/* * 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; 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 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 tacticianInterface; /// attacker interface, not null if attacker is human in our vcmiclient std::shared_ptr attackerInt; /// defender interface, not null if attacker is human in our vcmiclient std::shared_ptr 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 windowObject; std::shared_ptr console; /// currently active player interface std::shared_ptr curInt; const CGHeroInstance *attackingHeroInstance; const CGHeroInstance *defendingHeroInstance; bool tacticsMode; ui32 round; std::unique_ptr projectilesController; std::unique_ptr siegeController; std::unique_ptr obstacleController; std::unique_ptr fieldController; std::unique_ptr stacksController; std::unique_ptr actionsController; std::unique_ptr effectsController; std::shared_ptr attackingHero; std::shared_ptr defendingHero; bool openingPlaying() const; void openingEnd(); bool makingTurn() const; BattleID getBattleID() const; std::shared_ptr getBattle() const; BattleInterface(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, std::shared_ptr att, std::shared_ptr defen, std::shared_ptr 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); 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 destHex, int distance, bool teleport); //stack with id number moved to destHex void stacksAreAttacked(std::vector 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 & 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> oi); void obstacleRemoved(const std::vector & obstacles); void gateStateChanged(const EGateState state); const CGHeroInstance *currentHero() const; InfoAboutHero enemyHero() const; };