TimeInterested*> timeinterested; //animation handling
 
- 	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;
 
- 	bool shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex);
 
- 	std::vector<std::shared_ptr<CClickableHex>> bfield; //11 lines, 17 hexes on each
 
- 	SDL_Surface *cellBorder, *cellShade;
 
- 	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
 
- 	// block all UI elements, e.g. during enemy turn
 
- 	// unlike activate/deactivate this method will correctly grey-out all elements
 
- 	void blockUI(bool on);
 
- 	//button handle funcs:
 
- 	void bOptionsf();
 
- 	void bSurrenderf();
 
- 	void bFleef();
 
- 	void reallyFlee(); //performs fleeing without asking player
 
- 	void reallySurrender(); //performs surrendering without asking player
 
- 	void bAutofightf();
 
- 	void bSpellf();
 
- 	void bWaitf();
 
- 	void bDefencef();
 
- 	void bConsoleUpf();
 
- 	void bConsoleDownf();
 
- 	void bTacticNextStack(const CStack *current = nullptr);
 
- 	void bEndTacticPhase();
 
- 	//end of button handle funcs
 
- 	//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 unitAdded(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 waitForAnims();
 
- 	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 displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects);
 
- 	void displayEffect(ui32 effect, BattleHex destTile); //displays custom effect on the battlefield
 
- 	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 battleTriggerEffect(const BattleTriggerEffect & bte);
 
- 	void setBattleCursor(const int myNumber); //really complex and messy, sets attackingHex
 
- 	void endAction(const BattleAction* action);
 
- 	void hideQueue();
 
- 	void showQueue();
 
- 	Rect hexPosition(BattleHex hex) const;
 
- 	void handleHex(BattleHex myNumber, int eventType);
 
- 	bool isCastingPossibleHere (const CStack *sactive, const CStack *shere, BattleHex myNumber);
 
- 	bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber); //TODO: move to BattleState / callback
 
- 	BattleHex fromWhichHexAttack(BattleHex myNumber);
 
- 	void obstaclePlaced(const CObstacleInstance & oi);
 
- 	void gateStateChanged(const EGateState state);
 
- 	void initStackProjectile(const CStack * stack);
 
- 	const CGHeroInstance *currentHero() const;
 
- 	InfoAboutHero enemyHero() const;
 
- 	friend class CPlayerInterface;
 
- 	friend class CButton;
 
- 	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;
 
- };
 
 
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