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vcmi/client/CBattleInterface.h
2010-07-15 17:13:17 +00:00

535 lines
20 KiB
C++

#ifndef __CBATTLEINTERFACE_H__
#define __CBATTLEINTERFACE_H__
#include "../global.h"
#include <list>
#include "GUIBase.h"
#include "../lib/CCreatureSet.h"
/*
* 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 CCreatureSet;
class CGHeroInstance;
class CDefHandler;
class CStack;
class CCallback;
class AdventureMapButton;
class CHighlightableButton;
class CHighlightableButtonsGroup;
struct BattleResult;
struct BattleSpellCast;
template <typename T> struct CondSh;
struct SetStackEffect;;
struct BattleAction;
class CGTownInstance;
struct CatapultAttack;
class CBattleInterface;
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
};
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
};
//battle animation handlers
class CBattleAnimation
{
protected:
CBattleInterface * owner;
public:
virtual bool init()=0; //to be called - if returned false, call again until returns true
virtual void nextFrame()=0; //call every new frame
virtual void endAnim(); //to be called mostly internally; in this class it removes animation from pendingAnims list
bool isEarliest(bool perStackConcurrency); //determines if this animation is earlies of all
unsigned int ID; //unique identifier
CBattleAnimation(CBattleInterface * _owner);
};
class CDummyAnim : public CBattleAnimation
{
private:
int counter;
int howMany;
public:
bool init();
void nextFrame();
void endAnim();
CDummyAnim(CBattleInterface * _owner, int howManyFrames);
};
class CSpellEffectAnim : public CBattleAnimation
{
private:
ui32 effect;
int destTile;
std::string customAnim;
int x, y, dx, dy;
bool Vflip;
public:
bool init();
void nextFrame();
void endAnim();
CSpellEffectAnim(CBattleInterface * _owner, ui32 _effect, int _destTile, int _dx = 0, int _dy = 0, bool _Vflip = false);
CSpellEffectAnim(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx = 0, int _dy = 0, bool _Vflip = false);
};
class CBattleStackAnimation : public CBattleAnimation
{
public:
int stackID; //id of stack whose animation it is
CBattleStackAnimation(CBattleInterface * _owner, int stack);
static bool isToReverseHlp(int hexFrom, int hexTo, bool curDir); //helper for isToReverse
static bool isToReverse(int hexFrom, int hexTo, bool curDir /*if true, creature is in attacker's direction*/, bool toDoubleWide, bool toDir); //determines if creature should be reversed (it stands on hexFrom and should 'see' hexTo)
};
class CReverseAnim : public CBattleStackAnimation
{
private:
int partOfAnim; //1 - first, 2 - second
bool secondPartSetup;
int hex;
public:
bool priority; //true - high, false - low
bool init();
void nextFrame();
void endAnim();
CReverseAnim(CBattleInterface * _owner, int stack, int dest, bool _priority);
};
class CDefenceAnim : public CBattleStackAnimation
{
private:
//std::vector<SStackAttackedInfo> attackedInfos;
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
public:
bool init();
void nextFrame();
void endAnim();
CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner);
};
class CBattleStackMoved : public CBattleStackAnimation
{
private:
int destHex; //destination
bool endMoving; //if this is end of move
int distance;
float stepX, stepY; //how far stack is moved in one frame
float posX, posY;
int steps, whichStep;
int curStackPos; //position of stack before move
public:
bool init();
void nextFrame();
void endAnim();
CBattleStackMoved(CBattleInterface * _owner, int _number, int _destHex, bool _endMoving, int _distance);
};
class CBattleMoveStart : public CBattleStackAnimation
{
public:
bool init();
void nextFrame();
void endAnim();
CBattleMoveStart(CBattleInterface * _owner, int stack);
};
class CBattleMoveEnd : public CBattleStackAnimation
{
private:
int destinationTile;
public:
bool init();
void nextFrame();
void endAnim();
CBattleMoveEnd(CBattleInterface * _owner, int stack, int destTile);
};
class CBattleAttack : public CBattleStackAnimation
{
protected:
int IDby; //attacked stack
int dest; //atacked hex
int posShiftDueToDist;
bool shooting;
int group; //if shooting is true, print this animation group
const CStack * attackedStack;
const CStack * attackingStack;
int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature
public:
void nextFrame();
bool checkInitialConditions();
CBattleAttack(CBattleInterface * _owner, int _stackID, int _dest, int _attackedID);
};
class CMeleeAttack : public CBattleAttack
{
public:
bool init();
void nextFrame();
void endAnim();
CMeleeAttack(CBattleInterface * _owner, int attacker, int _dest, int _attackedID);
};
class CShootingAnim : public CBattleAttack
{
private:
int catapultDamage;
bool catapult;
public:
bool init();
void nextFrame();
void endAnim();
CShootingAnim(CBattleInterface * _owner, int attacker, int _dest, int _attackedID, bool _catapult = false, int _catapultDmg = 0); //last param only for catapult attacks
};
//end of battle animation handlers
class CBattleHero : public CIntObject
{
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); //sets phase of hero animation
void clickLeft(tribool down, bool previousState); //call-in
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 CIntObject
{
private:
bool setAlterText; //if true, this hex has set alternative text in console and will clean it
public:
unsigned int myNumber; //number of hex in commonly used format
bool accessible; //if true, this hex is accessible for units
//CStack * ourStack;
bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
CBattleInterface * myInterface; //interface that owns me
static Point getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * creature, const CBattleInterface * cbi); //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(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
CBattleHex();
};
class CBattleObstacle
{
std::vector<int> lockedHexes;
};
class CBattleConsole : 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
std::string ingcAlter; //alternative text set by in-game console - very important!
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 CBattleResultWindow : public CIntObject
{
private:
SDL_Surface * background;
AdventureMapButton * exit;
CBattleInterface * owner;
public:
CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, CBattleInterface * _owner); //c-tor
~CBattleResultWindow(); //d-tor
void bExitf(); //exit button callback
void activate();
void deactivate();
void show(SDL_Surface * to = 0);
};
class CBattleOptionsWindow : public CIntObject
{
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(); //dafault button callback
void bExitf(); //exit button callback
void activate();
void deactivate();
void show(SDL_Surface * to = 0);
};
struct SBattleEffect
{
int x, y; //position on the screen
int frame, maxFrame;
CDefHandler * anim; //animation to display
int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
};
class CStackQueue : public CIntObject
{
class StackBox : public CIntObject
{
public:
const CStack *my;
SDL_Surface *bg;
void hover (bool on);
void showAll(SDL_Surface *to);
void setStack(const CStack *nStack);
StackBox(SDL_Surface *BG);
~StackBox();
};
public:
static const int QUEUE_SIZE = 10;
const bool embedded;
std::vector<const CStack *> stacksSorted;
std::vector<StackBox *> stackBoxes;
SDL_Surface *box;
SDL_Surface *bg;
CBattleInterface * owner;
void showAll(SDL_Surface *to);
CStackQueue(bool Embedded, CBattleInterface * _owner);
~CStackQueue();
void update();
void blitBg( SDL_Surface * to );
//void showAll(SDL_Surface *to);
};
class CBattleInterface : public CIntObject
{
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; //fighting heroes
CStackQueue *queue;
CCreatureSet army1, army2; //copy of initial armies (for result window)
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 creatures (creatureID, defhandler)
std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
unsigned char animCount;
int activeStack; //number of active stack; -1 - no one
int stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; -1 of none
void activateStack(); //sets activeStack to stackToActivate etc.
int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
std::vector<int> 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)
float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
std::map<int, int> 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 friendly creature, 2 - any hostile creature, 3 - any creature,
//4 - obstacle, 5 - teleport -1 - no location
BattleAction * spellToCast; //spell for which player is choosing destination
void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
void showAliveStack(int ID, const std::map<int, CStack> & stacks, SDL_Surface * to); //helper function for function show
void showPieceOfWall(SDL_Surface * to, int hex, const std::map<int, CStack> & stacks); //helper function for show
void redrawBackgroundWithHexes(int activeStack);
void printConsoleAttacked(int ID, int dmg, int killed, int IDby);
std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
void projectileShowHelper(SDL_Surface * to); //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 neighboring any tile from active stack's range or is one of these tiles
bool blockedByObstacle(int hex) const;
bool isCatapultAttackable(int hex) const; //returns true if given tile can be attacked by catapult
std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
class SiegeHelper
{
private:
static std::string townTypeInfixes[F_NUMBER]; //for internal use only - to build filenames
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
//filename getters
std::string getSiegeName(ui16 what, ui16 additInfo = 1) const; //what: 0 - background, 1 - background wall, 2 - keep, 3 - bottom tower, 4 - bottom wall, 5 - below gate, 6 - over gate, 7 - upper wall, 8 - uppert tower, 9 - gate, 10 - gate arch, 11 - bottom static wall, 12 - upper static wall, 13 - moat, 14 - mlip, 15 - keep creature cover, 16 - bottom turret creature cover, 17 - upper turret creature cover; additInfo: 1 - intact, 2 - damaged, 3 - destroyed
void printPartOfWall(SDL_Surface * to, int what);//what: 1 - background wall, 2 - keep, 3 - bottom tower, 4 - bottom wall, 5 - below gate, 6 - over gate, 7 - upper wall, 8 - uppert tower, 9 - gate, 10 - gate arch, 11 - bottom static wall, 12 - upper static wall, 15 - keep creature cover, 16 - bottom turret creature cover, 17 - upper turret creature cover
friend class CBattleInterface;
} * siegeH;
CPlayerInterface * attackerInt, * defenderInt; //because LOCPLINT is not enough in hotSeat
const CGHeroInstance * getActiveHero(); //returns hero that can currently cast a spell
public:
CPlayerInterface * curInt; //current player interface
std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
void addNewAnim(CBattleAnimation * anim); //adds new anim to pendingAnims
unsigned int animIDhelper; //for giving IDs for animations
static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen); //c-tor
~CBattleInterface(); //d-tor
//std::vector<TimeInterested*> 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; 1 - slowest, 2 - medium, 4 - fastest
int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
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<BattleAction *> *givenCommand; //data != NULL 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 moveSh; // sound handler used when moving a unit
//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);
void keyPressed(const SDL_KeyboardEvent & key);
void mouseMoved(const SDL_MouseMotionEvent &sEvent);
void clickRight(tribool down, bool previousState);
//call-ins
void startAction(const BattleAction* action);
void newStack(int stackID); //new stack appeared on battlefield
void stackRemoved(int stackID); //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<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
void stackAttacking(int ID, int dest, int attackedID); //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 stackIsShooting(int ID, int dest, int attackedID); //called when stack with id ID is shooting to hex dest
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
const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
void displayBattleFinished(); //displays battle result
void spellCast(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(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
void endAction(const BattleAction* action);
void hideQueue();
void showQueue();
friend class CBattleHex;
friend class CBattleResultWindow;
friend class CPlayerInterface;
friend class AdventureMapButton;
friend class CInGameConsole;
friend class CReverseAnim;
friend class CBattleAnimation;
friend class CDefenceAnim;
friend class CBattleStackMoved;
friend class CBattleMoveStart;
friend class CBattleMoveEnd;
friend class CBattleAttack;
friend class CMeleeAttack;
friend class CShootingAnim;
friend class CSpellEffectAnim;
friend class CBattleHero;
};
#endif // __CBATTLEINTERFACE_H__