mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
c5c9127673
* 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
186 lines
7.6 KiB
C++
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;
|
|
};
|