/* * 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 "../../lib/CondSh.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; VCMI_LIB_NAMESPACE_END class BattleHero; class Canvas; class BattleResultWindow; class StackQueue; class CPlayerInterface; class ClickableHex; class CAnimation; 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; bool eventState; }; /// Conditional variables that are set depending on ongoing animations on the battlefield std::array< CondSh, static_cast(EAnimationEvents::COUNT)> animationEvents; /// 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; void onIntroSoundPlayed(); public: /// copy of initial armies (for result window) const CCreatureSet *army1; const CCreatureSet *army2; /// ID of channel on which battle opening sound is playing, or -1 if none int battleIntroSoundChannel; std::shared_ptr windowObject; std::shared_ptr console; /// currently active player interface std::shared_ptr curInt; const CGHeroInstance *attackingHeroInstance; const CGHeroInstance *defendingHeroInstance; bool tacticsMode; 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; static CondSh givenCommand; //data != nullptr if we have i.e. moved current unit bool myTurn; //if true, interface is active (commands can be ordered) int moveSoundHander; // sound handler used when moving a unit BattleInterface(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(), si32 additional = -1); void sendCommand(BattleAction *& command, const CStack * actor = nullptr); const CGHeroInstance *getActiveHero(); //returns hero that can currently cast a spell void showInterface(SDL_Surface * to); void setHeroAnimation(ui8 side, EHeroAnimType phase); void executeSpellCast(); //called when a hero casts a spell void appendBattleLog(const std::string & newEntry); 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; void tacticNextStack(const CStack *current); void tacticPhaseEnd(); /// sets condition to targeted state and executes any awaiting actions void setAnimationCondition( EAnimationEvents event, bool state); /// returns current state of condition bool getAnimationCondition( EAnimationEvents event); /// locks execution until selected condition reached targeted state void waitForAnimationCondition( EAnimationEvents event, bool state); /// adds action that will be executed one selected condition reached targeted state void executeOnAnimationCondition( EAnimationEvents event, bool state, 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( int round ); void newRound(int number); //caled when round is ended; number is the number of round 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 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 gateStateChanged(const EGateState state); const CGHeroInstance *currentHero() const; InfoAboutHero enemyHero() const; };