CBattleInterface.h 17 KB

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  1. /*
  2. * CBattleInterface.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "../../lib/ConstTransitivePtr.h" //may be reundant
  12. #include "../../lib/GameConstants.h"
  13. #include "CBattleAnimations.h"
  14. #include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
  15. class CLabel;
  16. class CCreatureSet;
  17. class CGHeroInstance;
  18. class CDefHandler;
  19. class CStack;
  20. class CCallback;
  21. class CButton;
  22. class CToggleButton;
  23. class CToggleGroup;
  24. struct BattleResult;
  25. struct BattleSpellCast;
  26. struct CObstacleInstance;
  27. template <typename T> struct CondSh;
  28. struct SetStackEffect;
  29. struct BattleAction;
  30. class CGTownInstance;
  31. struct CatapultAttack;
  32. struct CatapultProjectileInfo;
  33. struct BattleTriggerEffect;
  34. class CBattleAnimation;
  35. class CBattleHero;
  36. class CBattleConsole;
  37. class CBattleResultWindow;
  38. class CStackQueue;
  39. class CPlayerInterface;
  40. class CCreatureAnimation;
  41. struct ProjectileInfo;
  42. class CClickableHex;
  43. struct BattleHex;
  44. struct InfoAboutHero;
  45. struct BattleAction;
  46. class CBattleGameInterface;
  47. class CAnimation;
  48. /// Small struct which contains information about the id of the attacked stack, the damage dealt,...
  49. struct StackAttackedInfo
  50. {
  51. const CStack *defender; //attacked stack
  52. int32_t dmg; //damage dealt
  53. unsigned int amountKilled; //how many creatures in stack has been killed
  54. const CStack *attacker; //attacking stack
  55. bool indirectAttack; //if true, stack was attacked indirectly - spell or ranged attack
  56. bool killed; //if true, stack has been killed
  57. bool rebirth; //if true, play rebirth animation after all
  58. bool cloneKilled;
  59. };
  60. /// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
  61. struct BattleEffect
  62. {
  63. int x, y; //position on the screen
  64. float currentFrame;
  65. std::shared_ptr<CAnimation> animation;
  66. int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
  67. BattleHex position; //Indicates if effect which hex the effect is drawn on
  68. };
  69. struct BattleObjectsByHex
  70. {
  71. typedef std::vector<int> TWallList;
  72. typedef std::vector<const CStack *> TStackList;
  73. typedef std::vector<const BattleEffect *> TEffectList;
  74. typedef std::vector<std::shared_ptr<const CObstacleInstance>> TObstacleList;
  75. struct HexData
  76. {
  77. TWallList walls;
  78. TStackList dead;
  79. TStackList alive;
  80. TEffectList effects;
  81. TObstacleList obstacles;
  82. };
  83. HexData beforeAll;
  84. HexData afterAll;
  85. std::array<HexData, GameConstants::BFIELD_SIZE> hex;
  86. };
  87. /// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
  88. struct CatapultProjectileInfo
  89. {
  90. CatapultProjectileInfo(Point from, Point dest);
  91. double facA, facB, facC;
  92. double calculateY(double x);
  93. };
  94. /// Big class which handles the overall battle interface actions and it is also responsible for
  95. /// drawing everything correctly.
  96. class CBattleInterface : public CIntObject
  97. {
  98. enum PossibleActions // actions performed at l-click
  99. {
  100. INVALID = -1, CREATURE_INFO,
  101. MOVE_TACTICS, CHOOSE_TACTICS_STACK,
  102. MOVE_STACK, ATTACK, WALK_AND_ATTACK, ATTACK_AND_RETURN, SHOOT, //OPEN_GATE, //we can open castle gate during siege
  103. NO_LOCATION, ANY_LOCATION, OBSTACLE, TELEPORT, SACRIFICE, RANDOM_GENIE_SPELL,
  104. FREE_LOCATION, //used with Force Field and Fire Wall - all tiles affected by spell must be free
  105. CATAPULT, HEAL, RISE_DEMONS,
  106. AIMED_SPELL_CREATURE
  107. };
  108. private:
  109. SDL_Surface *background, *menu, *amountNormal, *amountNegative, *amountPositive, *amountEffNeutral, *cellBorders, *backgroundWithHexes;
  110. CButton *bOptions, *bSurrender, *bFlee, *bAutofight, *bSpell,
  111. * bWait, *bDefence, *bConsoleUp, *bConsoleDown, *btactNext, *btactEnd;
  112. CBattleConsole *console;
  113. CBattleHero *attackingHero, *defendingHero; //fighting heroes
  114. CStackQueue *queue;
  115. const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
  116. const CGHeroInstance *attackingHeroInstance, *defendingHeroInstance;
  117. std::map<int, CCreatureAnimation *> creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
  118. std::map<int, std::shared_ptr<CAnimation>> idToProjectile;
  119. std::map<int, CDefHandler *> idToObstacle; //obstacles located on the battlefield
  120. std::map<int, SDL_Surface *> idToAbsoluteObstacle; //obstacles located on the battlefield
  121. //TODO these should be loaded only when needed (and freed then) but I believe it's rather work for resource manager,
  122. //so I didn't implement that (having ongoing RM development)
  123. CDefHandler *landMine;
  124. CDefHandler *quicksand;
  125. CDefHandler *fireWall;
  126. CDefHandler *smallForceField[2], *bigForceField[2]; // [side]
  127. std::map<int, bool> creDir; // <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
  128. ui8 animCount;
  129. const CStack *activeStack; //number of active stack; nullptr - no one
  130. const CStack *mouseHoveredStack; // stack below mouse pointer, used for border animation
  131. const CStack *stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; nullptr of none
  132. const CStack *selectedStack; //for Teleport / Sacrifice
  133. void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
  134. std::vector<BattleHex> occupyableHexes, //hexes available for active stack
  135. attackableHexes; //hexes attackable by active stack
  136. bool stackCountOutsideHexes[GameConstants::BFIELD_SIZE]; // hexes that when in front of a unit cause it's amount box to move back
  137. BattleHex previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
  138. BattleHex currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
  139. int attackingHex; //hex from which the stack would perform attack with current cursor
  140. 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
  141. bool tacticsMode;
  142. bool stackCanCastSpell; //if true, active stack could possibly cast some target spell
  143. bool creatureCasting; //if true, stack currently aims to cats a spell
  144. bool spellDestSelectMode; //if true, player is choosing destination for his spell - only for GUI / console
  145. BattleAction *spellToCast; //spell for which player is choosing destination
  146. const CSpell *sp; //spell pointer for convenience
  147. si32 creatureSpellToCast;
  148. std::vector<PossibleActions> possibleActions; //all actions possible to call at the moment by player
  149. std::vector<PossibleActions> localActions; //actions possible to take on hovered hex
  150. std::vector<PossibleActions> illegalActions; //these actions display message in case of illegal target
  151. PossibleActions currentAction; //action that will be performed on l-click
  152. PossibleActions selectedAction; //last action chosen (and saved) by player
  153. PossibleActions illegalAction; //most likely action that can't be performed here
  154. void setActiveStack(const CStack *stack);
  155. void setHoveredStack(const CStack *stack);
  156. void requestAutofightingAIToTakeAction();
  157. void getPossibleActionsForStack (const CStack *stack, const bool forceCast); //called when stack gets its turn
  158. void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
  159. //force active stack to cast a spell if possible
  160. void enterCreatureCastingMode();
  161. void printConsoleAttacked(const CStack *defender, int dmg, int killed, const CStack *attacker, bool Multiple);
  162. std::list<ProjectileInfo> projectiles; //projectiles flying on battlefield
  163. void giveCommand(Battle::ActionType action, BattleHex tile, ui32 stackID, si32 additional=-1, si32 selectedStack = -1);
  164. 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
  165. bool isCatapultAttackable(BattleHex hex) const; //returns true if given tile can be attacked by catapult
  166. std::list<BattleEffect> battleEffects; //different animations to display on the screen like spell effects
  167. /// Class which is responsible for drawing the wall of a siege during battle
  168. class SiegeHelper
  169. {
  170. private:
  171. SDL_Surface* walls[18];
  172. const CBattleInterface *owner;
  173. public:
  174. const CGTownInstance *town; //besieged town
  175. SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface *_owner);
  176. ~SiegeHelper();
  177. std::string getSiegeName(ui16 what) const;
  178. std::string getSiegeName(ui16 what, int state) const; // state uses EWallState enum
  179. void printPartOfWall(SDL_Surface *to, int what);
  180. enum EWallVisual
  181. {
  182. BACKGROUND = 0,
  183. BACKGROUND_WALL = 1,
  184. KEEP,
  185. BOTTOM_TOWER,
  186. BOTTOM_WALL,
  187. WALL_BELLOW_GATE,
  188. WALL_OVER_GATE,
  189. UPPER_WALL,
  190. UPPER_TOWER,
  191. GATE,
  192. GATE_ARCH,
  193. BOTTOM_STATIC_WALL,
  194. UPPER_STATIC_WALL,
  195. MOAT,
  196. BACKGROUND_MOAT,
  197. KEEP_BATTLEMENT,
  198. BOTTOM_BATTLEMENT,
  199. UPPER_BATTLEMENT
  200. };
  201. friend class CBattleInterface;
  202. } *siegeH;
  203. std::shared_ptr<CPlayerInterface> attackerInt, defenderInt; //because LOCPLINT is not enough in hotSeat
  204. std::shared_ptr<CPlayerInterface> curInt; //current player interface
  205. const CGHeroInstance *getActiveHero(); //returns hero that can currently cast a spell
  206. /** Methods for displaying battle screen */
  207. void showBackground(SDL_Surface *to);
  208. void showBackgroundImage(SDL_Surface *to);
  209. void showAbsoluteObstacles(SDL_Surface *to);
  210. void showHighlightedHexes(SDL_Surface *to);
  211. void showHighlightedHex(SDL_Surface *to, BattleHex hex, bool darkBorder = false);
  212. void showInterface(SDL_Surface *to);
  213. void showBattlefieldObjects(SDL_Surface *to);
  214. void showAliveStacks(SDL_Surface *to, std::vector<const CStack *> stacks);
  215. void showStacks(SDL_Surface *to, std::vector<const CStack *> stacks);
  216. void showObstacles(SDL_Surface *to, std::vector<std::shared_ptr<const CObstacleInstance>> &obstacles);
  217. void showPiecesOfWall(SDL_Surface *to, std::vector<int> pieces);
  218. void showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects);
  219. void showProjectiles(SDL_Surface *to);
  220. BattleObjectsByHex sortObjectsByHex();
  221. void updateBattleAnimations();
  222. SDL_Surface *getObstacleImage(const CObstacleInstance &oi);
  223. Point getObstaclePosition(SDL_Surface *image, const CObstacleInstance &obstacle);
  224. void redrawBackgroundWithHexes(const CStack *activeStack);
  225. /** End of battle screen blitting methods */
  226. PossibleActions getCasterAction(const CSpell *spell, const ISpellCaster *caster, ECastingMode::ECastingMode mode) const;
  227. public:
  228. static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
  229. static CondSh<BattleAction *> givenCommand; //data != nullptr if we have i.e. moved current unit
  230. std::list<std::pair<CBattleAnimation *, bool>> pendingAnims; //currently displayed animations <anim, initialized>
  231. void addNewAnim(CBattleAnimation *anim); //adds new anim to pendingAnims
  232. ui32 animIDhelper; //for giving IDs for animations
  233. 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);
  234. virtual ~CBattleInterface();
  235. //std::vector<TimeInterested*> timeinterested; //animation handling
  236. void setPrintCellBorders(bool set); //if true, cell borders will be printed
  237. void setPrintStackRange(bool set); //if true,range of active stack will be printed
  238. void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
  239. void setAnimSpeed(int set); //speed of animation; range 1..100
  240. int getAnimSpeed() const; //speed of animation; range 1..100
  241. CPlayerInterface *getCurrentPlayerInterface() const;
  242. std::vector<CClickableHex*> bfield; //11 lines, 17 hexes on each
  243. SDL_Surface *cellBorder, *cellShade;
  244. bool myTurn; //if true, interface is active (commands can be ordered)
  245. CBattleResultWindow *resWindow; //window of end of battle
  246. bool moveStarted; //if true, the creature that is already moving is going to make its first step
  247. int moveSoundHander; // sound handler used when moving a unit
  248. const BattleResult *bresult; //result of a battle; if non-zero then display when all animations end
  249. // block all UI elements, e.g. during enemy turn
  250. // unlike activate/deactivate this method will correctly grey-out all elements
  251. void blockUI(bool on);
  252. //button handle funcs:
  253. void bOptionsf();
  254. void bSurrenderf();
  255. void bFleef();
  256. void reallyFlee(); //performs fleeing without asking player
  257. void reallySurrender(); //performs surrendering without asking player
  258. void bAutofightf();
  259. void bSpellf();
  260. void bWaitf();
  261. void bDefencef();
  262. void bConsoleUpf();
  263. void bConsoleDownf();
  264. void bTacticNextStack(const CStack *current = nullptr);
  265. void bEndTacticPhase();
  266. //end of button handle funcs
  267. //napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
  268. void activate() override;
  269. void deactivate() override;
  270. void keyPressed(const SDL_KeyboardEvent & key) override;
  271. void mouseMoved(const SDL_MouseMotionEvent &sEvent) override;
  272. void clickRight(tribool down, bool previousState) override;
  273. void show(SDL_Surface *to) override;
  274. void showAll(SDL_Surface *to) override;
  275. //call-ins
  276. void startAction(const BattleAction* action);
  277. void newStack(const CStack *stack); //new stack appeared on battlefield
  278. void stackRemoved(int stackID); //stack disappeared from batlefiled
  279. void stackActivated(const CStack *stack); //active stack has been changed
  280. void stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance); //stack with id number moved to destHex
  281. void waitForAnims();
  282. void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
  283. void stackAttacking(const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
  284. void newRoundFirst( int round );
  285. void newRound(int number); //caled when round is ended; number is the number of round
  286. void hexLclicked(int whichOne); //hex only call-in
  287. void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
  288. void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
  289. void displayBattleFinished(); //displays battle result
  290. void spellCast(const BattleSpellCast *sc); //called when a hero casts a spell
  291. void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
  292. void castThisSpell(SpellID spellID); //called when player has chosen a spell from spellbook
  293. void displayEffect(ui32 effect, BattleHex destTile); //displays custom effect on the battlefield
  294. void displaySpellCast(SpellID spellID, BattleHex destinationTile); //displays spell`s cast animation
  295. void displaySpellEffect(SpellID spellID, BattleHex destinationTile); //displays spell`s affected animation
  296. void displaySpellHit(SpellID spellID, BattleHex destinationTile); //displays spell`s affected animation
  297. void displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile);
  298. void battleTriggerEffect(const BattleTriggerEffect & bte);
  299. void setBattleCursor(const int myNumber); //really complex and messy, sets attackingHex
  300. void endAction(const BattleAction* action);
  301. void hideQueue();
  302. void showQueue();
  303. Rect hexPosition(BattleHex hex) const;
  304. void handleHex(BattleHex myNumber, int eventType);
  305. bool isCastingPossibleHere (const CStack *sactive, const CStack *shere, BattleHex myNumber);
  306. bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber); //TODO: move to BattleState / callback
  307. BattleHex fromWhichHexAttack(BattleHex myNumber);
  308. void obstaclePlaced(const CObstacleInstance & oi);
  309. void gateStateChanged(const EGateState state);
  310. void initStackProjectile(const CStack *stack);
  311. const CGHeroInstance *currentHero() const;
  312. InfoAboutHero enemyHero() const;
  313. friend class CPlayerInterface;
  314. friend class CButton;
  315. friend class CInGameConsole;
  316. friend class CBattleResultWindow;
  317. friend class CBattleHero;
  318. friend class CEffectAnimation;
  319. friend class CBattleStackAnimation;
  320. friend class CReverseAnimation;
  321. friend class CDefenceAnimation;
  322. friend class CMovementAnimation;
  323. friend class CMovementStartAnimation;
  324. friend class CAttackAnimation;
  325. friend class CMeleeAttackAnimation;
  326. friend class CShootingAnimation;
  327. friend class CClickableHex;
  328. };