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211 lines
8.9 KiB
C++
211 lines
8.9 KiB
C++
/*
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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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#pragma once
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#include "../gui/CIntObject.h"
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#include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
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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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template <typename T> struct CondSh;
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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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//class CBattleGameInterface;
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struct CustomEffectInfo;
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//class CSpell;
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VCMI_LIB_NAMESPACE_END
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class CBattleHero;
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class CCanvas;
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class CBattleResultWindow;
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class CStackQueue;
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class CPlayerInterface;
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class CClickableHex;
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class CAnimation;
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struct BattleEffect;
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class CBattleProjectileController;
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class CBattleSiegeController;
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class CBattleObstacleController;
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class CBattleFieldController;
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class CBattleControlPanel;
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class CBattleStacksController;
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class CBattleActionsController;
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class CBattleEffectsController;
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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; //attacked stack
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int64_t dmg; //damage dealt
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unsigned int amountKilled; //how many creatures in stack has been killed
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const CStack *attacker; //attacking stack
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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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};
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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 WindowBase
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{
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private:
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std::shared_ptr<CBattleHero> attackingHero;
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std::shared_ptr<CBattleHero> defendingHero;
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std::shared_ptr<CStackQueue> queue;
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std::shared_ptr<CBattleControlPanel> controlPanel;
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std::shared_ptr<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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std::shared_ptr<CPlayerInterface> attackerInt, defenderInt; //because LOCPLINT is not enough in hotSeat
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std::shared_ptr<CPlayerInterface> curInt; //current player interface
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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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ui8 animCount;
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bool tacticsMode;
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bool battleActionsStarted; //used for delaying battle actions until intro sound stops
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int battleIntroSoundChannel; //required as variable for disabling it via ESC key
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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(std::shared_ptr<CCanvas> canvas);
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void showBattlefieldObjects(std::shared_ptr<CCanvas> canvas);
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void showBattlefieldObjects(std::shared_ptr<CCanvas> canvas, const BattleHex & location );
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void setHeroAnimation(ui8 side, int phase);
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public:
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std::unique_ptr<CBattleProjectileController> projectilesController;
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std::unique_ptr<CBattleSiegeController> siegeController;
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std::unique_ptr<CBattleObstacleController> obstacleController;
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std::unique_ptr<CBattleFieldController> fieldController;
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std::unique_ptr<CBattleStacksController> stacksController;
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std::unique_ptr<CBattleActionsController> actionsController;
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std::unique_ptr<CBattleEffectsController> effectsController;
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static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
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static CondSh<BattleAction *> givenCommand; //data != nullptr 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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bool moveStarted; //if true, the creature that is already moving is going to make its first step
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int moveSoundHander; // sound handler used when moving a unit
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const BattleResult *bresult; //result of a battle; if non-zero then display when all animations end
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CBattleInterface(const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const SDL_Rect & myRect, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt = nullptr);
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virtual ~CBattleInterface();
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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; range 1..100
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int getAnimSpeed() const; //speed of animation; range 1..100
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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 waitForAnims();
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//napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
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void activate() override;
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void deactivate() override;
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void keyPressed(const SDL_KeyboardEvent & key) override;
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void mouseMoved(const SDL_MouseMotionEvent &sEvent) override;
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void clickRight(tribool down, bool previousState) override;
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void show(SDL_Surface *to) override;
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void showAll(SDL_Surface *to) override;
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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); //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 CStack *attacker, BattleHex 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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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(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::TAnimationQueue & q, BattleHex destinationTile);
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void displaySpellCast(SpellID spellID, BattleHex destinationTile); //displays spell`s cast animation
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void displaySpellEffect(SpellID spellID, BattleHex destinationTile); //displays spell`s affected animation
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void displaySpellHit(SpellID spellID, BattleHex destinationTile); //displays spell`s affected animation
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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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void obstaclePlaced(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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friend class CPlayerInterface;
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friend class CInGameConsole;
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friend class CBattleResultWindow;
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friend class CBattleHero;
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friend class CEffectAnimation;
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friend class CBattleStackAnimation;
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friend class CReverseAnimation;
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friend class CDefenceAnimation;
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friend class CMovementAnimation;
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friend class CMovementStartAnimation;
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friend class CAttackAnimation;
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friend class CMeleeAttackAnimation;
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friend class CShootingAnimation;
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friend class CCastAnimation;
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friend class CClickableHex;
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friend class CBattleProjectileController;
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friend class CBattleSiegeController;
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friend class CBattleObstacleController;
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friend class CBattleFieldController;
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friend class CBattleControlPanel;
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friend class CBattleStacksController;
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friend class CBattleActionsController;
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friend class CBattleEffectsController;
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};
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