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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/CBattleInterface.h
mateuszb c5c9127673 * fixed a few problems with refreshing screen during blitting using CSDL_Ext::printAtMiddle
* fixed drawbacks in displaying secondary skills in hero window
* fixed two bugs with spellBook
* corrected order of spells in spellBook
* spellBook is opened when hero in battle is left-clicked
2008-09-16 15:23:44 +00:00

186 lines
7.6 KiB
C++

#pragma once
#include "global.h"
#include "CPlayerInterface.h"
#include <list>
class CCreatureSet;
class CGHeroInstance;
class CDefHandler;
class CStack;
class CCallback;
class AdventureMapButton;
struct BattleResult;
template <typename T> struct CondSh;
class CBattleHero : public IShowable, public ClickableL
{
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
int phase; //stage of animation
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 clickLeft(boost::logic::tribool down);
CBattleHero(std::string defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero); //c-tor
~CBattleHero(); //d-tor
};
class CBattleInterface;
class CBattleHex : public Hoverable, public MotionInterested, public ClickableL, public ClickableR
{
private:
bool setAlterText; //if true, this hex has set alternative text in console and will clean it
public:
unsigned int myNumber;
bool accesible;
//CStack * ourStack;
bool hovered, strictHovered;
CBattleInterface * myInterface; //interface that owns me
static std::pair<int, int> getXYUnitAnim(int hexNum, bool attacker, CCreature * creature); //returns (x, y) of left top corner of animation
//for user interactions
void hover (bool on);
void activate();
void deactivate();
void mouseMoved (SDL_MouseMotionEvent & sEvent);
void clickLeft(boost::logic::tribool down);
void clickRight(boost::logic::tribool down);
CBattleHex();
};
class CBattleObstacle
{
std::vector<int> lockedHexes;
};
class CBattleConsole : public IShowable, 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
CBattleConsole(); //c-tor
~CBattleConsole(); //d-tor
void show(SDL_Surface * to = 0);
bool addText(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(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 CBattleReslutWindow : public IShowable, public CIntObject, public IActivable
{
private:
SDL_Surface * background;
AdventureMapButton * exit;
public:
CBattleReslutWindow(const BattleResult & br, SDL_Rect & pos, const CBattleInterface * owner); //c-tor
~CBattleReslutWindow(); //d-tor
void bExitf();
void activate();
void deactivate();
void show(SDL_Surface * to = 0);
};
class CBattleInterface : public CMainInterface
{
private:
SDL_Surface * background, * menu, * amountBasic, * amountNormal, * cellBorders, * backgroundWithHexes;
AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
* bWait, * bDefence, * bConsoleUp, * bConsoleDown;
CBattleConsole * console;
CBattleHero * attackingHero, * defendingHero;
CCreatureSet * army1, * army2; //fighting armies
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 creaures (creatureID, defhandler)
std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
unsigned char animCount;
int activeStack; //number of active stack; -1 - no one
std::vector<int> shadedHexes; //hexes available for active stack
void showRange(SDL_Surface * to, int ID); //show helper funtion ot mark range of a unit
class CAttHelper
{
public:
int ID; //attacking stack
int IDby; //attacked stack
int dest; //atacked hex
int frame, maxframe; //frame of animation, number of frames of animation
bool reversing;
bool shooting;
int shootingGroup; //if shooting is true, print this animation group
} * attackingInfo;
void attackingShowHelper();
void printConsoleAttacked(int ID, int dmg, int killed, int IDby);
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)
};
std::list<SProjectileInfo> projectiles;
void projectileShowHelper(SDL_Surface * to=NULL); //prints projectiles present on the battlefield
void giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional=-1);
public:
CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2); //c-tor
~CBattleInterface(); //d-tor
//std::vector<TimeInterested*> timeinterested; //animation handling
bool printCellBorders; //if true, cell borders will be printed
CBattleHex bfield[187]; //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
CBattleReslutWindow * resWindow; //window of end of battle
bool showStackQueue; //if true, queue of stacks will be shown
//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 = NULL);
bool reverseCreature(int number, int hex, bool wideTrick = false); //reverses animation of given creature playing animation of reversing
//call-ins
void newStack(CStack stack); //new stack appeared on battlefield
void stackRemoved(CStack stack); //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 startMoving, bool endMoving); //stack with id number moved to destHex
void stackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting); //called when stack id attacked by stack with id IDby
void stackAttacking(int ID, int dest); //called when stack with id ID is attacking something on hex dest
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); //called when stack with id ID is shooting to hex dest
void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
friend class CBattleHex;
friend class CBattleReslutWindow;
};