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vcmi/client/battle/BattleInterface.h

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/*
* BattleInterface.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 "BattleConstants.h"
#include "../gui/CIntObject.h"
#include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
#include "../ConditionalWait.h"
VCMI_LIB_NAMESPACE_BEGIN
class CCreatureSet;
class CGHeroInstance;
class CStack;
struct BattleResult;
struct BattleSpellCast;
struct CObstacleInstance;
struct SetStackEffect;
class BattleAction;
class CGTownInstance;
struct CatapultAttack;
struct BattleTriggerEffect;
struct BattleHex;
struct InfoAboutHero;
class ObstacleChanges;
class CPlayerBattleCallback;
VCMI_LIB_NAMESPACE_END
class BattleHero;
class Canvas;
class BattleResultWindow;
class StackQueue;
class CPlayerInterface;
struct BattleEffect;
class IImage;
class StackQueue;
class BattleProjectileController;
class BattleSiegeController;
class BattleObstacleController;
class BattleFieldController;
class BattleRenderer;
class BattleWindow;
class BattleStacksController;
class BattleActionsController;
class BattleEffectsController;
class BattleConsole;
/// Small struct which contains information about the id of the attacked stack, the damage dealt,...
struct StackAttackedInfo
{
const CStack *defender;
const CStack *attacker;
int64_t damageDealt;
uint32_t amountKilled;
SpellID spellEffect;
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;
bool fireShield;
};
struct StackAttackInfo
{
const CStack *attacker;
const CStack *defender;
std::vector< const CStack *> secondaryDefender;
SpellID spellEffect;
BattleHex tile;
bool indirectAttack;
bool lucky;
bool unlucky;
bool deathBlow;
bool lifeDrain;
};
/// Main class for battles, responsible for relaying information from server to various battle entities
class BattleInterface
{
using AwaitingAnimationAction = std::function<void()>;
struct AwaitingAnimationEvents {
AwaitingAnimationAction action;
EAnimationEvents event;
};
/// Conditional variables that are set depending on ongoing animations on the battlefield
ConditionalWait ongoingAnimationsState;
/// List of events that are waiting to be triggered
std::vector<AwaitingAnimationEvents> awaitingEvents;
/// 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
std::shared_ptr<CPlayerInterface> tacticianInterface;
/// attacker interface, not null if attacker is human in our vcmiclient
std::shared_ptr<CPlayerInterface> attackerInt;
/// defender interface, not null if attacker is human in our vcmiclient
std::shared_ptr<CPlayerInterface> defenderInt;
/// if set to true, battle is still starting and waiting for intro sound to end / key press from player
bool battleOpeningDelayActive;
/// ID of ongoing battle
BattleID battleID;
void playIntroSoundAndUnlockInterface();
void onIntroSoundPlayed();
public:
/// copy of initial armies (for result window)
const CCreatureSet *army1;
const CCreatureSet *army2;
std::shared_ptr<BattleWindow> windowObject;
std::shared_ptr<BattleConsole> console;
/// currently active player interface
std::shared_ptr<CPlayerInterface> curInt;
const CGHeroInstance *attackingHeroInstance;
const CGHeroInstance *defendingHeroInstance;
bool tacticsMode;
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ui32 round;
std::unique_ptr<BattleProjectileController> projectilesController;
std::unique_ptr<BattleSiegeController> siegeController;
std::unique_ptr<BattleObstacleController> obstacleController;
std::unique_ptr<BattleFieldController> fieldController;
std::unique_ptr<BattleStacksController> stacksController;
std::unique_ptr<BattleActionsController> actionsController;
std::unique_ptr<BattleEffectsController> effectsController;
std::shared_ptr<BattleHero> attackingHero;
std::shared_ptr<BattleHero> defendingHero;
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bool openingPlaying() const;
void openingEnd();
bool makingTurn() const;
BattleID getBattleID() const;
std::shared_ptr<CPlayerBattleCallback> getBattle() const;
BattleInterface(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt = nullptr);
~BattleInterface();
void trySetActivePlayer( PlayerColor player ); // if in hotseat, will activate interface of chosen player
void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
void requestAutofightingAIToTakeAction();
void giveCommand(EActionType action, BattleHex tile = BattleHex(), SpellID spell = SpellID::NONE);
void sendCommand(BattleAction command, const CStack * actor = nullptr);
const CGHeroInstance *getActiveHero(); //returns hero that can currently cast a spell
void showInterface(Canvas & to);
void setHeroAnimation(BattleSide side, EHeroAnimType phase);
void executeSpellCast(); //called when a hero casts a spell
void appendBattleLog(const std::string & newEntry);
void redrawBattlefield(); //refresh GUI after changing stack range / grid settings
CPlayerInterface *getCurrentPlayerInterface() const;
void tacticNextStack(const CStack *current);
void tacticPhaseEnd();
void setBattleQueueVisibility(bool visible);
void setStickyHeroWindowsVisibility(bool visible);
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void setStickyQuickSpellWindowVisibility(bool visible);
void endNetwork();
void executeStagedAnimations();
void executeAnimationStage( EAnimationEvents event);
void onAnimationsStarted();
void onAnimationsFinished();
void waitForAnimations();
bool hasAnimations();
void checkForAnimations();
void addToAnimationStage( EAnimationEvents event, const AwaitingAnimationAction & action);
//call-ins
void startAction(const BattleAction & action);
void stackReset(const CStack * stack);
void stackAdded(const CStack * stack); //new stack appeared on battlefield
void stackRemoved(uint32_t 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, bool teleport); //stack with id number moved to destHex
void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
void stackAttacking(const StackAttackInfo & attackInfo); //called when stack with id ID is attacking something on hex dest
void newRoundFirst();
void newRound(); //called when round is ended;
void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
void battleFinished(const BattleResult& br, QueryID queryID); //called when battle is finished - battleresult window should be printed
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(SpellID spellID); //called when player has chosen a spell from spellbook
void displayBattleLog(const std::vector<MetaString> & battleLog);
void displaySpellAnimationQueue(const CSpell * spell, const CSpell::TAnimationQueue & q, BattleHex destinationTile, bool isHit);
void displaySpellCast(const CSpell * spell, BattleHex destinationTile); //displays spell`s cast animation
void displaySpellEffect(const CSpell * spell, BattleHex destinationTile); //displays spell`s affected animation
void displaySpellHit(const CSpell * spell, BattleHex destinationTile); //displays spell`s affected animation
void endAction(const BattleAction & action);
void obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> oi);
void obstacleRemoved(const std::vector<ObstacleChanges> & obstacles);
void gateStateChanged(const EGateState state);
const CGHeroInstance *currentHero() const;
InfoAboutHero enemyHero() const;
};