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vcmi/CBattleInterface.h

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#pragma once
#include "global.h"
#include "CPlayerInterface.h"
#include <list>
class CCreatureSet;
class CGHeroInstance;
class CDefHandler;
class CStack;
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class CCallback;
class AdventureMapButton;
class CHighlightableButton;
class CHighlightableButtonsGroup;
struct BattleResult;
struct SpellCasted;
template <typename T> struct CondSh;
class CBattleInterface;
class CBattleHero : public IShowable, public ClickableL
{
public:
bool flip; //false if it's attacking hero, true otherwise
CDefHandler * dh, *flag; //animation and flag
const CGHeroInstance * myHero; //this animation's hero instance
const CBattleInterface * myOwner; //battle interface to which this animation is assigned
int phase; //stage of animation
int image; //frame of animation
unsigned char flagAnim, flagAnimCount; //for flag animation
void show(SDL_Surface * to); //prints next frame of animation to to
void activate();
void deactivate();
void clickLeft(boost::logic::tribool down);
CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
~CBattleHero(); //d-tor
};
class CBattleHex : public Hoverable, public MotionInterested, public ClickableL, public ClickableR
{
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private:
bool setAlterText; //if true, this hex has set alternative text in console and will clean it
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public:
unsigned int myNumber;
bool accesible;
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//CStack * ourStack;
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bool hovered, strictHovered;
CBattleInterface * myInterface; //interface that owns me
static std::pair<int, int> getXYUnitAnim(const int & hexNum, const bool & attacker, const CCreature * creature); //returns (x, y) of left top corner of animation
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//for user interactions
void hover (bool on);
void activate();
void deactivate();
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
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void clickLeft(boost::logic::tribool down);
void clickRight(boost::logic::tribool down);
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CBattleHex();
};
class CBattleObstacle
{
std::vector<int> lockedHexes;
};
class CBattleConsole : public IShowable, public CIntObject
{
private:
std::vector< std::string > texts; //a place where texts are stored
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int lastShown; //last shown line of text
public:
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std::string alterTxt; //if it's not empty, this text is displayed
CBattleConsole(); //c-tor
~CBattleConsole(); //d-tor
void show(SDL_Surface * to = 0);
bool addText(const std::string & text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
void eraseText(unsigned int pos); //erases added text at position pos
void changeTextAt(const std::string & text, unsigned int pos); //if we have more than pos texts, pos-th is changed to given one
void scrollUp(unsigned int by = 1); //scrolls console up by 'by' positions
void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
};
class CBattleReslutWindow : public IShowable, public CIntObject, public IActivable
{
private:
SDL_Surface * background;
AdventureMapButton * exit;
public:
CBattleReslutWindow(const BattleResult & br, const SDL_Rect & pos, const CBattleInterface * owner); //c-tor
~CBattleReslutWindow(); //d-tor
void bExitf();
void activate();
void deactivate();
void show(SDL_Surface * to = 0);
};
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class CBattleOptionsWindow : public IShowable, public CIntObject, public IActivable
{
private:
CBattleInterface * myInt;
SDL_Surface * background;
AdventureMapButton * setToDefault, * exit;
CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
CHighlightableButtonsGroup * animSpeeds;
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public:
CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
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~CBattleOptionsWindow(); //d-tor
void bDefaultf();
void bExitf();
void activate();
void deactivate();
void show(SDL_Surface * to = 0);
};
class CBattleInterface : public CMainInterface, public MotionInterested
{
private:
SDL_Surface * background, * menu, * amountBasic, * amountNormal, * cellBorders, * backgroundWithHexes;
AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
* bWait, * bDefence, * bConsoleUp, * bConsoleDown;
CBattleConsole * console;
CBattleHero * attackingHero, * defendingHero;
CCreatureSet * army1, * army2; //fighting armies
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CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
std::map< int, CDefHandler * > idToProjectile; //projectiles of creaures (creatureID, defhandler)
std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
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unsigned char animCount;
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int activeStack; //number of active stack; -1 - no one
std::vector<int> shadedHexes; //hexes available for active stack
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int animSpeed; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
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bool spellDestSelectMode; //if true, player is choosing destination for his spell
BattleAction * spellToCast; //spell for which player is choosing destination
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class CAttHelper
{
public:
int ID; //attacking stack
int IDby; //attacked stack
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int dest; //atacked hex
int frame, maxframe; //frame of animation, number of frames of animation
int hitCount; //for delaying animation
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bool reversing;
bool shooting;
int shootingGroup; //if shooting is true, print this animation group
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} * attackingInfo;
void attackingShowHelper();
void redrawBackgroundWithHexes(int activeStack);
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void printConsoleAttacked(int ID, int dmg, int killed, int IDby);
struct SProjectileInfo
{
int x, y; //position on the screen
int dx, dy; //change in position in one step
int step, lastStep; //to know when finish showing this projectile
int creID; //ID of creature that shot this projectile
int frameNum; //frame to display form projectile animation
bool spin; //if true, frameNum will be increased
int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
};
std::list<SProjectileInfo> projectiles;
void projectileShowHelper(SDL_Surface * to=NULL); //prints projectiles present on the battlefield
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void giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional=-1);
bool isTileAttackable(int number); //returns true if tile 'number' is neighbouring any tile from active stack's range or is one of these tiles
public:
CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2); //c-tor
~CBattleInterface(); //d-tor
//std::vector<TimeInterested*> timeinterested; //animation handling
bool printCellBorders; //if true, cell borders will be printed
void setPrintCellBorders(bool set); //set for above member
bool printStackRange; //if true,range of active stack will be printed
void setPrintStackRange(bool set); //set for above member
bool printMouseShadow; //if true, hex under mouse will be shaded
void setPrintMouseShadow(bool set); //set for above member
void setAnimSpeed(int set); //set for animSpeed
int getAnimSpeed() const; //get for animSpeed
CBattleHex bfield[187]; //11 lines, 17 hexes on each
std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
SDL_Surface * cellBorder, * cellShade;
CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
bool myTurn; //if true, interface is active (commands can be ordered
CBattleReslutWindow * resWindow; //window of end of battle
bool showStackQueue; //if true, queue of stacks will be shown
//button handle funcs:
void bOptionsf();
void bSurrenderf();
void bFleef();
void reallyFlee(); //performs fleeing without asking player
void bAutofightf();
void bSpellf();
void bWaitf();
void bDefencef();
void bConsoleUpf();
void bConsoleDownf();
//end of button handle funcs
//napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
void activate();
void deactivate();
void show(SDL_Surface * to = NULL);
void mouseMoved(const SDL_MouseMotionEvent &sEvent);
bool reverseCreature(int number, int hex, bool wideTrick = false); //reverses animation of given creature playing animation of reversing
//call-ins
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void newStack(CStack stack); //new stack appeared on battlefield
void stackRemoved(CStack stack); //stack disappeared from batlefiled
void stackKilled(int ID, int dmg, int killed, int IDby, bool byShooting, ui32 effects = 0); //stack has been killed (but corpses remain); effects - additional optional spell effect (AC format)
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void stackActivated(int number); //active stack has been changed
void stackMoved(int number, int destHex, bool endMoving); //stack with id number moved to destHex
void stackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting, ui32 effects = 0); //called when stack id attacked by stack with id IDby; effects - additional optional spell effect (AC format)
void stackAttacking(int ID, int dest); //called when stack with id ID is attacking something on hex dest
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void newRound(int number); //caled when round is ended; number is the number of round
void hexLclicked(int whichOne); //hex only call-in
void stackIsShooting(int ID, int dest); //called when stack with id ID is shooting to hex dest
void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
void spellCasted(SpellCasted * sc); //called when a hero casts a spell
void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
friend class CBattleHex;
friend class CBattleReslutWindow;
friend class CPlayerInterface;
};