2011-12-14 00:35:28 +03:00
# pragma once
# include "../../lib/ConstTransitivePtr.h" //may be reundant
# include "../../lib/GameConstants.h"
2014-07-13 20:53:37 +03:00
2012-12-01 09:30:52 +03:00
# include "CBattleAnimations.h"
2011-12-14 00:35:28 +03:00
2015-03-22 15:47:20 +02:00
# include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
2011-12-14 00:35:28 +03:00
/*
* 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
*
*/
class CLabel ;
class CCreatureSet ;
class CGHeroInstance ;
class CDefHandler ;
class CStack ;
class CCallback ;
2014-08-03 14:16:19 +03:00
class CButton ;
class CToggleButton ;
class CToggleGroup ;
2011-12-14 00:35:28 +03:00
struct BattleResult ;
struct BattleSpellCast ;
struct CObstacleInstance ;
template < typename T > struct CondSh ;
2012-09-15 22:16:16 +03:00
struct SetStackEffect ;
2011-12-14 00:35:28 +03:00
struct BattleAction ;
class CGTownInstance ;
struct CatapultAttack ;
2011-12-22 16:05:19 +03:00
struct CatapultProjectileInfo ;
2011-12-14 00:35:28 +03:00
struct BattleTriggerEffect ;
class CBattleAnimation ;
class CBattleHero ;
class CBattleConsole ;
class CBattleResultWindow ;
class CStackQueue ;
2011-12-17 21:59:59 +03:00
class CPlayerInterface ;
2011-12-22 16:05:19 +03:00
class CCreatureAnimation ;
struct ProjectileInfo ;
class CClickableHex ;
struct BattleHex ;
2012-08-26 12:07:48 +03:00
struct InfoAboutHero ;
2013-02-12 01:36:12 +03:00
struct BattleAction ;
2013-06-22 17:47:20 +03:00
class CBattleGameInterface ;
2011-12-14 00:35:28 +03:00
2011-12-22 16:05:19 +03:00
/// Small struct which contains information about the id of the attacked stack, the damage dealt,...
struct StackAttackedInfo
{
const CStack * defender ; //attacked stack
2012-04-08 13:34:23 +03:00
unsigned int dmg ; //damage dealt
unsigned int amountKilled ; //how many creatures in stack has been killed
2011-12-22 16:05:19 +03:00
const CStack * attacker ; //attacking stack
2013-08-09 20:37:41 +03:00
bool indirectAttack ; //if true, stack was attacked indirectly - spell or ranged attack
2011-12-22 16:05:19 +03:00
bool killed ; //if true, stack has been killed
bool rebirth ; //if true, play rebirth animation after all
2012-02-18 20:39:47 +03:00
bool cloneKilled ;
2011-12-22 16:05:19 +03:00
} ;
2011-12-14 00:35:28 +03:00
/// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
2011-12-22 16:05:19 +03:00
struct BattleEffect
2011-12-14 00:35:28 +03:00
{
int x , y ; //position on the screen
2013-07-16 21:12:47 +03:00
float currentFrame ;
int maxFrame ;
2011-12-14 00:35:28 +03:00
CDefHandler * anim ; //animation to display
int effectID ; //uniqueID equal ot ID of appropriate CSpellEffectAnim
2013-07-10 13:45:51 +03:00
BattleHex position ; //Indicates if effect which hex the effect is drawn on
2011-12-14 00:35:28 +03:00
} ;
2013-07-19 19:35:16 +03:00
struct BattleObjectsByHex
{
typedef std : : vector < int > TWallList ;
typedef std : : vector < const CStack * > TStackList ;
typedef std : : vector < const BattleEffect * > TEffectList ;
typedef std : : vector < 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 ;
} ;
2011-12-14 00:35:28 +03:00
/// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
2011-12-22 16:05:19 +03:00
struct CatapultProjectileInfo
2011-12-14 00:35:28 +03:00
{
2013-04-04 21:20:25 +03:00
CatapultProjectileInfo ( Point from , Point dest ) ;
2011-12-14 00:35:28 +03:00
2013-04-04 21:20:25 +03:00
double facA , facB , facC ;
2011-12-14 00:35:28 +03:00
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
{
2012-04-04 11:03:52 +03:00
enum PossibleActions // actions performed at l-click
{
2012-04-17 11:46:09 +03:00
INVALID = - 1 , CREATURE_INFO ,
2012-04-04 11:03:52 +03:00
MOVE_TACTICS , CHOOSE_TACTICS_STACK ,
MOVE_STACK , ATTACK , WALK_AND_ATTACK , ATTACK_AND_RETURN , SHOOT , //OPEN_GATE, //we can open castle gate during siege
2012-04-17 11:46:09 +03:00
NO_LOCATION , ANY_LOCATION , FRIENDLY_CREATURE_SPELL , HOSTILE_CREATURE_SPELL , RISING_SPELL , ANY_CREATURE , OBSTACLE , TELEPORT , SACRIFICE , RANDOM_GENIE_SPELL ,
2012-05-18 23:50:16 +03:00
FREE_LOCATION , //used with Force Field and Fire Wall - all tiles affected by spell must be free
2012-04-04 11:03:52 +03:00
CATAPULT , HEAL , RISE_DEMONS
} ;
2011-12-14 00:35:28 +03:00
private :
SDL_Surface * background , * menu , * amountNormal , * amountNegative , * amountPositive , * amountEffNeutral , * cellBorders , * backgroundWithHexes ;
2014-08-03 14:16:19 +03:00
CButton * bOptions , * bSurrender , * bFlee , * bAutofight , * bSpell ,
2011-12-14 00:35:28 +03:00
* 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 , CDefHandler * > idToProjectile ; //projectiles of creatures (creatureID, defhandler)
std : : map < int , CDefHandler * > idToObstacle ; //obstacles located on the battlefield
2012-04-23 22:56:37 +03:00
std : : map < int , SDL_Surface * > idToAbsoluteObstacle ; //obstacles located on the battlefield
2012-05-18 23:50:16 +03:00
//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)
2012-05-05 00:16:39 +03:00
CDefHandler * landMine ;
CDefHandler * quicksand ;
2012-05-18 23:50:16 +03:00
CDefHandler * fireWall ;
CDefHandler * smallForceField [ 2 ] , * bigForceField [ 2 ] ; // [side]
2012-05-05 00:16:39 +03:00
2012-11-29 18:02:55 +03:00
std : : map < int , bool > creDir ; // <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
2011-12-14 00:35:28 +03:00
ui8 animCount ;
2013-06-26 14:18:27 +03:00
const CStack * activeStack ; //number of active stack; nullptr - no one
2013-07-06 19:10:20 +03:00
const CStack * mouseHoveredStack ; // stack below mouse pointer, used for border animation
2013-06-26 14:18:27 +03:00
const CStack * stackToActivate ; //when animation is playing, we should wait till the end to make the next stack active; nullptr of none
2012-04-28 22:40:27 +03:00
const CStack * selectedStack ; //for Teleport / Sacrifice
2013-09-17 15:02:33 +03:00
void activateStack ( ) ; //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
2011-12-22 16:05:19 +03:00
std : : vector < BattleHex > occupyableHexes , //hexes available for active stack
2011-12-14 00:35:28 +03:00
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
2013-07-19 19:35:16 +03:00
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)
2011-12-14 00:35:28 +03:00
int attackingHex ; //hex from which the stack would perform attack with current cursor
2013-06-23 00:47:51 +03:00
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
2011-12-14 00:35:28 +03:00
bool tacticsMode ;
2015-03-18 23:10:41 +02:00
bool stackCanCastSpell ; //if true, active stack could possibly cast some target spell
2012-04-16 20:12:39 +03:00
bool creatureCasting ; //if true, stack currently aims to cats a spell
2012-04-18 12:01:08 +03:00
bool spellDestSelectMode ; //if true, player is choosing destination for his spell - only for GUI / console
2012-04-16 20:12:39 +03:00
PossibleActions spellSelMode ;
2011-12-14 00:35:28 +03:00
BattleAction * spellToCast ; //spell for which player is choosing destination
2012-04-16 20:12:39 +03:00
const CSpell * sp ; //spell pointer for convenience
2012-03-31 00:36:07 +03:00
si32 creatureSpellToCast ;
2012-04-16 20:12:39 +03:00
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
2012-04-04 11:03:52 +03:00
2013-07-06 19:10:20 +03:00
void setActiveStack ( const CStack * stack ) ;
void setHoveredStack ( const CStack * stack ) ;
2013-06-23 00:47:51 +03:00
void requestAutofightingAIToTakeAction ( ) ;
2013-06-22 17:47:20 +03:00
2012-04-04 11:03:52 +03:00
void getPossibleActionsForStack ( const CStack * stack ) ; //called when stack gets its turn
2011-12-14 00:35:28 +03:00
void endCastingSpell ( ) ; //ends casting spell (eg. when spell has been cast or canceled)
void printConsoleAttacked ( const CStack * defender , int dmg , int killed , const CStack * attacker , bool Multiple ) ;
2011-12-22 16:05:19 +03:00
std : : list < ProjectileInfo > projectiles ; //projectiles flying on battlefield
2013-02-04 00:05:44 +03:00
void giveCommand ( Battle : : ActionType action , BattleHex tile , ui32 stackID , si32 additional = - 1 , si32 selectedStack = - 1 ) ;
2011-12-22 16:05:19 +03:00
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
2011-12-14 00:35:28 +03:00
2011-12-22 16:05:19 +03:00
std : : list < BattleEffect > battleEffects ; //different animations to display on the screen like spell effects
2011-12-14 00:35:28 +03:00
/// 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 ) ; //c-tor
~ SiegeHelper ( ) ; //d-tor
//filename getters
2013-08-06 14:20:28 +03:00
//what: 0 - background, 1 - background wall, 2 - keep, 3 - bottom tower, 4 - bottom wall,
// 5 - below gate, 6 - over gate, 7 - upper wall, 8 - upper tower, 9 - gate,
// 10 - gate arch, 11 - bottom static 12 - upper static, 13 - moat, 14 - moat background,
// 15 - keep battlement, 16 - bottom battlement, 17 - upper battlement;
// state uses EWallState enum
std : : string getSiegeName ( ui16 what ) const ;
std : : string getSiegeName ( ui16 what , int state ) const ;
2011-12-14 00:35:28 +03:00
void printPartOfWall ( SDL_Surface * to , int what ) ; //what: 1 - background wall, 2 - keep, 3 - bottom tower, 4 - bottom wall, 5 - below gate, 6 - over gate, 7 - upper wall, 8 - uppert tower, 9 - gate, 10 - gate arch, 11 - bottom static wall, 12 - upper static wall, 15 - keep creature cover, 16 - bottom turret creature cover, 17 - upper turret creature cover
friend class CBattleInterface ;
} * siegeH ;
2013-06-23 00:47:51 +03:00
shared_ptr < CPlayerInterface > attackerInt , defenderInt ; //because LOCPLINT is not enough in hotSeat
2013-11-03 19:44:47 +03:00
shared_ptr < CPlayerInterface > curInt ; //current player interface
2011-12-14 00:35:28 +03:00
const CGHeroInstance * getActiveHero ( ) ; //returns hero that can currently cast a spell
2013-07-19 19:35:16 +03:00
/** 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 ) ;
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 < 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 */
2011-12-14 00:35:28 +03:00
public :
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
static CondSh < bool > animsAreDisplayed ; //for waiting with the end of battle for end of anims
2013-07-22 01:01:29 +03:00
CBattleInterface ( const CCreatureSet * army1 , const CCreatureSet * army2 , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 , const SDL_Rect & myRect , shared_ptr < CPlayerInterface > att , shared_ptr < CPlayerInterface > defen ) ; //c-tor
2011-12-14 00:35:28 +03:00
~ CBattleInterface ( ) ; //d-tor
//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
2013-07-06 19:10:20 +03:00
void setAnimSpeed ( int set ) ; //speed of animation; range 1..100
int getAnimSpeed ( ) const ; //speed of animation; range 1..100
2013-11-03 19:44:47 +03:00
CPlayerInterface * getCurrentPlayerInterface ( ) const ;
2011-12-14 00:35:28 +03:00
2012-06-09 19:45:45 +03:00
std : : vector < CClickableHex * > bfield ; //11 lines, 17 hexes on each
2011-12-14 00:35:28 +03:00
SDL_Surface * cellBorder , * cellShade ;
2013-06-26 14:18:27 +03:00
CondSh < BattleAction * > * givenCommand ; //data != nullptr if we have i.e. moved current unit
2011-12-14 00:35:28 +03:00
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
2013-07-07 22:44:08 +03:00
int moveSoundHander ; // sound handler used when moving a unit
2011-12-14 00:35:28 +03:00
2013-06-23 22:35:54 +03:00
const BattleResult * bresult ; //result of a battle; if non-zero then display when all animations end
2013-07-21 13:10:38 +03:00
// block all UI elements, e.g. during enemy turn
// unlike activate/deactivate this method will correctly grey-out all elements
void blockUI ( bool on ) ;
2011-12-14 00:35:28 +03:00
//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 ( ) ;
2013-06-26 14:18:27 +03:00
void bTacticNextStack ( const CStack * current = nullptr ) ;
2011-12-14 00:35:28 +03:00
void bEndTacticPhase ( ) ;
//end of button handle funcs
//napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
2015-10-12 15:47:10 +02:00
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 ;
2013-07-19 19:35:16 +03:00
2011-12-14 00:35:28 +03:00
//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
2011-12-22 16:05:19 +03:00
void stackMoved ( const CStack * stack , std : : vector < BattleHex > destHex , int distance ) ; //stack with id number moved to destHex
2011-12-14 00:35:28 +03:00
void waitForAnims ( ) ;
2011-12-22 16:05:19 +03:00
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
2011-12-14 00:35:28 +03:00
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
2015-01-30 08:39:36 +02:00
void castThisSpell ( SpellID spellID ) ; //called when player has chosen a spell from spellbook
2014-11-27 23:36:14 +02:00
void displayEffect ( ui32 effect , int destTile , bool areaEffect = true ) ; //displays custom effect on the battlefield
2015-03-22 15:47:20 +02:00
void displaySpellCast ( SpellID spellID , BattleHex destinationTile , bool areaEffect = true ) ; //displays spell`s cast animation
2014-11-27 23:36:14 +02:00
void displaySpellEffect ( SpellID spellID , BattleHex destinationTile , bool areaEffect = true ) ; //displays spell`s affected animation
void displaySpellHit ( SpellID spellID , BattleHex destinationTile , bool areaEffect = true ) ; //displays spell`s affected animation
2015-03-22 15:47:20 +02:00
void displaySpellAnimation ( const CSpell : : TAnimation & animation , BattleHex destinationTile , bool areaEffect = true ) ;
2014-11-27 23:36:14 +02:00
2011-12-14 00:35:28 +03:00
void battleTriggerEffect ( const BattleTriggerEffect & bte ) ;
2012-03-31 00:36:07 +03:00
void setBattleCursor ( const int myNumber ) ; //really complex and messy, sets attackingHex
2011-12-14 00:35:28 +03:00
void endAction ( const BattleAction * action ) ;
void hideQueue ( ) ;
void showQueue ( ) ;
2012-04-16 20:12:39 +03:00
PossibleActions selectionTypeByPositiveness ( const CSpell & spell ) ;
2012-04-23 22:56:37 +03:00
Rect hexPosition ( BattleHex hex ) const ;
2012-02-17 00:19:07 +03:00
2012-03-31 00:36:07 +03:00
void handleHex ( BattleHex myNumber , int eventType ) ;
2012-04-16 20:12:39 +03:00
bool isCastingPossibleHere ( const CStack * sactive , const CStack * shere , BattleHex myNumber ) ;
2012-04-18 12:01:08 +03:00
bool canStackMoveHere ( const CStack * sactive , BattleHex MyNumber ) ; //TODO: move to BattleState / callback
2012-03-31 00:36:07 +03:00
BattleHex fromWhichHexAttack ( BattleHex myNumber ) ;
2012-05-05 00:16:39 +03:00
void obstaclePlaced ( const CObstacleInstance & oi ) ;
2012-08-26 12:07:48 +03:00
const CGHeroInstance * currentHero ( ) const ;
InfoAboutHero enemyHero ( ) const ;
2011-12-14 00:35:28 +03:00
friend class CPlayerInterface ;
2014-08-03 14:16:19 +03:00
friend class CButton ;
2011-12-14 00:35:28 +03:00
friend class CInGameConsole ;
friend class CBattleResultWindow ;
friend class CBattleHero ;
friend class CSpellEffectAnimation ;
friend class CBattleStackAnimation ;
friend class CReverseAnimation ;
friend class CDefenceAnimation ;
friend class CMovementAnimation ;
friend class CMovementStartAnimation ;
friend class CAttackAnimation ;
friend class CMeleeAttackAnimation ;
friend class CShootingAnimation ;
2011-12-17 21:59:59 +03:00
friend class CClickableHex ;
2011-12-14 00:35:28 +03:00
} ;