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vcmi/client/BattleInterface/CBattleInterface.h

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#pragma once
#include "../../lib/CCreatureSet.h"
#include "../../lib/ConstTransitivePtr.h" //may be reundant
#include "../CAnimation.h"
#include "../../lib/GameConstants.h"
/*
* 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;
class CAdventureMapButton;
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class CHighlightableButton;
class CHighlightableButtonsGroup;
struct BattleResult;
struct BattleSpellCast;
struct CObstacleInstance;
template <typename T> struct CondSh;
struct SetStackEffect;;
struct BattleAction;
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;
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/// Class which manages the locked hex fields that are blocked e.g. by obstacles
class CBattleObstacle
{
std::vector<int> lockedHexes;
};
/// Small struct which contains information about the id of the attacked stack, the damage dealt,...
struct StackAttackedInfo
{
const CStack * defender; //attacked stack
int dmg; //damage dealt
int amountKilled; //how many creatures in stack has been killed
const CStack * attacker; //attacking stack
bool byShooting; //if true, stack has been attacked by shooting
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
int frame, maxFrame;
CDefHandler * anim; //animation to display
int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
};
/// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
struct CatapultProjectileInfo
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{
const double facA, facB, facC;
const int fromX, toX;
CatapultProjectileInfo() : facA(0), facB(0), facC(0), fromX(0), toX(0) { };
CatapultProjectileInfo(double factorA, double factorB, double factorC, int fromXX, int toXX) : facA(factorA), facB(factorB), facC(factorC),
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fromX(fromXX), toX(toXX) { };
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 SpellSelectionType
{
ANY_LOCATION = 0, FRIENDLY_CREATURE, HOSTILE_CREATURE, ANY_CREATURE, OBSTACLE, TELEPORT, NO_LOCATION = -1, STACK_SPELL_CANCELLED = -2
};
private:
SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
CAdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
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* 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
std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
ui8 animCount;
const CStack * activeStack; //number of active stack; NULL - no one
const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; NULL of none
void activateStack(); //sets activeStack to stackToActivate etc.
int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
time_t lastMouseHoveredStackAnimationTime; // time when last mouse hovered animation occurred
static const time_t HOVER_ANIM_DELTA;
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
int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
int attackingHex; //hex from which the stack would perform attack with current cursor
double getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
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;
bool stackCanCastSpell; //if true, active stack could possibly cats some target spell
bool spellDestSelectMode; //if true, player is choosing destination for his spell
SpellSelectionType spellSelMode;
BattleAction * spellToCast; //spell for which player is choosing destination
si32 creatureSpellToCast;
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void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
void showAliveStack(const CStack *stack, SDL_Surface * to); //helper function for function show
void showAliveStacks(std::vector<const CStack *> *aliveStacks, int hex, std::vector<const CStack *> *flyingStacks, SDL_Surface *to); // loops through all stacks at a given hex position
void showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks); //helper function for show
void showObstacles(std::multimap<BattleHex, int> *hexToObstacle, std::vector<CObstacleInstance> &obstacles, int hex, SDL_Surface *to); // show all obstacles at a given hex position
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void redrawBackgroundWithHexes(const CStack * activeStack);
void printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker, bool Multiple);
std::list<ProjectileInfo> projectiles; //projectiles flying on battlefield
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void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
void giveCommand(ui8 action, BattleHex tile, ui32 stack, si32 additional=-1);
bool isTileAttackable(const BattleHex & number) const; //returns true if tile 'number' is neighboring any tile from active stack's range or is one of these tiles
bool isCatapultAttackable(BattleHex hex) const; //returns true if given tile can be attacked by catapult
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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:
static std::string townTypeInfixes[GameConstants::F_NUMBER]; //for internal use only - to build filenames
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
std::string getSiegeName(ui16 what, ui16 additInfo = 1) const; //what: 0 - background, 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, 13 - moat, 14 - mlip, 15 - keep creature cover, 16 - bottom turret creature cover, 17 - upper turret creature cover; additInfo: 1 - intact, 2 - damaged, 3 - destroyed
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;
CPlayerInterface * attackerInt, * defenderInt; //because LOCPLINT is not enough in hotSeat
const CGHeroInstance * getActiveHero(); //returns hero that can currently cast a spell
public:
CPlayerInterface * curInt; //current player interface
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
CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen); //c-tor
~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
void setAnimSpeed(int set); //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
std::vector<CClickableHex> bfield; //11 lines, 17 hexes on each
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//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)
CBattleResultWindow * resWindow; //window of end of battle
bool moveStarted; //if true, the creature that is already moving is going to make its first step
int moveSh; // sound handler used when moving a unit
//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();
void bEndTacticPhase();
//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);
void keyPressed(const SDL_KeyboardEvent & key);
void mouseMoved(const SDL_MouseMotionEvent &sEvent);
void clickRight(tribool down, bool previousState);
//call-ins
void startAction(const BattleAction* action);
void newStack(const CStack * stack); //new stack appeared on battlefield
void stackRemoved(int stackID); //stack disappeared from batlefiled
void stackActivated(const CStack * stack); //active stack has been changed
void stackMoved(const CStack * stack, std::vector<BattleHex> destHex, int distance); //stack with id number moved to destHex
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void waitForAnims();
void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
void stackAttacking(const CStack * attacker, BattleHex dest, const CStack * attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
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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
const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
void displayBattleFinished(); //displays battle result
void spellCast(const BattleSpellCast * sc); //called when a hero casts a spell
void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
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();
SpellSelectionType selectionTypeByPositiveness(const CSpell & spell);
void handleHex(BattleHex myNumber, int eventType);
BattleHex fromWhichHexAttack(BattleHex myNumber);
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friend class CPlayerInterface;
friend class CAdventureMapButton;
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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;
friend class CClickableHex;
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};