mirror of
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226 lines
8.3 KiB
C++
226 lines
8.3 KiB
C++
/*
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* BattleInterface.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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#pragma once
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#include "BattleConstants.h"
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#include "../gui/CIntObject.h"
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#include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
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#include "../../lib/CondSh.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CCreatureSet;
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class CGHeroInstance;
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class CStack;
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struct BattleResult;
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struct BattleSpellCast;
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struct CObstacleInstance;
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struct SetStackEffect;
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class BattleAction;
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class CGTownInstance;
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struct CatapultAttack;
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struct BattleTriggerEffect;
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struct BattleHex;
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struct InfoAboutHero;
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VCMI_LIB_NAMESPACE_END
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class BattleHero;
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class Canvas;
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class BattleResultWindow;
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class StackQueue;
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class CPlayerInterface;
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class CAnimation;
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struct BattleEffect;
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class IImage;
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class StackQueue;
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class BattleProjectileController;
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class BattleSiegeController;
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class BattleObstacleController;
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class BattleFieldController;
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class BattleRenderer;
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class BattleWindow;
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class BattleStacksController;
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class BattleActionsController;
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class BattleEffectsController;
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class BattleConsole;
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/// Small struct which contains information about the id of the attacked stack, the damage dealt,...
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struct StackAttackedInfo
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{
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const CStack *defender;
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const CStack *attacker;
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int64_t damageDealt;
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uint32_t amountKilled;
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SpellID spellEffect;
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bool indirectAttack; //if true, stack was attacked indirectly - spell or ranged attack
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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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bool cloneKilled;
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bool fireShield;
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};
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struct StackAttackInfo
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{
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const CStack *attacker;
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const CStack *defender;
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std::vector< const CStack *> secondaryDefender;
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SpellID spellEffect;
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BattleHex tile;
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bool indirectAttack;
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bool lucky;
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bool unlucky;
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bool deathBlow;
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bool lifeDrain;
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};
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/// Main class for battles, responsible for relaying information from server to various battle entities
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class BattleInterface
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{
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using AwaitingAnimationAction = std::function<void()>;
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struct AwaitingAnimationEvents {
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AwaitingAnimationAction action;
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EAnimationEvents event;
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bool eventState;
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};
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/// Conditional variables that are set depending on ongoing animations on the battlefield
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std::array< CondSh<bool>, static_cast<size_t>(EAnimationEvents::COUNT)> animationEvents;
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/// List of events that are waiting to be triggered
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std::vector<AwaitingAnimationEvents> awaitingEvents;
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/// 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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std::shared_ptr<CPlayerInterface> tacticianInterface;
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/// attacker interface, not null if attacker is human in our vcmiclient
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std::shared_ptr<CPlayerInterface> attackerInt;
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/// defender interface, not null if attacker is human in our vcmiclient
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std::shared_ptr<CPlayerInterface> defenderInt;
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void playIntroSoundAndUnlockInterface();
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void onIntroSoundPlayed();
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public:
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/// copy of initial armies (for result window)
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const CCreatureSet *army1;
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const CCreatureSet *army2;
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/// ID of channel on which battle opening sound is playing, or -1 if none
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int battleIntroSoundChannel;
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std::shared_ptr<BattleWindow> windowObject;
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std::shared_ptr<BattleConsole> console;
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/// currently active player interface
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std::shared_ptr<CPlayerInterface> curInt;
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const CGHeroInstance *attackingHeroInstance;
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const CGHeroInstance *defendingHeroInstance;
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bool tacticsMode;
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std::unique_ptr<BattleProjectileController> projectilesController;
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std::unique_ptr<BattleSiegeController> siegeController;
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std::unique_ptr<BattleObstacleController> obstacleController;
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std::unique_ptr<BattleFieldController> fieldController;
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std::unique_ptr<BattleStacksController> stacksController;
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std::unique_ptr<BattleActionsController> actionsController;
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std::unique_ptr<BattleEffectsController> effectsController;
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std::shared_ptr<BattleHero> attackingHero;
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std::shared_ptr<BattleHero> defendingHero;
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static CondSh<BattleAction *> givenCommand; //data != nullptr if we have i.e. moved current unit
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bool makingTurn() const;
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int moveSoundHander; // sound handler used when moving a unit
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BattleInterface(const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt = nullptr);
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~BattleInterface();
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void trySetActivePlayer( PlayerColor player ); // if in hotseat, will activate interface of chosen player
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void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
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void requestAutofightingAIToTakeAction();
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void giveCommand(EActionType action, BattleHex tile = BattleHex(), si32 additional = -1);
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void sendCommand(BattleAction *& command, const CStack * actor = nullptr);
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const CGHeroInstance *getActiveHero(); //returns hero that can currently cast a spell
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void showInterface(SDL_Surface * to);
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void setHeroAnimation(ui8 side, EHeroAnimType phase);
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void executeSpellCast(); //called when a hero casts a spell
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void appendBattleLog(const std::string & newEntry);
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void redrawBattlefield(); //refresh GUI after changing stack range / grid settings
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CPlayerInterface *getCurrentPlayerInterface() const;
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void tacticNextStack(const CStack *current);
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void tacticPhaseEnd();
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void setBattleQueueVisibility(bool visible);
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/// sets condition to targeted state and executes any awaiting actions
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void setAnimationCondition( EAnimationEvents event, bool state);
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/// returns current state of condition
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bool getAnimationCondition( EAnimationEvents event);
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/// locks execution until selected condition reached targeted state
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void waitForAnimationCondition( EAnimationEvents event, bool state);
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/// adds action that will be executed one selected condition reached targeted state
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void executeOnAnimationCondition( EAnimationEvents event, bool state, const AwaitingAnimationAction & action);
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//call-ins
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void startAction(const BattleAction* action);
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void stackReset(const CStack * stack);
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void stackAdded(const CStack * stack); //new stack appeared on battlefield
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void stackRemoved(uint32_t 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<BattleHex> destHex, int distance, bool teleport); //stack with id number moved to destHex
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void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
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void stackAttacking(const StackAttackInfo & attackInfo); //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 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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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(SpellID spellID); //called when player has chosen a spell from spellbook
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void displayBattleLog(const std::vector<MetaString> & battleLog);
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void displaySpellAnimationQueue(const CSpell * spell, const CSpell::TAnimationQueue & q, BattleHex destinationTile, bool isHit);
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void displaySpellCast(const CSpell * spell, BattleHex destinationTile); //displays spell`s cast animation
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void displaySpellEffect(const CSpell * spell, BattleHex destinationTile); //displays spell`s affected animation
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void displaySpellHit(const CSpell * spell, BattleHex destinationTile); //displays spell`s affected animation
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void endAction(const BattleAction* action);
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void obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> oi);
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void gateStateChanged(const EGateState state);
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const CGHeroInstance *currentHero() const;
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InfoAboutHero enemyHero() const;
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};
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