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vcmi/client/battle/CBattleInterfaceClasses.h

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/*
* CBattleInterfaceClasses.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 "../gui/CIntObject.h"
#include "../../lib/battle/BattleHex.h"
#include "../windows/CWindowObject.h"
struct SDL_Surface;
class CGHeroInstance;
class CBattleInterface;
class CPicture;
class CFilledTexture;
class CButton;
class CToggleButton;
class CToggleGroup;
class CLabel;
class CTextBox;
struct BattleResult;
class CStack;
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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namespace battle
{
class Unit;
}
class CAnimImage;
class CPlayerInterface;
/// Class which shows the console at the bottom of the battle screen and manages the text of the console
class CBattleConsole : public CIntObject
{
private:
std::vector< std::string > texts; //a place where texts are stored
int lastShown; //last shown line of text
public:
std::string alterTxt; //if it's not empty, this text is displayed
std::string ingcAlter; //alternative text set by in-game console - very important!
int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
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CBattleConsole();
void showAll(SDL_Surface * to = 0) override;
bool addText(const std::string &text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
void alterText(const std::string &text); //place string at alterTxt
void eraseText(ui32 pos); //erases added text at position pos
void changeTextAt(const std::string &text, ui32 pos); //if we have more than pos texts, pos-th is changed to given one
void scrollUp(ui32 by = 1); //scrolls console up by 'by' positions
void scrollDown(ui32 by = 1); //scrolls console up by 'by' positions
};
/// Hero battle animation
class CBattleHero : public CIntObject
{
void switchToNextPhase();
public:
bool flip; //false if it's attacking hero, true otherwise
std::shared_ptr<CAnimation> animation;
std::shared_ptr<CAnimation> flagAnimation;
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 nextPhase; //stage of animation to be set after current phase is fully displayed
int currentFrame, firstFrame, lastFrame; //frame of animation
size_t flagAnim;
ui8 animCount; //for flag animation
void show(SDL_Surface * to) override; //prints next frame of animation to to
void setPhase(int newPhase); //sets phase of hero animation
void hover(bool on) override;
void clickLeft(tribool down, bool previousState) override; //call-in
void clickRight(tribool down, bool previousState) override; //call-in
CBattleHero(const std::string & animationPath, bool filpG, PlayerColor player, const CGHeroInstance * hero, const CBattleInterface * owner);
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~CBattleHero();
};
class CHeroInfoWindow : public CWindowObject
{
private:
std::vector<std::shared_ptr<CLabel>> labels;
std::vector<std::shared_ptr<CAnimImage>> icons;
public:
CHeroInfoWindow(const InfoAboutHero & hero, Point * position);
};
/// Class which manages the battle options window
class CBattleOptionsWindow : public CIntObject
{
private:
std::shared_ptr<CPicture> background;
std::shared_ptr<CButton> setToDefault;
std::shared_ptr<CButton> exit;
std::shared_ptr<CToggleGroup> animSpeeds;
std::vector<std::shared_ptr<CLabel>> labels;
std::vector<std::shared_ptr<CToggleButton>> toggles;
public:
CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner);
void bDefaultf(); //default button callback
void bExitf(); //exit button callback
};
/// Class which is responsible for showing the battle result window
class CBattleResultWindow : public CIntObject
{
private:
std::shared_ptr<CPicture> background;
std::vector<std::shared_ptr<CLabel>> labels;
std::shared_ptr<CButton> exit;
std::vector<std::shared_ptr<CAnimImage>> icons;
std::shared_ptr<CTextBox> description;
CPlayerInterface & owner;
public:
CBattleResultWindow(const BattleResult & br, CPlayerInterface & _owner);
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~CBattleResultWindow();
void bExitf(); //exit button callback
void activate() override;
void show(SDL_Surface * to = 0) override;
};
/// Class which stands for a single hex field on a battlefield
class CClickableHex : public CIntObject
{
private:
bool setAlterText; //if true, this hex has set alternative text in console and will clean it
public:
ui32 myNumber; //number of hex in commonly used format
bool accessible; //if true, this hex is accessible for units
//CStack * ourStack;
bool strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
CBattleInterface * myInterface; //interface that owns me
static Point getXYUnitAnim(BattleHex hexNum, const CStack * creature, CBattleInterface * cbi); //returns (x, y) of left top corner of animation
//for user interactions
void hover (bool on) override;
void mouseMoved (const SDL_MouseMotionEvent &sEvent) override;
void clickLeft(tribool down, bool previousState) override;
void clickRight(tribool down, bool previousState) override;
CClickableHex();
};
/// Shows the stack queue
class CStackQueue : public CIntObject
{
class StackBox : public CIntObject
{
public:
std::shared_ptr<CPicture> background;
std::shared_ptr<CAnimImage> icon;
std::shared_ptr<CLabel> amount;
std::shared_ptr<CAnimImage> stateIcon;
void setUnit(const battle::Unit * unit, size_t turn = 0);
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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StackBox(CStackQueue * owner);
};
static const int QUEUE_SIZE = 10;
std::shared_ptr<CFilledTexture> background;
std::vector<std::shared_ptr<StackBox>> stackBoxes;
CBattleInterface * owner;
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::shared_ptr<CAnimation> icons;
std::shared_ptr<CAnimation> stateIcons;
public:
const bool embedded;
CStackQueue(bool Embedded, CBattleInterface * _owner);
~CStackQueue();
void update();
};