#ifndef __CBATTLEINTERFACE_H__ #define __CBATTLEINTERFACE_H__ #include "../global.h" #include #include "GUIBase.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 CCreatureSet; class CGHeroInstance; class CDefHandler; class CStack; class CCallback; class AdventureMapButton; class CHighlightableButton; class CHighlightableButtonsGroup; struct BattleResult; struct SpellCast; template struct CondSh; struct SetStackEffect;; struct BattleAction; class CGTownInstance; struct CatapultAttack; class CBattleInterface; struct SStackAttackedInfo { int ID; //id of attacked stack int dmg; //damage dealt int amountKilled; //how many creatures in stack has been killed int IDby; //ID of attacking stack bool byShooting; //if true, stack has been attacked by shooting bool killed; //if true, stack has been killed }; struct SProjectileInfo { int x, y; //position on the screen int dx, dy; //change in position in one step int step, lastStep; //to know when finish showing this projectile int creID; //ID of creature that shot this projectile int frameNum; //frame to display form projectile animation bool spin; //if true, frameNum will be increased int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit) bool reverse; //if true, projectile will be flipped by vertical asix }; //battle animation handlers class CBattleAnimation { protected: CBattleInterface * owner; public: virtual bool init()=0; //to be called - if returned false, call again until returns true virtual void nextFrame()=0; //call every new frame virtual void endAnim(); //to be called mostly internally; in this class it removes animation from pendingAnims list bool isEarliest(bool perStackConcurrency); //determines if this animation is earlies of all unsigned int ID; //unique identifier CBattleAnimation(CBattleInterface * _owner); }; class CSpellEffectAnim : public CBattleAnimation { private: ui32 effect; int destTile; std::string customAnim; int x, y, dx, dy; public: bool init(); void nextFrame(); void endAnim(); CSpellEffectAnim(CBattleInterface * _owner, ui32 _effect, int _destTile, int _dx = 0, int _dy = 0); CSpellEffectAnim(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx = 0, int _dy = 0); }; class CBattleStackAnimation : public CBattleAnimation { public: int stackID; //id of stack whose animation it is CBattleStackAnimation(CBattleInterface * _owner, int stack); static bool isToReverseHlp(int hexFrom, int hexTo, bool curDir); //helper for isToReverse static bool isToReverse(int hexFrom, int hexTo, bool curDir /*if true, creature is in attacker's direction*/, bool toDoubleWide, bool toDir); //determines if creature should be reversed (it stands on hexFrom and should 'see' hexTo) }; class CReverseAnim : public CBattleStackAnimation { private: int partOfAnim; //1 - first, 2 - second bool secondPartSetup; int hex; public: bool priority; //true - high, false - low bool init(); void nextFrame(); void endAnim(); CReverseAnim(CBattleInterface * _owner, int stack, int dest, bool _priority); }; class CDefenceAnim : public CBattleStackAnimation { private: //std::vector attackedInfos; int dmg; //damage dealt int amountKilled; //how many creatures in stack has been killed int IDby; //ID of attacking stack bool byShooting; //if true, stack has been attacked by shooting bool killed; //if true, stack has been killed public: bool init(); void nextFrame(); void endAnim(); CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner); }; class CBattleStackMoved : public CBattleStackAnimation { private: int destHex; //destination bool endMoving; //if this is end of move int distance; float stepX, stepY; //how far stack is moved in one frame float posX, posY; int steps, whichStep; int curStackPos; //position of stack before move public: bool init(); void nextFrame(); void endAnim(); CBattleStackMoved(CBattleInterface * _owner, int _number, int _destHex, bool _endMoving, int _distance); }; class CBattleMoveStart : public CBattleStackAnimation { public: bool init(); void nextFrame(); void endAnim(); CBattleMoveStart(CBattleInterface * _owner, int stack); }; class CBattleMoveEnd : public CBattleStackAnimation { private: int destinationTile; public: bool init(); void nextFrame(); void endAnim(); CBattleMoveEnd(CBattleInterface * _owner, int stack, int destTile); }; class CBattleAttack : public CBattleStackAnimation { protected: int IDby; //attacked stack int dest; //atacked hex int posShiftDueToDist; bool shooting; int group; //if shooting is true, print this animation group int sh; // temporary sound handler const CStack * attackedStack; const CStack * attackingStack; int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature public: void nextFrame(); bool checkInitialConditions(); CBattleAttack(CBattleInterface * _owner, int _stackID, int _dest); }; class CMeleeAttack : public CBattleAttack { public: bool init(); void nextFrame(); void endAnim(); CMeleeAttack(CBattleInterface * _owner, int attacker, int _dest); }; class CShootingAnim : public CBattleAttack { private: int catapultDamage; bool catapult; public: bool init(); void nextFrame(); void endAnim(); CShootingAnim(CBattleInterface * _owner, int attacker, int _dest, bool _catapult = false, int _catapultDmg = 0); //last param only for catapult attacks }; //end of battle animation handlers class CBattleHero : public CIntObject { public: bool flip; //false if it's attacking hero, true otherwise CDefHandler * dh, *flag; //animation and flag 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 image; //frame of animation unsigned char flagAnim, flagAnimCount; //for flag animation void show(SDL_Surface * to); //prints next frame of animation to to void activate(); void deactivate(); void setPhase(int newPhase); //sets phase of hero animation void clickLeft(tribool down, bool previousState); //call-in CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor ~CBattleHero(); //d-tor }; class CBattleHex : public CIntObject { private: bool setAlterText; //if true, this hex has set alternative text in console and will clean it public: unsigned int myNumber; //number of hex in commonly used format bool accesible; //if true, this hex is accessible for units //CStack * ourStack; bool hovered, 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(const int & hexNum, const bool & attacker, const CStack * creature, const CBattleInterface * cbi); //returns (x, y) of left top corner of animation //for user interactions void hover (bool on); void activate(); void deactivate(); void mouseMoved (const SDL_MouseMotionEvent & sEvent); void clickLeft(tribool down, bool previousState); void clickRight(tribool down, bool previousState); CBattleHex(); }; class CBattleObstacle { std::vector lockedHexes; }; 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 CBattleConsole(); //c-tor ~CBattleConsole(); //d-tor void show(SDL_Surface * to = 0); bool addText(const std::string & text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters) void eraseText(unsigned int pos); //erases added text at position pos void changeTextAt(const std::string & text, unsigned int pos); //if we have more than pos texts, pos-th is changed to given one void scrollUp(unsigned int by = 1); //scrolls console up by 'by' positions void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions }; class CBattleResultWindow : public CIntObject { private: SDL_Surface * background; AdventureMapButton * exit; public: CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, const CBattleInterface * owner); //c-tor ~CBattleResultWindow(); //d-tor void bExitf(); //exit button callback void activate(); void deactivate(); void show(SDL_Surface * to = 0); }; class CBattleOptionsWindow : public CIntObject { private: CBattleInterface * myInt; SDL_Surface * background; AdventureMapButton * setToDefault, * exit; CHighlightableButton * viewGrid, * movementShadow, * mouseShadow; CHighlightableButtonsGroup * animSpeeds; public: CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor ~CBattleOptionsWindow(); //d-tor void bDefaultf(); //dafault button callback void bExitf(); //exit button callback void activate(); void deactivate(); void show(SDL_Surface * to = 0); }; struct SBattleEffect { int x, y; //position on the screen int frame, maxFrame; CDefHandler * anim; //animation to display int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim }; class CStackQueue : public CIntObject { class StackBox : public CIntObject { public: const CStack *my; SDL_Surface *bg; void hover (bool on); void showAll(SDL_Surface *to); void setStack(const CStack *nStack); StackBox(SDL_Surface *BG); ~StackBox(); }; public: static const int QUEUE_SIZE = 10; const bool embedded; std::vector stacksSorted; std::vector stackBoxes; SDL_Surface *box; SDL_Surface *bg; void showAll(SDL_Surface *to); CStackQueue(bool Embedded); ~CStackQueue(); void update(); void blitBg( SDL_Surface * to ); //void showAll(SDL_Surface *to); }; class CBattleInterface : public CIntObject { private: SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes; AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell, * bWait, * bDefence, * bConsoleUp, * bConsoleDown; CBattleConsole * console; CBattleHero * attackingHero, * defendingHero; //fighting heroes CStackQueue *queue; CCreatureSet * army1, * army2; //fighting armies 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 creaures (creatureID, defhandler) std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield std::map< int, bool > creDir; // unsigned char animCount; int activeStack; //number of active stack; -1 - no one int stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; -1 of none void activateStack(); //sets activeStack to stackToActivate etc. int mouseHoveredStack; //stack hovered by mouse; if -1 -> none std::vector shadedHexes; //hexes available for active stack 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) float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group std::map standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves' bool spellDestSelectMode; //if true, player is choosing destination for his spell int spellSelMode; //0 - any location, 1 - any firendly creature, 2 - any hostile creature, 3 - any creature, 4 - obstacle,z -1 - no location BattleAction * spellToCast; //spell for which player is choosing destination void endCastingSpell(); //ends casting spell (eg. when spell has been cast or cancelled) void showAliveStack(int ID, const std::map & stacks, SDL_Surface * to); //helper function for function show void showPieceOfWall(SDL_Surface * to, int hex, const std::map & stacks); //helper function for show void redrawBackgroundWithHexes(int activeStack); void printConsoleAttacked(int ID, int dmg, int killed, int IDby); std::list projectiles; //projectiles flying on battlefield void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield void giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional=-1); bool isTileAttackable(const int & number) const; //returns true if tile 'number' is neighbouring any tile from active stack's range or is one of these tiles bool blockedByObstacle(int hex) const; bool isCatapultAttackable(int hex) const; //returns true if given tile can be attacked by catapult std::list battleEffects; //different animations to display on the screen like spell effects class SiegeHelper { private: static std::string townTypeInfixes[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; public: std::list > pendingAnims; //currently displayed animations void addNewAnim(CBattleAnimation * anim); //adds new anim to pendingAnims unsigned int animIDhelper; //for giving IDs for animations static CondSh animsAreDisplayed; //for waiting with the end of battle for end of anims CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect); //c-tor ~CBattleInterface(); //d-tor //std::vector 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 CBattleHex bfield[BFIELD_SIZE]; //11 lines, 17 hexes on each //std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield SDL_Surface * cellBorder, * cellShade; CondSh *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 bAutofightf(); void bSpellf(); void bWaitf(); void bDefencef(); void bConsoleUpf(); void bConsoleDownf(); //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(int stackID); //new stack appeared on battlefield void stackRemoved(int stackID); //stack disappeared from batlefiled //void stackKilled(int ID, int dmg, int killed, int IDby, bool byShooting); //stack has been killed (but corpses remain) void stackActivated(int number); //active stack has been changed void stackMoved(int number, int destHex, bool endMoving, int distance); //stack with id number moved to destHex void stacksAreAttacked(std::vector attackedInfos); //called when a certain amount of stacks has been attacked void stackAttacking(int ID, int dest); //called when stack with id ID is attacking something on hex dest void newRound(int number); //caled when round is ended; number is the number of round void hexLclicked(int whichOne); //hex only call-in void stackIsShooting(int ID, int dest); //called when stack with id ID is shooting to hex dest 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(SpellCast * 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 endAction(const BattleAction* action); void hideQueue(); void showQueue(); friend class CBattleHex; friend class CBattleResultWindow; friend class CPlayerInterface; friend class AdventureMapButton; friend class CInGameConsole; friend class CReverseAnim; friend class CBattleAnimation; friend class CDefenceAnim; friend class CBattleStackMoved; friend class CBattleMoveStart; friend class CBattleMoveEnd; friend class CBattleAttack; friend class CMeleeAttack; friend class CShootingAnim; friend class CSpellEffectAnim; friend class CBattleHero; }; #endif // __CBATTLEINTERFACE_H__