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vcmi/client/battle/CBattleInterface.h

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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
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class CLabel;
class CCreatureSet;
class CGHeroInstance;
class CStack;
class CCallback;
class CButton;
class CToggleButton;
class CToggleGroup;
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struct BattleResult;
struct BattleSpellCast;
struct CObstacleInstance;
template <typename T> struct CondSh;
struct SetStackEffect;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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class BattleAction;
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class CGTownInstance;
struct CatapultAttack;
struct CatapultProjectileInfo;
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struct BattleTriggerEffect;
class CBattleAnimation;
class CBattleHero;
class CBattleConsole;
class CBattleResultWindow;
class CStackQueue;
class CPlayerInterface;
class CCreatureAnimation;
struct ProjectileInfo;
class CClickableHex;
struct BattleHex;
struct InfoAboutHero;
class CBattleGameInterface;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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struct CustomEffectInfo;
class CAnimation;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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class IImage;
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/// Small struct which contains information about the id of the attacked stack, the damage dealt,...
struct StackAttackedInfo
{
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const CStack *defender; //attacked stack
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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int64_t dmg; //damage dealt
unsigned int amountKilled; //how many creatures in stack has been killed
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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;
};
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/// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
struct BattleEffect
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{
int x, y; //position on the screen
float currentFrame;
std::shared_ptr<CAnimation> animation;
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int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
BattleHex position; //Indicates if effect which hex the effect is drawn on
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};
struct BattleObjectsByHex
{
typedef std::vector<int> TWallList;
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typedef std::vector<const CStack *> TStackList;
typedef std::vector<const BattleEffect *> TEffectList;
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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;
};
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/// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
struct CatapultProjectileInfo
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{
CatapultProjectileInfo(Point from, Point dest);
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double facA, facB, facC;
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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
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CATAPULT, HEAL, RISE_DEMONS,
AIMED_SPELL_CREATURE
};
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private:
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SDL_Surface *background, *menu, *amountNormal, *amountNegative, *amountPositive, *amountEffNeutral, *cellBorders, *backgroundWithHexes;
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CButton *bOptions, *bSurrender, *bFlee, *bAutofight, *bSpell,
* bWait, *bDefence, *bConsoleUp, *bConsoleDown, *btactNext, *btactEnd;
CBattleConsole *console;
CBattleHero *attackingHero, *defendingHero; //fighting heroes
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CStackQueue *queue;
const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
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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;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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std::map<std::string, std::shared_ptr<CAnimation>> animationsCache;
std::map<si32, std::shared_ptr<CAnimation>> obstacleAnimations;
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std::map<int, bool> creDir; // <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
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ui8 animCount;
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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
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void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
std::vector<BattleHex> occupyableHexes, //hexes available for active stack
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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)
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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
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bool tacticsMode;
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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
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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
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void setActiveStack(const CStack *stack);
void setHoveredStack(const CStack *stack);
void requestAutofightingAIToTakeAction();
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void getPossibleActionsForStack (const CStack *stack, const bool forceCast); //called when stack gets its turn
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void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
//force active stack to cast a spell if possible
void enterCreatureCastingMode();
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void printConsoleAttacked(const CStack *defender, int dmg, int killed, const CStack *attacker, bool Multiple);
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std::list<ProjectileInfo> projectiles; //projectiles flying on battlefield
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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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
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std::list<BattleEffect> battleEffects; //different animations to display on the screen like spell effects
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/// Class which is responsible for drawing the wall of a siege during battle
class SiegeHelper
{
private:
SDL_Surface* walls[18];
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const CBattleInterface *owner;
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public:
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const CGTownInstance *town; //besieged town
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SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface *_owner);
~SiegeHelper();
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std::string getSiegeName(ui16 what) const;
std::string getSiegeName(ui16 what, int state) const; // state uses EWallState enum
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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
};
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friend class CBattleInterface;
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} *siegeH;
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std::shared_ptr<CPlayerInterface> attackerInt, defenderInt; //because LOCPLINT is not enough in hotSeat
std::shared_ptr<CPlayerInterface> curInt; //current player interface
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const CGHeroInstance *getActiveHero(); //returns hero that can currently cast a spell
/** Methods for displaying battle screen */
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void showBackground(SDL_Surface *to);
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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);
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void showInterface(SDL_Surface *to);
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void showBattlefieldObjects(SDL_Surface *to);
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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);
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void showProjectiles(SDL_Surface *to);
BattleObjectsByHex sortObjectsByHex();
void updateBattleAnimations();
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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IImage * getObstacleImage(const CObstacleInstance & oi);
Point getObstaclePosition(IImage * image, const CObstacleInstance & obstacle);
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void redrawBackgroundWithHexes(const CStack *activeStack);
/** End of battle screen blitting methods */
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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PossibleActions getCasterAction(const CSpell *spell, const spells::Caster *caster, spells::Mode mode) const;
void setHeroAnimation(ui8 side, int phase);
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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
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std::list<std::pair<CBattleAnimation *, bool>> pendingAnims; //currently displayed animations <anim, initialized>
void addNewAnim(CBattleAnimation *anim); //adds new anim to pendingAnims
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ui32 animIDhelper; //for giving IDs for animations
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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();
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//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
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CPlayerInterface *getCurrentPlayerInterface() const;
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std::vector<CClickableHex*> bfield; //11 lines, 17 hexes on each
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SDL_Surface *cellBorder, *cellShade;
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bool myTurn; //if true, interface is active (commands can be ordered)
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CBattleResultWindow *resWindow; //window of end of battle
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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
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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);
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//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);
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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;
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//call-ins
void startAction(const BattleAction* action);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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void unitAdded(const CStack * stack); //new stack appeared on battlefield
void stackRemoved(uint32_t stackID); //stack disappeared from batlefiled
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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
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void waitForAnims();
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos, const std::vector<MetaString> & battleLog); //called when a certain amount of stacks has been attacked
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void stackAttacking(const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
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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
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void spellCast(const BattleSpellCast *sc); //called when a hero casts a spell
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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
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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void displayBattleLog(const std::vector<MetaString> & battleLog);
void displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects);
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void displayEffect(ui32 effect, BattleHex destTile); //displays custom effect on the battlefield
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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
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void displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile);
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void battleTriggerEffect(const BattleTriggerEffect & bte);
void setBattleCursor(const int myNumber); //really complex and messy, sets attackingHex
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void endAction(const BattleAction* action);
void hideQueue();
void showQueue();
Rect hexPosition(BattleHex hex) const;
void handleHex(BattleHex myNumber, int eventType);
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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);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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void initStackProjectile(const CStack * stack);
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const CGHeroInstance *currentHero() const;
InfoAboutHero enemyHero() const;
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friend class CPlayerInterface;
friend class CButton;
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friend class CInGameConsole;
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friend class CBattleResultWindow;
friend class CBattleHero;
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friend class CEffectAnimation;
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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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};