#pragma once #include "../../lib/ConstTransitivePtr.h" //may be reundant #include "../../lib/GameConstants.h" #include "CBattleAnimations.h" #include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation /* * 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 CButton; class CToggleButton; class CToggleGroup; struct BattleResult; struct BattleSpellCast; struct CObstacleInstance; template struct CondSh; struct SetStackEffect; struct BattleAction; class CGTownInstance; struct CatapultAttack; struct CatapultProjectileInfo; struct BattleTriggerEffect; class CBattleAnimation; class CBattleHero; class CBattleConsole; class CBattleResultWindow; class CStackQueue; class CPlayerInterface; class CCreatureAnimation; struct ProjectileInfo; class CClickableHex; struct BattleHex; struct InfoAboutHero; struct BattleAction; class CBattleGameInterface; /// Small struct which contains information about the id of the attacked stack, the damage dealt,... struct StackAttackedInfo { const CStack *defender; //attacked stack unsigned int dmg; //damage dealt unsigned int amountKilled; //how many creatures in stack has been killed const CStack *attacker; //attacking stack 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; }; /// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,... struct BattleEffect { int x, y; //position on the screen float currentFrame; int maxFrame; CDefHandler *anim; //animation to display int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim BattleHex position; //Indicates if effect which hex the effect is drawn on }; struct BattleObjectsByHex { typedef std::vector TWallList; typedef std::vector TStackList; typedef std::vector TEffectList; typedef std::vector> TObstacleList; struct HexData { TWallList walls; TStackList dead; TStackList alive; TEffectList effects; TObstacleList obstacles; }; HexData beforeAll; HexData afterAll; std::array hex; }; /// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon struct CatapultProjectileInfo { CatapultProjectileInfo(Point from, Point dest); double facA, facB, facC; 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 PossibleActions // actions performed at l-click { INVALID = -1, CREATURE_INFO, MOVE_TACTICS, CHOOSE_TACTICS_STACK, MOVE_STACK, ATTACK, WALK_AND_ATTACK, ATTACK_AND_RETURN, SHOOT, //OPEN_GATE, //we can open castle gate during siege NO_LOCATION, ANY_LOCATION, OBSTACLE, TELEPORT, SACRIFICE, RANDOM_GENIE_SPELL, FREE_LOCATION, //used with Force Field and Fire Wall - all tiles affected by spell must be free CATAPULT, HEAL, RISE_DEMONS, AIMED_SPELL_CREATURE }; private: SDL_Surface *background, *menu, *amountNormal, *amountNegative, *amountPositive, *amountEffNeutral, *cellBorders, *backgroundWithHexes; CButton *bOptions, *bSurrender, *bFlee, *bAutofight, *bSpell, * 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 creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID) std::map idToProjectile; //projectiles of creatures (creatureID, defhandler) std::map idToObstacle; //obstacles located on the battlefield std::map idToAbsoluteObstacle; //obstacles located on the battlefield //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) CDefHandler *landMine; CDefHandler *quicksand; CDefHandler *fireWall; CDefHandler *smallForceField[2], *bigForceField[2]; // [side] std::map creDir; // //TODO: move it to battle callback ui8 animCount; const CStack *activeStack; //number of active stack; nullptr - no one const CStack *mouseHoveredStack; // stack below mouse pointer, used for border animation const CStack *stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; nullptr of none const CStack *selectedStack; //for Teleport / Sacrifice void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all std::vector occupyableHexes, //hexes available for active stack 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 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) int attackingHex; //hex from which the stack would perform attack with current cursor std::shared_ptr 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 bool tacticsMode; bool stackCanCastSpell; //if true, active stack could possibly cast some target spell bool creatureCasting; //if true, stack currently aims to cats a spell bool spellDestSelectMode; //if true, player is choosing destination for his spell - only for GUI / console BattleAction *spellToCast; //spell for which player is choosing destination const CSpell *sp; //spell pointer for convenience si32 creatureSpellToCast; std::vector possibleActions; //all actions possible to call at the moment by player std::vector localActions; //actions possible to take on hovered hex std::vector 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 void setActiveStack(const CStack *stack); void setHoveredStack(const CStack *stack); void requestAutofightingAIToTakeAction(); void getPossibleActionsForStack (const CStack *stack, const bool forceCast); //called when stack gets its turn void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled) //force active stack to cast a spell if possible void enterCreatureCastingMode(); void printConsoleAttacked(const CStack *defender, int dmg, int killed, const CStack *attacker, bool Multiple); std::list projectiles; //projectiles flying on battlefield void giveCommand(Battle::ActionType action, BattleHex tile, ui32 stackID, si32 additional=-1, si32 selectedStack = -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 std::list battleEffects; //different animations to display on the screen like spell effects /// 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 std::string getSiegeName(ui16 what) const; std::string getSiegeName(ui16 what, int state) const; // state uses EWallState enum void printPartOfWall(SDL_Surface *to, int what); enum EWallVisual { BACKGROUND = 0, BACKGROUND_WALL = 1, KEEP, BOTTOM_TOWER, BOTTOM_WALL, WALL_BELLOW_GATE, WALL_OVER_GATE, UPPER_WALL, UPPER_TOWER, GATE, GATE_ARCH, BOTTOM_STATIC_WALL, UPPER_STATIC_WALL, MOAT, BACKGROUND_MOAT, KEEP_BATTLEMENT, BOTTOM_BATTLEMENT, UPPER_BATTLEMENT }; friend class CBattleInterface; } *siegeH; std::shared_ptr attackerInt, defenderInt; //because LOCPLINT is not enough in hotSeat std::shared_ptr curInt; //current player interface const CGHeroInstance *getActiveHero(); //returns hero that can currently cast a spell /** 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 stacks); void showStacks(SDL_Surface *to, std::vector stacks); void showObstacles(SDL_Surface *to, std::vector> &obstacles); void showPiecesOfWall(SDL_Surface *to, std::vector pieces); void showBattleEffects(SDL_Surface *to, const std::vector &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 */ PossibleActions getCasterAction(const CSpell *spell, const ISpellCaster *caster, ECastingMode::ECastingMode mode) const; public: std::list> pendingAnims; //currently displayed animations void addNewAnim(CBattleAnimation *anim); //adds new anim to pendingAnims ui32 animIDhelper; //for giving IDs for animations static CondSh animsAreDisplayed; //for waiting with the end of battle for end of anims CBattleInterface(const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const SDL_Rect & myRect, std::shared_ptr att, std::shared_ptr defen); //c-tor virtual ~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; range 1..100 int getAnimSpeed() const; //speed of animation; range 1..100 CPlayerInterface *getCurrentPlayerInterface() const; std::vector bfield; //11 lines, 17 hexes on each SDL_Surface *cellBorder, *cellShade; CondSh *givenCommand; //data != nullptr 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 moveSoundHander; // sound handler used when moving a unit const BattleResult *bresult; //result of a battle; if non-zero then display when all animations end // block all UI elements, e.g. during enemy turn // unlike activate/deactivate this method will correctly grey-out all elements void blockUI(bool on); //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(const CStack *current = nullptr); void bEndTacticPhase(); //end of button handle funcs //napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem 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; //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 destHex, int distance); //stack with id number moved to destHex void waitForAnims(); void stacksAreAttacked(std::vector 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 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 void castThisSpell(SpellID spellID); //called when player has chosen a spell from spellbook void displayEffect(ui32 effect, int destTile); //displays custom effect on the battlefield void displaySpellCast(SpellID spellID, BattleHex destinationTile); //displays spell`s cast animation void displaySpellEffect(SpellID spellID, BattleHex destinationTile); //displays spell`s affected animation void displaySpellHit(SpellID spellID, BattleHex destinationTile); //displays spell`s affected animation void displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile); void battleTriggerEffect(const BattleTriggerEffect & bte); void setBattleCursor(const int myNumber); //really complex and messy, sets attackingHex void endAction(const BattleAction* action); void hideQueue(); void showQueue(); Rect hexPosition(BattleHex hex) const; void handleHex(BattleHex myNumber, int eventType); bool isCastingPossibleHere (const CStack *sactive, const CStack *shere, BattleHex myNumber); bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber); //TODO: move to BattleState / callback BattleHex fromWhichHexAttack(BattleHex myNumber); void obstaclePlaced(const CObstacleInstance & oi); void gateStateChanged(const EGateState state); const CGHeroInstance *currentHero() const; InfoAboutHero enemyHero() const; friend class CPlayerInterface; friend class CButton; 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; };