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6fdb984799
No new features yet, but summon elementals now work properly again.
596 lines
24 KiB
C++
596 lines
24 KiB
C++
#ifndef __CBATTLEINTERFACE_H__
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#define __CBATTLEINTERFACE_H__
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#include "../global.h"
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#include <list>
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#include "GUIBase.h"
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#include "../lib/CCreatureSet.h"
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#include "../lib/ConstTransitivePtr.h" //may be reundant
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#include "CAnimation.h"
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/*
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* CBattleInterface.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CLabel;
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class CCreatureSet;
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class CGHeroInstance;
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class CDefHandler;
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class CStack;
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class CCallback;
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class AdventureMapButton;
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class CHighlightableButton;
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class CHighlightableButtonsGroup;
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struct BattleResult;
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struct BattleSpellCast;
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struct CObstacleInstance;
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template <typename T> struct CondSh;
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struct SetStackEffect;;
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struct BattleAction;
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class CGTownInstance;
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struct CatapultAttack;
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class CBattleInterface;
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struct CatapultProjectileInfo;
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/// Small struct which contains information about the id of the attacked stack, the damage dealt,...
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struct SStackAttackedInfo
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{
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const CStack * defender; //attacked stack
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int dmg; //damage dealt
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int amountKilled; //how many creatures in stack has been killed
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const CStack * attacker; //attacking stack
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bool byShooting; //if true, stack has been attacked by shooting
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bool killed; //if true, stack has been killed
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bool rebirth; //if true, play rebirth animation after all
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};
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/// Small struct which contains information about the position and the velocity of a projectile
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struct SProjectileInfo
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{
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double x, y; //position on the screen
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double dx, dy; //change in position in one step
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int step, lastStep; //to know when finish showing this projectile
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int creID; //ID of creature that shot this projectile
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int stackID; //ID of stack
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int frameNum; //frame to display form projectile animation
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bool spin; //if true, frameNum will be increased
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int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
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bool reverse; //if true, projectile will be flipped by vertical asix
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CatapultProjectileInfo *catapultInfo; // holds info about the parabolic trajectory of the cannon
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};
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/// Base class of battle animations
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class CBattleAnimation
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{
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protected:
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CBattleInterface * owner;
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public:
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virtual bool init()=0; //to be called - if returned false, call again until returns true
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virtual void nextFrame()=0; //call every new frame
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virtual void endAnim(); //to be called mostly internally; in this class it removes animation from pendingAnims list
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bool isEarliest(bool perStackConcurrency); //determines if this animation is earliest of all
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unsigned int ID; //unique identifier
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CBattleAnimation(CBattleInterface * _owner);
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};
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class CDummyAnim : public CBattleAnimation
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{
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private:
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int counter;
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int howMany;
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public:
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bool init();
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void nextFrame();
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void endAnim();
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CDummyAnim(CBattleInterface * _owner, int howManyFrames);
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};
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/// This class manages a spell effect animation
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class CSpellEffectAnim : public CBattleAnimation
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{
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private:
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ui32 effect;
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THex destTile;
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std::string customAnim;
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int x, y, dx, dy;
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bool Vflip;
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public:
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bool init();
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void nextFrame();
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void endAnim();
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CSpellEffectAnim(CBattleInterface * _owner, ui32 _effect, THex _destTile, int _dx = 0, int _dy = 0, bool _Vflip = false);
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CSpellEffectAnim(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx = 0, int _dy = 0, bool _Vflip = false);
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};
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/// Sub-class which is responsible for managing the battle stack animation.
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class CBattleStackAnimation : public CBattleAnimation
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{
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public:
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const CStack * stack; //id of stack whose animation it is
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CBattleStackAnimation(CBattleInterface * _owner, const CStack * _stack);
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static bool isToReverseHlp(THex hexFrom, THex hexTo, bool curDir); //helper for isToReverse
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static bool isToReverse(THex hexFrom, THex 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)
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CCreatureAnimation *myAnim(); //animation for our stack
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};
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/// Class responsible for animation of stack chaning direction (left <-> right)
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class CReverseAnim : public CBattleStackAnimation
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{
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private:
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int partOfAnim; //1 - first, 2 - second
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bool secondPartSetup;
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THex hex;
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public:
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bool priority; //true - high, false - low
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bool init();
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void nextFrame();
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void setupSecondPart();
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void endAnim();
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CReverseAnim(CBattleInterface * _owner, const CStack * stack, THex dest, bool _priority);
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};
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/// Animation of a defending unit
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class CDefenceAnim : public CBattleStackAnimation
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{
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private:
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//std::vector<SStackAttackedInfo> attackedInfos;
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int dmg; //damage dealt
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int amountKilled; //how many creatures in stack has been killed
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const CStack * attacker; //attacking stack
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bool byShooting; //if true, stack has been attacked by shooting
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bool killed; //if true, stack has been killed
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public:
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bool init();
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void nextFrame();
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void endAnim();
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CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner);
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};
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/// Move animation of a creature
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class CBattleStackMoved : public CBattleStackAnimation
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{
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private:
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std::vector<THex> destTiles; //destination
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THex nextHex;
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int nextPos;
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int distance;
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float stepX, stepY; //how far stack is moved in one frame
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float posX, posY;
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int steps, whichStep;
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int curStackPos; //position of stack before move
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public:
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bool init();
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void nextFrame();
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void endAnim();
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CBattleStackMoved(CBattleInterface * _owner, const CStack * _stack, std::vector<THex> _destTiles, int _distance);
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};
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/// Move start animation of a creature
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class CBattleMoveStart : public CBattleStackAnimation
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{
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public:
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bool init();
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void nextFrame();
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void endAnim();
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CBattleMoveStart(CBattleInterface * _owner, const CStack * _stack);
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};
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/// Move end animation of a creature
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class CBattleMoveEnd : public CBattleStackAnimation
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{
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private:
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THex destinationTile;
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public:
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bool init();
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void nextFrame();
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void endAnim();
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CBattleMoveEnd(CBattleInterface * _owner, const CStack * _stack, THex destTile);
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};
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/// This class is responsible for managing the battle attack animation
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class CBattleAttack : public CBattleStackAnimation
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{
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protected:
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THex dest; //atacked hex
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bool shooting;
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CCreatureAnim::EAnimType group; //if shooting is true, print this animation group
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const CStack * attackedStack;
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const CStack * attackingStack;
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int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature
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public:
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void nextFrame();
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bool checkInitialConditions();
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CBattleAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * defender);
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};
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/// Hand-to-hand attack
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class CMeleeAttack : public CBattleAttack
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{
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public:
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bool init();
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void nextFrame();
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void endAnim();
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CMeleeAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked);
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};
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/// Shooting attack
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class CShootingAnim : public CBattleAttack
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{
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private:
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int catapultDamage;
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bool catapult;
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public:
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bool init();
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void nextFrame();
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void endAnim();
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CShootingAnim(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked, bool _catapult = false, int _catapultDmg = 0); //last param only for catapult attacks
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};
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//end of battle animation handlers
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/// Hero battle animation
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class CBattleHero : public CIntObject
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{
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public:
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bool flip; //false if it's attacking hero, true otherwise
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CDefHandler * dh, *flag; //animation and flag
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const CGHeroInstance * myHero; //this animation's hero instance
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const CBattleInterface * myOwner; //battle interface to which this animation is assigned
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int phase; //stage of animation
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int nextPhase; //stage of animation to be set after current phase is fully displayed
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int image; //frame of animation
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unsigned char flagAnim, flagAnimCount; //for flag animation
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void show(SDL_Surface * to); //prints next frame of animation to to
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void activate();
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void deactivate();
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void setPhase(int newPhase); //sets phase of hero animation
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void clickLeft(tribool down, bool previousState); //call-in
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CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
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~CBattleHero(); //d-tor
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};
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/// Class which stands for a single hex field on a battlefield
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class CBattleHex : public CIntObject
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{
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private:
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bool setAlterText; //if true, this hex has set alternative text in console and will clean it
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public:
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unsigned int myNumber; //number of hex in commonly used format
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bool accessible; //if true, this hex is accessible for units
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//CStack * ourStack;
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bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
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CBattleInterface * myInterface; //interface that owns me
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static Point getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * creature, const CBattleInterface * cbi); //returns (x, y) of left top corner of animation
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//for user interactions
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void hover (bool on);
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void activate();
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void deactivate();
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void mouseMoved (const SDL_MouseMotionEvent & sEvent);
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void clickLeft(tribool down, bool previousState);
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void clickRight(tribool down, bool previousState);
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CBattleHex();
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};
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/// Class which manages the locked hex fields that are blocked e.g. by obstacles
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class CBattleObstacle
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{
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std::vector<int> lockedHexes;
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};
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/// Class which shows the console at the bottom of the battle screen and manages the text of the console
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class CBattleConsole : public CIntObject
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{
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private:
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std::vector< std::string > texts; //a place where texts are stored
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int lastShown; //last shown line of text
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public:
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std::string alterTxt; //if it's not empty, this text is displayed
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std::string ingcAlter; //alternative text set by in-game console - very important!
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int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
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CBattleConsole(); //c-tor
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~CBattleConsole(); //d-tor
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void show(SDL_Surface * to = 0);
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bool addText(const std::string & text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
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void eraseText(unsigned int pos); //erases added text at position pos
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void changeTextAt(const std::string & text, unsigned int pos); //if we have more than pos texts, pos-th is changed to given one
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void scrollUp(unsigned int by = 1); //scrolls console up by 'by' positions
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void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
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};
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/// Class which is responsible for showing the battle result window
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class CBattleResultWindow : public CIntObject
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{
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private:
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SDL_Surface * background;
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AdventureMapButton * exit;
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CBattleInterface * owner;
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public:
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CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, CBattleInterface * _owner); //c-tor
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~CBattleResultWindow(); //d-tor
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void bExitf(); //exit button callback
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void activate();
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void deactivate();
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void show(SDL_Surface * to = 0);
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};
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/// Class which manages the battle options window
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class CBattleOptionsWindow : public CIntObject
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{
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private:
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CBattleInterface * myInt;
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CPicture * background;
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AdventureMapButton * setToDefault, * exit;
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CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
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CHighlightableButtonsGroup * animSpeeds;
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std::vector<CLabel*> labels;
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public:
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CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
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void bDefaultf(); //dafault button callback
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void bExitf(); //exit button callback
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};
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/// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
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struct SBattleEffect
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{
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int x, y; //position on the screen
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int frame, maxFrame;
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CDefHandler * anim; //animation to display
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int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
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};
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/// Shows the stack queue
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class CStackQueue : public CIntObject
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{
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class StackBox : public CIntObject
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{
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public:
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const CStack *my;
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SDL_Surface *bg;
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void hover (bool on);
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void showAll(SDL_Surface *to);
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void setStack(const CStack *nStack);
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StackBox(SDL_Surface *BG);
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~StackBox();
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};
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public:
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static const int QUEUE_SIZE = 10;
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const bool embedded;
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std::vector<const CStack *> stacksSorted;
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std::vector<StackBox *> stackBoxes;
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SDL_Surface *box;
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SDL_Surface *bg;
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CBattleInterface * owner;
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void showAll(SDL_Surface *to);
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CStackQueue(bool Embedded, CBattleInterface * _owner);
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~CStackQueue();
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void update();
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void blitBg( SDL_Surface * to );
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//void showAll(SDL_Surface *to);
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};
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/// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
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struct CatapultProjectileInfo
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{
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const double facA, facB, facC;
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const int fromX, toX;
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CatapultProjectileInfo() : facA(0), facB(0), facC(0), fromX(0), toX(0) { };
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CatapultProjectileInfo(double factorA, double factorB, double factorC, int fromXX, int toXX) : facA(factorA), facB(factorB), facC(factorC),
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fromX(fromXX), toX(toXX) { };
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double calculateY(double x);
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};
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/// Big class which handles the overall battle interface actions and it is also responsible for
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/// drawing everything correctly.
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class CBattleInterface : public CIntObject
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{
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enum SpellSelectionType
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{
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ANY_LOCATION = 0, FRIENDLY_CREATURE, HOSTILE_CREATURE, ANY_CREATURE, OBSTACLE, TELEPORT, NO_LOCATION = -1, STACK_SPELL_CANCELLED = -2
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};
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private:
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SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
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AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
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* bWait, * bDefence, * bConsoleUp, * bConsoleDown, *btactNext, *btactEnd;
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CBattleConsole * console;
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CBattleHero * attackingHero, * defendingHero; //fighting heroes
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CStackQueue *queue;
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const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
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const CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
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std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
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std::map< int, CDefHandler * > idToProjectile; //projectiles of creatures (creatureID, defhandler)
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std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
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std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
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unsigned char animCount;
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const CStack * activeStack; //number of active stack; NULL - no one
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const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; NULL of none
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void activateStack(); //sets activeStack to stackToActivate etc.
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int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
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time_t lastMouseHoveredStackAnimationTime; // time when last mouse hovered animation occurred
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static const time_t HOVER_ANIM_DELTA;
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std::vector<THex> occupyableHexes, //hexes available for active stack
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attackableHexes; //hexes attackable by active stack
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bool stackCountOutsideHexes[BFIELD_SIZE]; // hexes that when in front of a unit cause it's amount box to move back
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int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
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int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
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int attackingHex; //hex from which the stack would perform attack with current cursor
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float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
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std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
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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
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bool tacticsMode;
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bool stackCanCastSpell; //if true, active stack could possibly cats some target spell
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bool spellDestSelectMode; //if true, player is choosing destination for his spell
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SpellSelectionType spellSelMode;
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BattleAction * spellToCast; //spell for which player is choosing destination
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CSpell * creatureSpellToCast;
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std::vector< ConstTransitivePtr<CSpell> > stackSpells; //all spells possible to cast by the stack
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void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
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void showAliveStack(const CStack *stack, SDL_Surface * to); //helper function for function show
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void showAliveStacks(std::vector<const CStack *> *aliveStacks, int hex, std::vector<const CStack *> *flyingStacks, SDL_Surface *to); // loops through all stacks at a given hex position
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void showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks); //helper function for show
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void showObstacles(std::multimap<THex, int> *hexToObstacle, std::vector<CObstacleInstance> &obstacles, int hex, SDL_Surface *to); // show all obstacles at a given hex position
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void redrawBackgroundWithHexes(const CStack * activeStack);
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void printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker, bool Multiple);
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std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
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void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
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void giveCommand(ui8 action, THex tile, ui32 stack, si32 additional=-1);
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bool isTileAttackable(const THex & number) const; //returns true if tile 'number' is neighboring any tile from active stack's range or is one of these tiles
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bool blockedByObstacle(THex hex) const;
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bool isCatapultAttackable(THex hex) const; //returns true if given tile can be attacked by catapult
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std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
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/// Class which is responsible for drawing the wall of a siege during battle
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class SiegeHelper
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{
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private:
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static std::string townTypeInfixes[F_NUMBER]; //for internal use only - to build filenames
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SDL_Surface * walls[18];
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const CBattleInterface * owner;
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public:
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const CGTownInstance * town; //besieged town
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SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
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~SiegeHelper(); //d-tor
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//filename getters
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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
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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
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friend class CBattleInterface;
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} * siegeH;
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CPlayerInterface * attackerInt, * defenderInt; //because LOCPLINT is not enough in hotSeat
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const CGHeroInstance * getActiveHero(); //returns hero that can currently cast a spell
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public:
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CPlayerInterface * curInt; //current player interface
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std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
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void addNewAnim(CBattleAnimation * anim); //adds new anim to pendingAnims
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unsigned int animIDhelper; //for giving IDs for animations
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static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
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CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen); //c-tor
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~CBattleInterface(); //d-tor
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//std::vector<TimeInterested*> timeinterested; //animation handling
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void setPrintCellBorders(bool set); //if true, cell borders will be printed
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void setPrintStackRange(bool set); //if true,range of active stack will be printed
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void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
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void setAnimSpeed(int set); //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
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int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
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CBattleHex bfield[BFIELD_SIZE]; //11 lines, 17 hexes on each
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//std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
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SDL_Surface * cellBorder, * cellShade;
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CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
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bool myTurn; //if true, interface is active (commands can be ordered)
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CBattleResultWindow * resWindow; //window of end of battle
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bool moveStarted; //if true, the creature that is already moving is going to make its first step
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int moveSh; // sound handler used when moving a unit
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//button handle funcs:
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void bOptionsf();
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void bSurrenderf();
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void bFleef();
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void reallyFlee(); //performs fleeing without asking player
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void reallySurrender(); //performs surrendering without asking player
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void bAutofightf();
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void bSpellf();
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void bWaitf();
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void bDefencef();
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void bConsoleUpf();
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void bConsoleDownf();
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void bTacticNextStack();
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void bEndTacticPhase();
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//end of button handle funcs
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//napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
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void activate();
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void deactivate();
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void show(SDL_Surface * to);
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void keyPressed(const SDL_KeyboardEvent & key);
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void mouseMoved(const SDL_MouseMotionEvent &sEvent);
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void clickRight(tribool down, bool previousState);
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//call-ins
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void startAction(const BattleAction* action);
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void newStack(const CStack * stack); //new stack appeared on battlefield
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void stackRemoved(int stackID); //stack disappeared from batlefiled
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void stackActivated(const CStack * stack); //active stack has been changed
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void stackMoved(const CStack * stack, std::vector<THex> destHex, int distance); //stack with id number moved to destHex
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void waitForAnims();
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void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
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void stackAttacking(const CStack * attacker, THex dest, const CStack * attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
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void newRoundFirst( int round );
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void newRound(int number); //caled when round is ended; number is the number of round
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void hexLclicked(int whichOne); //hex only call-in
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void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
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void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
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const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
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void displayBattleFinished(); //displays battle result
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void spellCast(const BattleSpellCast * sc); //called when a hero casts a spell
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void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
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void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
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void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
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void endAction(const BattleAction* action);
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void hideQueue();
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void showQueue();
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friend class CBattleHex;
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friend class CBattleResultWindow;
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friend class CPlayerInterface;
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friend class AdventureMapButton;
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friend class CInGameConsole;
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friend class CReverseAnim;
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friend class CBattleStackAnimation;
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friend class CBattleAnimation;
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friend class CDefenceAnim;
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friend class CBattleStackMoved;
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friend class CBattleMoveStart;
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friend class CBattleMoveEnd;
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friend class CBattleAttack;
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friend class CMeleeAttack;
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friend class CShootingAnim;
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friend class CSpellEffectAnim;
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friend class CBattleHero;
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};
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#endif // __CBATTLEINTERFACE_H__
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