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https://github.com/vcmi/vcmi.git
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e746313565
* minor change
330 lines
14 KiB
C++
330 lines
14 KiB
C++
#ifndef __CBATTLEINTERFACE_H__
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#define __CBATTLEINTERFACE_H__
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#include "../global.h"
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#include <list>
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#include "GUIBase.h"
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/*
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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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class CCreatureSet;
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class CGHeroInstance;
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class CDefHandler;
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class CStack;
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class CCallback;
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class AdventureMapButton;
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class CHighlightableButton;
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class CHighlightableButtonsGroup;
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struct BattleResult;
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struct SpellCast;
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template <typename T> struct CondSh;
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struct SetStackEffect;;
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struct BattleAction;
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class CGTownInstance;
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class CBattleInterface;
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class CBattleHero : public CIntObject
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{
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public:
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bool flip; //false if it's attacking hero, true otherwise
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CDefHandler * dh, *flag; //animation and flag
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const CGHeroInstance * myHero; //this animation's hero instance
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const CBattleInterface * myOwner; //battle interface to which this animation is assigned
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int phase; //stage of animation
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int nextPhase; //stage of animation to be set after current phase is fully displayed
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int image; //frame of animation
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unsigned char flagAnim, flagAnimCount; //for flag animation
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void show(SDL_Surface * to); //prints next frame of animation to to
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void activate();
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void deactivate();
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void setPhase(int newPhase); //sets phase of hero animation
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void clickLeft(tribool down, bool previousState); //call-in
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CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
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~CBattleHero(); //d-tor
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};
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class CBattleHex : public CIntObject
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{
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private:
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bool setAlterText; //if true, this hex has set alternative text in console and will clean it
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public:
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unsigned int myNumber; //number of hex in commonly used format
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bool accesible; //if true, this hex is accessible for units
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//CStack * ourStack;
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bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
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CBattleInterface * myInterface; //interface that owns me
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static std::pair<int, int> getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * creature); //returns (x, y) of left top corner of animation
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//for user interactions
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void hover (bool on);
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void activate();
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void deactivate();
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void mouseMoved (const SDL_MouseMotionEvent & sEvent);
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void clickLeft(tribool down, bool previousState);
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void clickRight(tribool down, bool previousState);
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CBattleHex();
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};
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class CBattleObstacle
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{
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std::vector<int> lockedHexes;
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};
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class CBattleConsole : public CIntObject
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{
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private:
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std::vector< std::string > texts; //a place where texts are stored
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int lastShown; //last shown line of text
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public:
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std::string alterTxt; //if it's not empty, this text is displayed
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std::string ingcAlter; //alternative text set by in-game console - very important!
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int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
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CBattleConsole(); //c-tor
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~CBattleConsole(); //d-tor
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void show(SDL_Surface * to = 0);
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bool addText(const std::string & text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
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void eraseText(unsigned int pos); //erases added text at position pos
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void changeTextAt(const std::string & text, unsigned int pos); //if we have more than pos texts, pos-th is changed to given one
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void scrollUp(unsigned int by = 1); //scrolls console up by 'by' positions
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void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
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};
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class CBattleResultWindow : public CIntObject
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{
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private:
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SDL_Surface * background;
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AdventureMapButton * exit;
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public:
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CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, const CBattleInterface * owner); //c-tor
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~CBattleResultWindow(); //d-tor
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void bExitf(); //exit button callback
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void activate();
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void deactivate();
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void show(SDL_Surface * to = 0);
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};
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class CBattleOptionsWindow : public CIntObject
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{
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private:
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CBattleInterface * myInt;
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SDL_Surface * background;
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AdventureMapButton * setToDefault, * exit;
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CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
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CHighlightableButtonsGroup * animSpeeds;
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public:
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CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
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~CBattleOptionsWindow(); //d-tor
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void bDefaultf(); //dafault button callback
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void bExitf(); //exit button callback
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void activate();
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void deactivate();
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void show(SDL_Surface * to = 0);
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};
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struct BattleSettings
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{
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BattleSettings()
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{
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printCellBorders = true;
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printStackRange = true;
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animSpeed = 2;
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printMouseShadow = true;
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}
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bool printCellBorders; //if true, cell borders will be printed
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bool printStackRange; //if true,range of active stack will be printed
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int animSpeed; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
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bool printMouseShadow; //if true, hex under mouse will be shaded
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & printCellBorders & printStackRange & printMouseShadow;
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}
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};
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class CBattleInterface : public CIntObject
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{
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private:
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SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
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AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
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* bWait, * bDefence, * bConsoleUp, * bConsoleDown;
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CBattleConsole * console;
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CBattleHero * attackingHero, * defendingHero; //fighting heroes
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CCreatureSet * army1, * army2; //fighting armies
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CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
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std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
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std::map< int, CDefHandler * > idToProjectile; //projectiles of creaures (creatureID, defhandler)
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std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
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std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
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unsigned char animCount;
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int activeStack; //number of active stack; -1 - no one
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int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
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std::vector<int> shadedHexes; //hexes available for active stack
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int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
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int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
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float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
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std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
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bool spellDestSelectMode; //if true, player is choosing destination for his spell
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int spellSelMode; //0 - any location, 1 - any firendly creature, 2 - any hostile creature, 3 - any creature, 4 - obstacle,z -1 - no location
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BattleAction * spellToCast; //spell for which player is choosing destination
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void endCastingSpell(); //ends casting spell (eg. when spell has been cast or cancelled)
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class CAttHelper
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{
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public:
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int ID; //attacking stack
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int IDby; //attacked stack
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int dest; //atacked hex
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int frame, maxframe; //frame of animation, number of frames of animation
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int hitCount; //for delaying animation
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bool reversing;
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int posShiftDueToDist;
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bool shooting;
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int shootingGroup; //if shooting is true, print this animation group
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int sh; // temporary sound handler
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} * attackingInfo;
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void attackingShowHelper();
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void showAliveStack(int ID, const std::map<int, CStack> & stacks, SDL_Surface * to); //helper function for function show
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void showPieceOfWall(SDL_Surface * to, int hex); //helper function for show
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void redrawBackgroundWithHexes(int activeStack);
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void printConsoleAttacked(int ID, int dmg, int killed, int IDby);
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struct SProjectileInfo
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{
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int x, y; //position on the screen
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int dx, dy; //change in position in one step
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int step, lastStep; //to know when finish showing this projectile
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int creID; //ID of creature that shot this projectile
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int frameNum; //frame to display form projectile animation
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bool spin; //if true, frameNum will be increased
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int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
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bool reverse; //if true, projectile will be flipped by vertical asix
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};
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std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
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void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
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void giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional=-1);
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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
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bool blockedByObstacle(int hex) const;
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void handleEndOfMove(int stackNumber, int destinationTile); //helper function
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struct SBattleEffect
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{
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int x, y; //position on the screen
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int frame, maxFrame;
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CDefHandler * anim; //animation to display
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};
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std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
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class SiegeHelper
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{
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private:
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static std::string townTypeInfixes[F_NUMBER]; //for internal use only - to build filenames
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SDL_Surface * backWall;
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SDL_Surface * walls[11];
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const CBattleInterface * owner;
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public:
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const CGTownInstance * town; //besieged town
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SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
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~SiegeHelper(); //d-tor
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//filename getters
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std::string getSiegeName(ui16 what, ui16 additInfo = 1) const; //what: 0 - background, 1 - background wall, 2 - keep, 3 - bottom tower, 4 - bottom wall, 5 - below gate, 6 - over gate, 7 - upper wall, 8 - uppert tower, 9 - gate, 10 - gate arch, 11 - bottom static wall, 12 - upper static wall; additInfo: 1 - intact, 2 - damaged, 3 - destroyed
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void printPartOfWall(SDL_Surface * to, int what);//what: 1 - background wall, 2 - keep, 3 - bottom tower, 4 - bottom wall, 5 - below gate, 6 - over gate, 7 - upper wall, 8 - uppert tower, 9 - gate, 10 - gate arch, 11 - bottom static wall, 12 - upper static wall
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} * siegeH;
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public:
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CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect); //c-tor
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~CBattleInterface(); //d-tor
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//std::vector<TimeInterested*> timeinterested; //animation handling
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static BattleSettings settings;
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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; 1 - slowest, 2 - medium, 4 - fastest
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int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
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CBattleHex bfield[BFIELD_SIZE]; //11 lines, 17 hexes on each
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//std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
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SDL_Surface * cellBorder, * cellShade;
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CondSh<BattleAction *> *givenCommand; //data != NULL 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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CBattleResultWindow * resWindow; //window of end of battle
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bool showStackQueue; //if true, queue of stacks will be shown
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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 moveSh; // sound handler used when moving a unit
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//button handle funcs:
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void bOptionsf();
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void bSurrenderf();
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void bFleef();
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void reallyFlee(); //performs fleeing without asking player
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void bAutofightf();
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void bSpellf();
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void bWaitf();
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void bDefencef();
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void bConsoleUpf();
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void bConsoleDownf();
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//end of button handle funcs
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//napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
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void activate();
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void deactivate();
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void show(SDL_Surface * to);
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void keyPressed(const SDL_KeyboardEvent & key);
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void mouseMoved(const SDL_MouseMotionEvent &sEvent);
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void clickRight(tribool down, bool previousState);
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bool reverseCreature(int number, int hex, bool wideTrick = false); //reverses animation of given creature playing animation of reversing
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void handleStartMoving(int number); //animation of starting move; some units don't have this animation (ie. halberdier)
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struct SStackAttackedInfo
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{
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int ID; //id of attacked stack
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int dmg; //damage dealt
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int amountKilled; //how many creatures in stack has been killed
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int IDby; //ID of attacking stack
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bool byShooting; //if true, stack has been attacked by shooting
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bool killed; //if true, stack has been killed
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};
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//call-ins
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void newStack(int stackID); //new stack appeared on battlefield
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void stackRemoved(int stackID); //stack disappeared from batlefiled
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//void stackKilled(int ID, int dmg, int killed, int IDby, bool byShooting); //stack has been killed (but corpses remain)
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void stackActivated(int number); //active stack has been changed
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void stackMoved(int number, int destHex, bool endMoving, int distance); //stack with id number moved to destHex
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void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
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void stackAttacking(int ID, int dest); //called when stack with id ID is attacking something on hex dest
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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 stackIsShooting(int ID, int dest); //called when stack with id ID is shooting to hex dest
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void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
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void spellCast(SpellCast * 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(int spellID); //called when player has chosen a spell from spellbook
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void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
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friend class CBattleHex;
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friend class CBattleResultWindow;
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friend class CPlayerInterface;
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friend class AdventureMapButton;
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friend class CInGameConsole;
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};
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#endif // __CBATTLEINTERFACE_H__
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