mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
9eb6128b27
* minor changes
270 lines
11 KiB
C++
270 lines
11 KiB
C++
#ifndef __CBATTLEINTERFACE_H__
|
|
#define __CBATTLEINTERFACE_H__
|
|
|
|
|
|
|
|
#include "global.h"
|
|
#include "CPlayerInterface.h"
|
|
#include <list>
|
|
|
|
class CCreatureSet;
|
|
class CGHeroInstance;
|
|
class CDefHandler;
|
|
class CStack;
|
|
class CCallback;
|
|
class AdventureMapButton;
|
|
class CHighlightableButton;
|
|
class CHighlightableButtonsGroup;
|
|
struct BattleResult;
|
|
struct SpellCasted;
|
|
template <typename T> struct CondSh;
|
|
|
|
class CBattleInterface;
|
|
|
|
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
|
|
const CBattleInterface * myOwner; //battle interface to which this animation is assigned
|
|
int phase; //stage of animation
|
|
int nextPhase; //stage of animation to be set after current phase is fully displayed
|
|
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 setPhase(int newPhase);
|
|
void clickLeft(boost::logic::tribool down);
|
|
CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
|
|
~CBattleHero(); //d-tor
|
|
};
|
|
|
|
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(const int & hexNum, const bool & attacker, const CCreature * creature); //returns (x, y) of left top corner of animation
|
|
//for user interactions
|
|
void hover (bool on);
|
|
void activate();
|
|
void deactivate();
|
|
void mouseMoved (const 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
|
|
int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
|
|
CBattleConsole(); //c-tor
|
|
~CBattleConsole(); //d-tor
|
|
void show(SDL_Surface * to = 0);
|
|
bool addText(const 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(const 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, const SDL_Rect & pos, const CBattleInterface * owner); //c-tor
|
|
~CBattleReslutWindow(); //d-tor
|
|
|
|
void bExitf();
|
|
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to = 0);
|
|
};
|
|
|
|
class CBattleOptionsWindow : public IShowable, public CIntObject, public IActivable
|
|
{
|
|
private:
|
|
CBattleInterface * myInt;
|
|
SDL_Surface * background;
|
|
AdventureMapButton * setToDefault, * exit;
|
|
CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
|
|
CHighlightableButtonsGroup * animSpeeds;
|
|
public:
|
|
CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
|
|
~CBattleOptionsWindow(); //d-tor
|
|
|
|
void bDefaultf();
|
|
void bExitf();
|
|
|
|
void activate();
|
|
void deactivate();
|
|
void show(SDL_Surface * to = 0);
|
|
};
|
|
|
|
class CBattleInterface : public CMainInterface, public MotionInterested, public KeyInterested
|
|
{
|
|
private:
|
|
SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * 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, CDefHandler * > idToObstacle; //obstacles located on the battlefield
|
|
std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
|
|
unsigned char animCount;
|
|
int activeStack; //number of active stack; -1 - no one
|
|
int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
|
|
std::vector<int> shadedHexes; //hexes available for active stack
|
|
int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
|
|
int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
|
|
int animSpeed; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
|
|
float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
|
|
std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
|
|
|
|
bool spellDestSelectMode; //if true, player is choosing destination for his spell
|
|
int spellSelMode; //0 - any location, 1 - any firendly creature, 2 - any hostile creature, 3 - any creature, 4 - obstacle, -1 - no location
|
|
BattleAction * spellToCast; //spell for which player is choosing destination
|
|
|
|
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
|
|
int hitCount; //for delaying animation
|
|
bool reversing;
|
|
int posShiftDueToDist;
|
|
bool shooting;
|
|
int shootingGroup; //if shooting is true, print this animation group
|
|
} * attackingInfo;
|
|
void attackingShowHelper();
|
|
void redrawBackgroundWithHexes(int activeStack);
|
|
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)
|
|
bool reverse; //if true, projectile will be flipped by vertical asix
|
|
};
|
|
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);
|
|
bool isTileAttackable(const int & number) const; //returns true if tile 'number' is neighbouring any tile from active stack's range or is one of these tiles
|
|
|
|
struct SBattleEffect
|
|
{
|
|
int x, y; //position on the screen
|
|
int frame, maxFrame;
|
|
CDefHandler * anim; //animation to display
|
|
};
|
|
std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
|
|
public:
|
|
CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect); //c-tor
|
|
~CBattleInterface(); //d-tor
|
|
|
|
//std::vector<TimeInterested*> timeinterested; //animation handling
|
|
bool printCellBorders; //if true, cell borders will be printed
|
|
void setPrintCellBorders(bool set); //set for above member
|
|
bool printStackRange; //if true,range of active stack will be printed
|
|
void setPrintStackRange(bool set); //set for above member
|
|
bool printMouseShadow; //if true, hex under mouse will be shaded
|
|
void setPrintMouseShadow(bool set); //set for above member
|
|
void setAnimSpeed(int set); //set for animSpeed
|
|
int getAnimSpeed() const; //get for animSpeed
|
|
|
|
CBattleHex bfield[BFIELD_SIZE]; //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
|
|
|
|
bool moveStarted; //if true, the creature that is already moving is going to make its first step
|
|
|
|
//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);
|
|
void keyPressed(const SDL_KeyboardEvent & key);
|
|
void mouseMoved(const SDL_MouseMotionEvent &sEvent);
|
|
bool reverseCreature(int number, int hex, bool wideTrick = false); //reverses animation of given creature playing animation of reversing
|
|
void handleStartMoving(int number); //animation of starting move; some units don't have this animation (ie. halberdier)
|
|
|
|
struct SStackAttackedInfo
|
|
{
|
|
int ID; //id of attacked stack
|
|
int dmg; //damage dealt
|
|
int amountKilled; //how many creatures in stack has been killed
|
|
int IDby; //ID of attacking stack
|
|
bool byShooting; //if true, stack has been attacked by shooting
|
|
bool killed; //if true, stack has been killed
|
|
};
|
|
|
|
//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 endMoving, int distance); //stack with id number moved to destHex
|
|
void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
|
|
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
|
|
void spellCasted(SpellCasted * sc); //called when a hero casts a spell
|
|
void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
|
|
void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
|
|
|
|
friend class CBattleHex;
|
|
friend class CBattleReslutWindow;
|
|
friend class CPlayerInterface;
|
|
friend class AdventureMapButton;
|
|
};
|
|
|
|
#endif // __CBATTLEINTERFACE_H__
|