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vcmi/client/battle/CBattleInterface.h

211 lines
8.9 KiB
C++

/*
* CBattleInterface.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../gui/CIntObject.h"
#include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
VCMI_LIB_NAMESPACE_BEGIN
class CCreatureSet;
class CGHeroInstance;
class CStack;
struct BattleResult;
struct BattleSpellCast;
struct CObstacleInstance;
template <typename T> struct CondSh;
struct SetStackEffect;
class BattleAction;
class CGTownInstance;
struct CatapultAttack;
struct BattleTriggerEffect;
struct BattleHex;
struct InfoAboutHero;
//class CBattleGameInterface;
struct CustomEffectInfo;
//class CSpell;
VCMI_LIB_NAMESPACE_END
class CBattleHero;
class CCanvas;
class CBattleResultWindow;
class CStackQueue;
class CPlayerInterface;
class CClickableHex;
class CAnimation;
struct BattleEffect;
class CBattleProjectileController;
class CBattleSiegeController;
class CBattleObstacleController;
class CBattleFieldController;
class CBattleControlPanel;
class CBattleStacksController;
class CBattleActionsController;
class CBattleEffectsController;
/// Small struct which contains information about the id of the attacked stack, the damage dealt,...
struct StackAttackedInfo
{
const CStack *defender; //attacked stack
int64_t dmg; //damage dealt
unsigned int amountKilled; //how many creatures in stack has been killed
const CStack *attacker; //attacking stack
bool indirectAttack; //if true, stack was attacked indirectly - spell or ranged attack
bool killed; //if true, stack has been killed
bool rebirth; //if true, play rebirth animation after all
bool cloneKilled;
};
/// Big class which handles the overall battle interface actions and it is also responsible for
/// drawing everything correctly.
class CBattleInterface : public WindowBase
{
private:
std::shared_ptr<CBattleHero> attackingHero;
std::shared_ptr<CBattleHero> defendingHero;
std::shared_ptr<CStackQueue> queue;
std::shared_ptr<CBattleControlPanel> controlPanel;
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
std::shared_ptr<CPlayerInterface> attackerInt, defenderInt; //because LOCPLINT is not enough in hotSeat
std::shared_ptr<CPlayerInterface> curInt; //current player interface
const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
const CGHeroInstance *attackingHeroInstance, *defendingHeroInstance;
ui8 animCount;
bool tacticsMode;
bool battleActionsStarted; //used for delaying battle actions until intro sound stops
int battleIntroSoundChannel; //required as variable for disabling it via ESC key
void trySetActivePlayer( PlayerColor player ); // if in hotseat, will activate interface of chosen player
void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
void requestAutofightingAIToTakeAction();
void giveCommand(EActionType action, BattleHex tile = BattleHex(), si32 additional = -1);
void sendCommand(BattleAction *& command, const CStack * actor = nullptr);
const CGHeroInstance *getActiveHero(); //returns hero that can currently cast a spell
void showInterface(std::shared_ptr<CCanvas> canvas);
void showBattlefieldObjects(std::shared_ptr<CCanvas> canvas);
void showBattlefieldObjects(std::shared_ptr<CCanvas> canvas, const BattleHex & location );
void setHeroAnimation(ui8 side, int phase);
public:
std::unique_ptr<CBattleProjectileController> projectilesController;
std::unique_ptr<CBattleSiegeController> siegeController;
std::unique_ptr<CBattleObstacleController> obstacleController;
std::unique_ptr<CBattleFieldController> fieldController;
std::unique_ptr<CBattleStacksController> stacksController;
std::unique_ptr<CBattleActionsController> actionsController;
std::unique_ptr<CBattleEffectsController> effectsController;
static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
static CondSh<BattleAction *> givenCommand; //data != nullptr if we have i.e. moved current unit
bool myTurn; //if true, interface is active (commands can be ordered)
bool moveStarted; //if true, the creature that is already moving is going to make its first step
int moveSoundHander; // sound handler used when moving a unit
const BattleResult *bresult; //result of a battle; if non-zero then display when all animations end
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);
virtual ~CBattleInterface();
void setPrintCellBorders(bool set); //if true, cell borders will be printed
void setPrintStackRange(bool set); //if true,range of active stack will be printed
void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
void setAnimSpeed(int set); //speed of animation; range 1..100
int getAnimSpeed() const; //speed of animation; range 1..100
CPlayerInterface *getCurrentPlayerInterface() const;
void tacticNextStack(const CStack *current);
void tacticPhaseEnd();
void waitForAnims();
//napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
void activate() override;
void deactivate() override;
void keyPressed(const SDL_KeyboardEvent & key) override;
void mouseMoved(const SDL_MouseMotionEvent &sEvent) override;
void clickRight(tribool down, bool previousState) override;
void show(SDL_Surface *to) override;
void showAll(SDL_Surface *to) override;
//call-ins
void startAction(const BattleAction* action);
void stackReset(const CStack * stack);
void stackAdded(const CStack * stack); //new stack appeared on battlefield
void stackRemoved(uint32_t stackID); //stack disappeared from batlefiled
void stackActivated(const CStack *stack); //active stack has been changed
void stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance); //stack with id number moved to destHex
void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
void stackAttacking(const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
void newRoundFirst( int round );
void newRound(int number); //caled when round is ended; number is the number of round
void hexLclicked(int whichOne); //hex only call-in
void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
void displayBattleFinished(); //displays battle result
void spellCast(const BattleSpellCast *sc); //called when a hero casts a spell
void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
void castThisSpell(SpellID spellID); //called when player has chosen a spell from spellbook
void displayBattleLog(const std::vector<MetaString> & battleLog);
void displaySpellAnimationQueue(const CSpell::TAnimationQueue & q, BattleHex destinationTile);
void displaySpellCast(SpellID spellID, BattleHex destinationTile); //displays spell`s cast animation
void displaySpellEffect(SpellID spellID, BattleHex destinationTile); //displays spell`s affected animation
void displaySpellHit(SpellID spellID, BattleHex destinationTile); //displays spell`s affected animation
void endAction(const BattleAction* action);
void hideQueue();
void showQueue();
void obstaclePlaced(const CObstacleInstance & oi);
void gateStateChanged(const EGateState state);
const CGHeroInstance *currentHero() const;
InfoAboutHero enemyHero() const;
friend class CPlayerInterface;
friend class CInGameConsole;
friend class CBattleResultWindow;
friend class CBattleHero;
friend class CEffectAnimation;
friend class CBattleStackAnimation;
friend class CReverseAnimation;
friend class CDefenceAnimation;
friend class CMovementAnimation;
friend class CMovementStartAnimation;
friend class CAttackAnimation;
friend class CMeleeAttackAnimation;
friend class CShootingAnimation;
friend class CCastAnimation;
friend class CClickableHex;
friend class CBattleProjectileController;
friend class CBattleSiegeController;
friend class CBattleObstacleController;
friend class CBattleFieldController;
friend class CBattleControlPanel;
friend class CBattleStacksController;
friend class CBattleActionsController;
friend class CBattleEffectsController;
};