#ifndef __CBATTLEINTERFACE_H__ #define __CBATTLEINTERFACE_H__ #include "global.h" #include "CPlayerInterface.h" #include class CCreatureSet; class CGHeroInstance; class CDefHandler; class CStack; class CCallback; class AdventureMapButton; class CHighlightableButton; class CHighlightableButtonsGroup; struct BattleResult; struct SpellCasted; template struct CondSh; class CBattleInterface; class CBattleHero : public IShowable, public ClickableL { 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); void clickLeft(boost::logic::tribool down); 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 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(const int & hexNum, const bool & attacker, const CCreature * creature); //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(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 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 CBattleReslutWindow : public IShowable, public CIntObject, public IActivable { private: SDL_Surface * background; AdventureMapButton * exit; public: CBattleReslutWindow(const BattleResult & br, const SDL_Rect & pos, const CBattleInterface * owner); //c-tor ~CBattleReslutWindow(); //d-tor void bExitf(); void activate(); void deactivate(); void show(SDL_Surface * to = 0); }; class CBattleOptionsWindow : public IShowable, public CIntObject, public IActivable { 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(); void bExitf(); void activate(); void deactivate(); void show(SDL_Surface * to = 0); }; class CBattleInterface : public CMainInterface, public MotionInterested, public KeyInterested { 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; 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 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) int animSpeed; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest 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, -1 - no location BattleAction * spellToCast; //spell for which player is choosing destination class CAttHelper { public: int ID; //attacking stack int IDby; //attacked stack int dest; //atacked hex int frame, maxframe; //frame of animation, number of frames of animation int hitCount; //for delaying animation bool reversing; int posShiftDueToDist; bool shooting; int shootingGroup; //if shooting is true, print this animation group } * attackingInfo; void attackingShowHelper(); void redrawBackgroundWithHexes(int activeStack); void printConsoleAttacked(int ID, int dmg, int killed, int IDby); 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 }; std::list projectiles; void projectileShowHelper(SDL_Surface * to=NULL); //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 struct SBattleEffect { int x, y; //position on the screen int frame, maxFrame; CDefHandler * anim; //animation to display }; std::list battleEffects; //different animations to display on the screen like spell effects public: CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect); //c-tor ~CBattleInterface(); //d-tor //std::vector timeinterested; //animation handling bool printCellBorders; //if true, cell borders will be printed void setPrintCellBorders(bool set); //set for above member bool printStackRange; //if true,range of active stack will be printed void setPrintStackRange(bool set); //set for above member bool printMouseShadow; //if true, hex under mouse will be shaded void setPrintMouseShadow(bool set); //set for above member void setAnimSpeed(int set); //set for animSpeed int getAnimSpeed() const; //get for animSpeed 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 CBattleReslutWindow * resWindow; //window of end of battle bool showStackQueue; //if true, queue of stacks will be shown bool moveStarted; //if true, the creature that is already moving is going to make its first step //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 = NULL); void keyPressed(const SDL_KeyboardEvent & key); void mouseMoved(const SDL_MouseMotionEvent &sEvent); bool reverseCreature(int number, int hex, bool wideTrick = false); //reverses animation of given creature playing animation of reversing void handleStartMoving(int number); //animation of starting move; some units don't have this animation (ie. halberdier) 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 }; //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, 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 battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed void spellCasted(SpellCasted * sc); //called when a hero casts a spell 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 friend class CBattleHex; friend class CBattleReslutWindow; friend class CPlayerInterface; friend class AdventureMapButton; }; #endif // __CBATTLEINTERFACE_H__