#pragma once #include "global.h" #include "CPlayerInterface.h" class CCreatureSet; class CGHeroInstance; class CDefHandler; class CStack; class CCallback; class AdventureMapButton; class CBattleHero : public IShowable, public CIntObject { public: bool flip; //false if it's attacking hero, true otherwise CDefHandler * dh, *flag; //animation and flag int phase; //stage of animation int image; //frame of animation unsigned char flagAnim, flagAnimCount; //for flag animation void show(SDL_Surface * to); //prints next frame of animation to to CBattleHero(std::string defName, int phaseG, int imageG, bool filpG, unsigned char player); //c-tor ~CBattleHero(); //d-tor }; class CBattleInterface; class CBattleHex : public Hoverable, public MotionInterested, public ClickableL, public ClickableR { private: bool setAlterText; //if true, this hex has set alternative text in console and will clean it public: unsigned int myNumber; bool accesible; //CStack * ourStack; bool hovered, strictHovered; CBattleInterface * myInterface; //interface that owns me static std::pair getXYUnitAnim(int hexNum, bool attacker, CCreature * creature); //returns (x, y) of left top corner of animation static signed char mutualPosition(int hex1, int hex2); //returns info about mutual position of given hexes (-1 - they distant, 0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left) //for user interactions void hover (bool on); void activate(); void deactivate(); void mouseMoved (SDL_MouseMotionEvent & sEvent); void clickLeft(boost::logic::tribool down); void clickRight(boost::logic::tribool down); CBattleHex(); }; class CBattleObstacle { std::vector lockedHexes; }; class CBattleConsole : public IShowable, 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 CBattleConsole(); //c-tor ~CBattleConsole(); //d-tor void show(SDL_Surface * to = 0); bool addText(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(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 CBattleInterface : public IActivable, public IShowable { private: SDL_Surface * background, * menu, * amountBasic, * amountNormal; AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell, * bWait, * bDefence, * bConsoleUp, * bConsoleDown; CBattleConsole * console; CBattleHero * attackingHero, * defendingHero; 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, bool > creDir; // unsigned char animCount; int activeStack; //number of active stack; -1 - no one void showRange(SDL_Surface * to, int ID); //show helper funtion ot mark range of a unit class CAttHelper { public: int ID; //attacking stack int dest; //atacked hex int frame, maxframe; //frame of animation, number of frames of animation bool reversing; } * attackingInfo; void attackingShowHelper(); void printConsoleAttacked(int ID, int dmg, int killed, int IDby); public: CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2); //c-tor ~CBattleInterface(); //d-tor //std::vector timeinterested; //animation handling bool printCellBorders; //if true, cell borders will be printed CBattleHex bfield[187]; //11 lines, 17 hexes on each std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield static SDL_Surface * cellBorder, * cellShade; BattleAction * givenCommand; //true if we have i.e. moved current unit //button handle funcs: void bOptionsf(); void bSurrenderf(); void bFleef(); 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 = NULL); bool reverseCreature(int number, int hex, bool wideTrick = false); //reverses animation of given creature playing animation of reversing //call-ins void newStack(CStack stack); //new stack appeared on battlefield void stackRemoved(CStack stack); //stack disappeared from batlefiled void stackKilled(int ID, int dmg, int killed, int IDby); //stack has been killed (but corpses remain) void stackActivated(int number); //active stack has been changed void stackMoved(int number, int destHex, bool startMoving, bool endMoving); //stack with id number moved to destHex void stackIsAttacked(int ID, int dmg, int killed, int IDby); //called when stack id attacked by stack with id IDby 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 friend CBattleHex; };