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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 "../../lib/ConstTransitivePtr.h" //may be reundant
- #include "../../lib/GameConstants.h"
- #include "CBattleAnimations.h"
- #include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
- class CLabel;
- class CCreatureSet;
- class CGHeroInstance;
- class CDefHandler;
- class CStack;
- class CCallback;
- class CButton;
- class CToggleButton;
- class CToggleGroup;
- struct BattleResult;
- struct BattleSpellCast;
- struct CObstacleInstance;
- template <typename T> struct CondSh;
- struct SetStackEffect;
- struct BattleAction;
- class CGTownInstance;
- struct CatapultAttack;
- struct CatapultProjectileInfo;
- struct BattleTriggerEffect;
- class CBattleAnimation;
- class CBattleHero;
- class CBattleConsole;
- class CBattleResultWindow;
- class CStackQueue;
- class CPlayerInterface;
- class CCreatureAnimation;
- struct ProjectileInfo;
- class CClickableHex;
- struct BattleHex;
- struct InfoAboutHero;
- struct BattleAction;
- class CBattleGameInterface;
- class CAnimation;
- /// Small struct which contains information about the id of the attacked stack, the damage dealt,...
- struct StackAttackedInfo
- {
- const CStack *defender; //attacked stack
- int32_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);
- };
- /// Big class which handles the overall battle interface actions and it is also responsible for
- /// drawing everything correctly.
- class CBattleInterface : public CIntObject
- {
- enum PossibleActions // actions performed at l-click
- {
- INVALID = -1, CREATURE_INFO,
- MOVE_TACTICS, CHOOSE_TACTICS_STACK,
- MOVE_STACK, ATTACK, WALK_AND_ATTACK, ATTACK_AND_RETURN, SHOOT, //OPEN_GATE, //we can open castle gate during siege
- NO_LOCATION, ANY_LOCATION, OBSTACLE, TELEPORT, SACRIFICE, RANDOM_GENIE_SPELL,
- FREE_LOCATION, //used with Force Field and Fire Wall - all tiles affected by spell must be free
- CATAPULT, HEAL, RISE_DEMONS,
- AIMED_SPELL_CREATURE
- };
- private:
- SDL_Surface *background, *menu, *amountNormal, *amountNegative, *amountPositive, *amountEffNeutral, *cellBorders, *backgroundWithHexes;
- CButton *bOptions, *bSurrender, *bFlee, *bAutofight, *bSpell,
- * bWait, *bDefence, *bConsoleUp, *bConsoleDown, *btactNext, *btactEnd;
- CBattleConsole *console;
- CBattleHero *attackingHero, *defendingHero; //fighting heroes
- CStackQueue *queue;
- const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
- const CGHeroInstance *attackingHeroInstance, *defendingHeroInstance;
- std::map<int, CCreatureAnimation *> creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
- std::map<int, std::shared_ptr<CAnimation>> idToProjectile;
- std::map<int, CDefHandler *> idToObstacle; //obstacles located on the battlefield
- std::map<int, SDL_Surface *> idToAbsoluteObstacle; //obstacles located on the battlefield
- //TODO these should be loaded only when needed (and freed then) but I believe it's rather work for resource manager,
- //so I didn't implement that (having ongoing RM development)
- CDefHandler *landMine;
- CDefHandler *quicksand;
- CDefHandler *fireWall;
- CDefHandler *smallForceField[2], *bigForceField[2]; // [side]
- 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
- bool stackCountOutsideHexes[GameConstants::BFIELD_SIZE]; // 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
- BattleAction *spellToCast; //spell for which player is choosing destination
- const CSpell *sp; //spell pointer for convenience
- si32 creatureSpellToCast;
- std::vector<PossibleActions> possibleActions; //all actions possible to call at the moment by player
- std::vector<PossibleActions> localActions; //actions possible to take on hovered hex
- std::vector<PossibleActions> illegalActions; //these actions display message in case of illegal target
- PossibleActions currentAction; //action that will be performed on l-click
- PossibleActions selectedAction; //last action chosen (and saved) by player
- PossibleActions illegalAction; //most likely action that can't be performed here
- void setActiveStack(const CStack *stack);
- void setHoveredStack(const CStack *stack);
- void requestAutofightingAIToTakeAction();
- void getPossibleActionsForStack (const CStack *stack, const bool forceCast); //called when stack gets its turn
- void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
- //force active stack to cast a spell if possible
- void enterCreatureCastingMode();
- void printConsoleAttacked(const CStack *defender, int dmg, int killed, const CStack *attacker, bool Multiple);
- std::list<ProjectileInfo> projectiles; //projectiles flying on battlefield
- void giveCommand(Battle::ActionType action, BattleHex tile, ui32 stackID, si32 additional=-1, si32 selectedStack = -1);
- 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();
- SDL_Surface *getObstacleImage(const CObstacleInstance &oi);
- Point getObstaclePosition(SDL_Surface *image, const CObstacleInstance &obstacle);
- void redrawBackgroundWithHexes(const CStack *activeStack);
- /** End of battle screen blitting methods */
- PossibleActions getCasterAction(const CSpell *spell, const ISpellCaster *caster, ECastingMode::ECastingMode mode) const;
- 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;
- std::vector<CClickableHex*> bfield; //11 lines, 17 hexes on each
- SDL_Surface *cellBorder, *cellShade;
- bool myTurn; //if true, interface is active (commands can be ordered)
- CBattleResultWindow *resWindow; //window of end of battle
- 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 newStack(const CStack *stack); //new stack appeared on battlefield
- void stackRemoved(int 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 displayEffect(ui32 effect, BattleHex destTile); //displays custom effect on the battlefield
- 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 displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile);
- 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 CClickableHex;
- };
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