mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
406 lines
17 KiB
C++
406 lines
17 KiB
C++
/*
|
|
* 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
|
|
*
|
|
*/
|
|
#pragma once
|
|
|
|
#include <vcmi/spells/Magic.h>
|
|
|
|
#include "../../lib/ConstTransitivePtr.h" //may be redundant
|
|
#include "../../lib/GameConstants.h"
|
|
|
|
#include "CBattleAnimations.h"
|
|
|
|
#include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
|
|
#include "../../lib/battle/CBattleInfoCallback.h"
|
|
|
|
class CLabel;
|
|
class CCreatureSet;
|
|
class CGHeroInstance;
|
|
class CStack;
|
|
class CCallback;
|
|
class CButton;
|
|
class CToggleButton;
|
|
class CToggleGroup;
|
|
struct BattleResult;
|
|
struct BattleSpellCast;
|
|
struct CObstacleInstance;
|
|
template <typename T> struct CondSh;
|
|
struct SetStackEffect;
|
|
class BattleAction;
|
|
class CGTownInstance;
|
|
struct CatapultAttack;
|
|
struct CatapultProjectileInfo;
|
|
struct BattleTriggerEffect;
|
|
class CBattleAnimation;
|
|
class CBattleHero;
|
|
class CBattleConsole;
|
|
class CBattleResultWindow;
|
|
class CStackQueue;
|
|
class CPlayerInterface;
|
|
class CCreatureAnimation;
|
|
struct ProjectileInfo;
|
|
class CClickableHex;
|
|
struct BattleHex;
|
|
struct InfoAboutHero;
|
|
class CBattleGameInterface;
|
|
struct CustomEffectInfo;
|
|
class CAnimation;
|
|
class IImage;
|
|
class CSpell;
|
|
|
|
/// Small struct which contains information about the id of the attacked stack, the damage dealt,...
|
|
struct StackAttackedInfo
|
|
{
|
|
const CStack *defender; //attacked stack
|
|
int64_t dmg; //damage dealt
|
|
unsigned int amountKilled; //how many creatures in stack has been killed
|
|
const CStack *attacker; //attacking stack
|
|
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;
|
|
};
|
|
|
|
/// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
|
|
struct BattleEffect
|
|
{
|
|
int x, y; //position on the screen
|
|
float currentFrame;
|
|
std::shared_ptr<CAnimation> animation;
|
|
int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
|
|
BattleHex position; //Indicates if effect which hex the effect is drawn on
|
|
};
|
|
|
|
struct BattleObjectsByHex
|
|
{
|
|
typedef std::vector<int> TWallList;
|
|
typedef std::vector<const CStack *> TStackList;
|
|
typedef std::vector<const BattleEffect *> TEffectList;
|
|
typedef std::vector<std::shared_ptr<const CObstacleInstance>> TObstacleList;
|
|
|
|
struct HexData
|
|
{
|
|
TWallList walls;
|
|
TStackList dead;
|
|
TStackList alive;
|
|
TEffectList effects;
|
|
TObstacleList obstacles;
|
|
};
|
|
|
|
HexData beforeAll;
|
|
HexData afterAll;
|
|
std::array<HexData, GameConstants::BFIELD_SIZE> hex;
|
|
};
|
|
|
|
/// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
|
|
struct CatapultProjectileInfo
|
|
{
|
|
CatapultProjectileInfo(Point from, Point dest);
|
|
|
|
double facA, facB, facC;
|
|
|
|
double calculateY(double x);
|
|
};
|
|
|
|
enum class MouseHoveredHexContext
|
|
{
|
|
UNOCCUPIED_HEX,
|
|
OCCUPIED_HEX
|
|
};
|
|
|
|
/// Big class which handles the overall battle interface actions and it is also responsible for
|
|
/// drawing everything correctly.
|
|
class CBattleInterface : public WindowBase
|
|
{
|
|
private:
|
|
SDL_Surface *background, *menu, *amountNormal, *amountNegative, *amountPositive, *amountEffNeutral, *cellBorders, *backgroundWithHexes;
|
|
|
|
std::shared_ptr<CButton> bOptions;
|
|
std::shared_ptr<CButton> bSurrender;
|
|
std::shared_ptr<CButton> bFlee;
|
|
std::shared_ptr<CButton> bAutofight;
|
|
std::shared_ptr<CButton> bSpell;
|
|
std::shared_ptr<CButton> bWait;
|
|
std::shared_ptr<CButton> bDefence;
|
|
std::shared_ptr<CButton> bConsoleUp;
|
|
std::shared_ptr<CButton> bConsoleDown;
|
|
std::shared_ptr<CButton> btactNext;
|
|
std::shared_ptr<CButton> btactEnd;
|
|
|
|
std::shared_ptr<CBattleConsole> console;
|
|
std::shared_ptr<CBattleHero> attackingHero;
|
|
std::shared_ptr<CBattleHero> defendingHero;
|
|
std::shared_ptr<CStackQueue> queue;
|
|
|
|
const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
|
|
const CGHeroInstance *attackingHeroInstance, *defendingHeroInstance;
|
|
std::map<int32_t, std::shared_ptr<CCreatureAnimation>> creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
|
|
|
|
std::map<int, std::shared_ptr<CAnimation>> idToProjectile;
|
|
|
|
std::map<std::string, std::shared_ptr<CAnimation>> animationsCache;
|
|
std::map<si32, std::shared_ptr<CAnimation>> obstacleAnimations;
|
|
|
|
std::map<int, bool> creDir; // <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
|
|
ui8 animCount;
|
|
const CStack *activeStack; //number of active stack; nullptr - no one
|
|
const CStack *mouseHoveredStack; // stack below mouse pointer, used for border animation
|
|
const CStack *stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; nullptr of none
|
|
const CStack *selectedStack; //for Teleport / Sacrifice
|
|
void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
|
|
std::vector<BattleHex> occupyableHexes, //hexes available for active stack
|
|
attackableHexes; //hexes attackable by active stack
|
|
std::array<bool, GameConstants::BFIELD_SIZE> stackCountOutsideHexes; // hexes that when in front of a unit cause it's amount box to move back
|
|
BattleHex previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
|
|
BattleHex currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
|
|
int attackingHex; //hex from which the stack would perform attack with current cursor
|
|
|
|
std::shared_ptr<CPlayerInterface> tacticianInterface; //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
|
|
bool tacticsMode;
|
|
bool stackCanCastSpell; //if true, active stack could possibly cast some target spell
|
|
bool creatureCasting; //if true, stack currently aims to cats a spell
|
|
bool spellDestSelectMode; //if true, player is choosing destination for his spell - only for GUI / console
|
|
std::shared_ptr<BattleAction> spellToCast; //spell for which player is choosing destination
|
|
const CSpell *sp; //spell pointer for convenience
|
|
si32 creatureSpellToCast;
|
|
std::vector<PossiblePlayerBattleAction> possibleActions; //all actions possible to call at the moment by player
|
|
std::vector<PossiblePlayerBattleAction> localActions; //actions possible to take on hovered hex
|
|
std::vector<PossiblePlayerBattleAction> illegalActions; //these actions display message in case of illegal target
|
|
PossiblePlayerBattleAction currentAction; //action that will be performed on l-click
|
|
PossiblePlayerBattleAction selectedAction; //last action chosen (and saved) by player
|
|
PossiblePlayerBattleAction illegalAction; //most likely action that can't be performed here
|
|
bool battleActionsStarted; //used for delaying battle actions until intro sound stops
|
|
int battleIntroSoundChannel; //required as variable for disabling it via ESC key
|
|
|
|
void setActiveStack(const CStack *stack);
|
|
void setHoveredStack(const CStack *stack);
|
|
|
|
void requestAutofightingAIToTakeAction();
|
|
|
|
std::vector<PossiblePlayerBattleAction> getPossibleActionsForStack (const CStack *stack); //called when stack gets its turn
|
|
void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
|
|
void reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context);
|
|
|
|
//force active stack to cast a spell if possible
|
|
void enterCreatureCastingMode();
|
|
|
|
std::list<ProjectileInfo> projectiles; //projectiles flying on battlefield
|
|
void giveCommand(EActionType action, BattleHex tile = BattleHex(), si32 additional = -1);
|
|
void sendCommand(BattleAction *& command, const CStack * actor = nullptr);
|
|
|
|
bool isTileAttackable(const BattleHex & number) const; //returns true if tile 'number' is neighboring any tile from active stack's range or is one of these tiles
|
|
bool isCatapultAttackable(BattleHex hex) const; //returns true if given tile can be attacked by catapult
|
|
|
|
std::list<BattleEffect> battleEffects; //different animations to display on the screen like spell effects
|
|
|
|
/// Class which is responsible for drawing the wall of a siege during battle
|
|
class SiegeHelper
|
|
{
|
|
private:
|
|
SDL_Surface* walls[18];
|
|
const CBattleInterface *owner;
|
|
public:
|
|
const CGTownInstance *town; //besieged town
|
|
|
|
SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface *_owner);
|
|
~SiegeHelper();
|
|
|
|
std::string getSiegeName(ui16 what) const;
|
|
std::string getSiegeName(ui16 what, int state) const; // state uses EWallState enum
|
|
|
|
void printPartOfWall(SDL_Surface *to, int what);
|
|
|
|
enum EWallVisual
|
|
{
|
|
BACKGROUND = 0,
|
|
BACKGROUND_WALL = 1,
|
|
KEEP,
|
|
BOTTOM_TOWER,
|
|
BOTTOM_WALL,
|
|
WALL_BELLOW_GATE,
|
|
WALL_OVER_GATE,
|
|
UPPER_WALL,
|
|
UPPER_TOWER,
|
|
GATE,
|
|
GATE_ARCH,
|
|
BOTTOM_STATIC_WALL,
|
|
UPPER_STATIC_WALL,
|
|
MOAT,
|
|
BACKGROUND_MOAT,
|
|
KEEP_BATTLEMENT,
|
|
BOTTOM_BATTLEMENT,
|
|
UPPER_BATTLEMENT
|
|
};
|
|
|
|
friend class CBattleInterface;
|
|
} *siegeH;
|
|
|
|
std::shared_ptr<CPlayerInterface> attackerInt, defenderInt; //because LOCPLINT is not enough in hotSeat
|
|
std::shared_ptr<CPlayerInterface> curInt; //current player interface
|
|
const CGHeroInstance *getActiveHero(); //returns hero that can currently cast a spell
|
|
|
|
/** Methods for displaying battle screen */
|
|
void showBackground(SDL_Surface *to);
|
|
|
|
void showBackgroundImage(SDL_Surface *to);
|
|
void showAbsoluteObstacles(SDL_Surface *to);
|
|
void showHighlightedHexes(SDL_Surface *to);
|
|
void showHighlightedHex(SDL_Surface *to, BattleHex hex, bool darkBorder = false);
|
|
void showInterface(SDL_Surface *to);
|
|
|
|
void showBattlefieldObjects(SDL_Surface *to);
|
|
|
|
void showAliveStacks(SDL_Surface *to, std::vector<const CStack *> stacks);
|
|
void showStacks(SDL_Surface *to, std::vector<const CStack *> stacks);
|
|
void showObstacles(SDL_Surface *to, std::vector<std::shared_ptr<const CObstacleInstance>> &obstacles);
|
|
void showPiecesOfWall(SDL_Surface *to, std::vector<int> pieces);
|
|
|
|
void showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects);
|
|
void showProjectiles(SDL_Surface *to);
|
|
|
|
BattleObjectsByHex sortObjectsByHex();
|
|
void updateBattleAnimations();
|
|
|
|
std::shared_ptr<IImage> getObstacleImage(const CObstacleInstance & oi);
|
|
|
|
Point getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle);
|
|
|
|
void redrawBackgroundWithHexes(const CStack *activeStack);
|
|
/** End of battle screen blitting methods */
|
|
|
|
void setHeroAnimation(ui8 side, int phase);
|
|
public:
|
|
static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
|
|
static CondSh<BattleAction *> givenCommand; //data != nullptr if we have i.e. moved current unit
|
|
|
|
std::list<std::pair<CBattleAnimation *, bool>> pendingAnims; //currently displayed animations <anim, initialized>
|
|
void addNewAnim(CBattleAnimation *anim); //adds new anim to pendingAnims
|
|
ui32 animIDhelper; //for giving IDs for animations
|
|
|
|
|
|
CBattleInterface(const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const SDL_Rect & myRect, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt = nullptr);
|
|
virtual ~CBattleInterface();
|
|
|
|
//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; range 1..100
|
|
int getAnimSpeed() const; //speed of animation; range 1..100
|
|
CPlayerInterface *getCurrentPlayerInterface() const;
|
|
|
|
std::vector<std::shared_ptr<CClickableHex>> bfield; //11 lines, 17 hexes on each
|
|
SDL_Surface *cellBorder, *cellShade;
|
|
|
|
bool myTurn; //if true, interface is active (commands can be ordered)
|
|
|
|
bool moveStarted; //if true, the creature that is already moving is going to make its first step
|
|
int moveSoundHander; // sound handler used when moving a unit
|
|
|
|
const BattleResult *bresult; //result of a battle; if non-zero then display when all animations end
|
|
|
|
// block all UI elements, e.g. during enemy turn
|
|
// unlike activate/deactivate this method will correctly grey-out all elements
|
|
void blockUI(bool on);
|
|
|
|
//button handle funcs:
|
|
void bOptionsf();
|
|
void bSurrenderf();
|
|
void bFleef();
|
|
void reallyFlee(); //performs fleeing without asking player
|
|
void reallySurrender(); //performs surrendering without asking player
|
|
void bAutofightf();
|
|
void bSpellf();
|
|
void bWaitf();
|
|
void bDefencef();
|
|
void bConsoleUpf();
|
|
void bConsoleDownf();
|
|
void bTacticNextStack(const CStack *current = nullptr);
|
|
void bEndTacticPhase();
|
|
//end of button handle funcs
|
|
//napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
|
|
void activate() override;
|
|
void deactivate() override;
|
|
void keyPressed(const SDL_KeyboardEvent & key) override;
|
|
void mouseMoved(const SDL_MouseMotionEvent &sEvent) override;
|
|
void clickRight(tribool down, bool previousState) override;
|
|
|
|
void show(SDL_Surface *to) override;
|
|
void showAll(SDL_Surface *to) override;
|
|
|
|
//call-ins
|
|
void startAction(const BattleAction* action);
|
|
void unitAdded(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<BattleHex> destHex, int distance); //stack with id number moved to destHex
|
|
void waitForAnims();
|
|
void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
|
|
void stackAttacking(const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting); //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 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 displayBattleFinished(); //displays battle result
|
|
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<MetaString> & battleLog);
|
|
void displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects);
|
|
|
|
void displayEffect(ui32 effect, BattleHex destTile); //displays custom effect on the battlefield
|
|
|
|
void displaySpellAnimationQueue(const CSpell::TAnimationQueue & q, BattleHex destinationTile);
|
|
void displaySpellCast(SpellID spellID, BattleHex destinationTile); //displays spell`s cast animation
|
|
void displaySpellEffect(SpellID spellID, BattleHex destinationTile); //displays spell`s affected animation
|
|
void displaySpellHit(SpellID spellID, BattleHex destinationTile); //displays spell`s affected animation
|
|
|
|
void battleTriggerEffect(const BattleTriggerEffect & bte);
|
|
void setBattleCursor(const int myNumber); //really complex and messy, sets attackingHex
|
|
void endAction(const BattleAction* action);
|
|
void hideQueue();
|
|
void showQueue();
|
|
|
|
Rect hexPosition(BattleHex hex) const;
|
|
|
|
void handleHex(BattleHex myNumber, int eventType);
|
|
bool isCastingPossibleHere (const CStack *sactive, const CStack *shere, BattleHex myNumber);
|
|
bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber); //TODO: move to BattleState / callback
|
|
|
|
BattleHex fromWhichHexAttack(BattleHex myNumber);
|
|
void obstaclePlaced(const CObstacleInstance & oi);
|
|
|
|
void gateStateChanged(const EGateState state);
|
|
|
|
void initStackProjectile(const CStack * stack);
|
|
|
|
const CGHeroInstance *currentHero() const;
|
|
InfoAboutHero enemyHero() const;
|
|
|
|
friend class CPlayerInterface;
|
|
friend class CButton;
|
|
friend class CInGameConsole;
|
|
|
|
friend class CBattleResultWindow;
|
|
friend class CBattleHero;
|
|
friend class CEffectAnimation;
|
|
friend class CBattleStackAnimation;
|
|
friend class CReverseAnimation;
|
|
friend class CDefenceAnimation;
|
|
friend class CMovementAnimation;
|
|
friend class CMovementStartAnimation;
|
|
friend class CAttackAnimation;
|
|
friend class CMeleeAttackAnimation;
|
|
friend class CShootingAnimation;
|
|
friend class CCastAnimation;
|
|
friend class CClickableHex;
|
|
};
|