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391 lines
17 KiB
C++
391 lines
17 KiB
C++
#pragma once
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#include "../../lib/ConstTransitivePtr.h" //may be reundant
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#include "../../lib/GameConstants.h"
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#include "CBattleAnimations.h"
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#include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
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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 CLabel;
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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 CButton;
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class CToggleButton;
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class CToggleGroup;
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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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struct BattleAction;
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class CGTownInstance;
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struct CatapultAttack;
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struct CatapultProjectileInfo;
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struct BattleTriggerEffect;
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class CBattleAnimation;
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class CBattleHero;
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class CBattleConsole;
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class CBattleResultWindow;
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class CStackQueue;
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class CPlayerInterface;
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class CCreatureAnimation;
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struct ProjectileInfo;
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class CClickableHex;
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struct BattleHex;
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struct InfoAboutHero;
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struct BattleAction;
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class CBattleGameInterface;
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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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unsigned int 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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/// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
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struct BattleEffect
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{
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int x, y; //position on the screen
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float currentFrame;
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int maxFrame;
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CDefHandler *anim; //animation to display
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int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
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BattleHex position; //Indicates if effect which hex the effect is drawn on
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};
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struct BattleObjectsByHex
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{
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typedef std::vector<int> TWallList;
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typedef std::vector<const CStack *> TStackList;
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typedef std::vector<const BattleEffect *> TEffectList;
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typedef std::vector<std::shared_ptr<const CObstacleInstance>> TObstacleList;
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struct HexData
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{
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TWallList walls;
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TStackList dead;
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TStackList alive;
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TEffectList effects;
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TObstacleList obstacles;
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};
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HexData beforeAll;
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HexData afterAll;
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std::array<HexData, GameConstants::BFIELD_SIZE> hex;
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};
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/// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
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struct CatapultProjectileInfo
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{
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CatapultProjectileInfo(Point from, Point dest);
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double facA, facB, facC;
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double calculateY(double x);
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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 CIntObject
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{
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enum PossibleActions // actions performed at l-click
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{
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INVALID = -1, CREATURE_INFO,
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MOVE_TACTICS, CHOOSE_TACTICS_STACK,
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MOVE_STACK, ATTACK, WALK_AND_ATTACK, ATTACK_AND_RETURN, SHOOT, //OPEN_GATE, //we can open castle gate during siege
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NO_LOCATION, ANY_LOCATION, OBSTACLE, TELEPORT, SACRIFICE, RANDOM_GENIE_SPELL,
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FREE_LOCATION, //used with Force Field and Fire Wall - all tiles affected by spell must be free
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CATAPULT, HEAL, RISE_DEMONS,
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AIMED_SPELL_CREATURE
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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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CButton *bOptions, *bSurrender, *bFlee, *bAutofight, *bSpell,
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* bWait, *bDefence, *bConsoleUp, *bConsoleDown, *btactNext, *btactEnd;
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CBattleConsole *console;
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CBattleHero *attackingHero, *defendingHero; //fighting heroes
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CStackQueue *queue;
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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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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 creatures (creatureID, defhandler)
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std::map<int, CDefHandler *> idToObstacle; //obstacles located on the battlefield
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std::map<int, SDL_Surface *> idToAbsoluteObstacle; //obstacles located on the battlefield
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//TODO these should be loaded only when needed (and freed then) but I believe it's rather work for resource manager,
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//so I didn't implement that (having ongoing RM development)
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CDefHandler *landMine;
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CDefHandler *quicksand;
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CDefHandler *fireWall;
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CDefHandler *smallForceField[2], *bigForceField[2]; // [side]
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std::map<int, bool> creDir; // <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
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ui8 animCount;
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const CStack *activeStack; //number of active stack; nullptr - no one
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const CStack *mouseHoveredStack; // stack below mouse pointer, used for border animation
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const CStack *stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; nullptr of none
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const CStack *selectedStack; //for Teleport / Sacrifice
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void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
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std::vector<BattleHex> occupyableHexes, //hexes available for active stack
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attackableHexes; //hexes attackable by active stack
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bool stackCountOutsideHexes[GameConstants::BFIELD_SIZE]; // hexes that when in front of a unit cause it's amount box to move back
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BattleHex previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
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BattleHex 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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int attackingHex; //hex from which the stack would perform attack with current cursor
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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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bool tacticsMode;
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bool stackCanCastSpell; //if true, active stack could possibly cast some target spell
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bool creatureCasting; //if true, stack currently aims to cats a spell
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bool spellDestSelectMode; //if true, player is choosing destination for his spell - only for GUI / console
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BattleAction *spellToCast; //spell for which player is choosing destination
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const CSpell *sp; //spell pointer for convenience
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si32 creatureSpellToCast;
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std::vector<PossibleActions> possibleActions; //all actions possible to call at the moment by player
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std::vector<PossibleActions> localActions; //actions possible to take on hovered hex
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std::vector<PossibleActions> illegalActions; //these actions display message in case of illegal target
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PossibleActions currentAction; //action that will be performed on l-click
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PossibleActions selectedAction; //last action chosen (and saved) by player
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PossibleActions illegalAction; //most likely action that can't be performed here
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void setActiveStack(const CStack *stack);
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void setHoveredStack(const CStack *stack);
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void requestAutofightingAIToTakeAction();
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void getPossibleActionsForStack (const CStack *stack, const bool forceCast); //called when stack gets its turn
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void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
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//force active stack to cast a spell if possible
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void enterCreatureCastingMode();
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void printConsoleAttacked(const CStack *defender, int dmg, int killed, const CStack *attacker, bool Multiple);
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std::list<ProjectileInfo> projectiles; //projectiles flying on battlefield
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void giveCommand(Battle::ActionType action, BattleHex tile, ui32 stackID, si32 additional=-1, si32 selectedStack = -1);
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bool isTileAttackable(const BattleHex & number) const; //returns true if tile 'number' is neighboring any tile from active stack's range or is one of these tiles
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bool isCatapultAttackable(BattleHex hex) const; //returns true if given tile can be attacked by catapult
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std::list<BattleEffect> battleEffects; //different animations to display on the screen like spell effects
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/// Class which is responsible for drawing the wall of a siege during battle
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class SiegeHelper
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{
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private:
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SDL_Surface* walls[18];
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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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std::string getSiegeName(ui16 what) const;
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std::string getSiegeName(ui16 what, int state) const; // state uses EWallState enum
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void printPartOfWall(SDL_Surface *to, int what);
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enum EWallVisual
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{
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BACKGROUND = 0,
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BACKGROUND_WALL = 1,
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KEEP,
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BOTTOM_TOWER,
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BOTTOM_WALL,
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WALL_BELLOW_GATE,
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WALL_OVER_GATE,
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UPPER_WALL,
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UPPER_TOWER,
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GATE,
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GATE_ARCH,
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BOTTOM_STATIC_WALL,
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UPPER_STATIC_WALL,
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MOAT,
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BACKGROUND_MOAT,
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KEEP_BATTLEMENT,
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BOTTOM_BATTLEMENT,
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UPPER_BATTLEMENT
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};
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friend class CBattleInterface;
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} *siegeH;
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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 CGHeroInstance *getActiveHero(); //returns hero that can currently cast a spell
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/** Methods for displaying battle screen */
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void showBackground(SDL_Surface *to);
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void showBackgroundImage(SDL_Surface *to);
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void showAbsoluteObstacles(SDL_Surface *to);
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void showHighlightedHexes(SDL_Surface *to);
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void showHighlightedHex(SDL_Surface *to, BattleHex hex);
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void showInterface(SDL_Surface *to);
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void showBattlefieldObjects(SDL_Surface *to);
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void showAliveStacks(SDL_Surface *to, std::vector<const CStack *> stacks);
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void showStacks(SDL_Surface *to, std::vector<const CStack *> stacks);
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void showObstacles(SDL_Surface *to, std::vector<std::shared_ptr<const CObstacleInstance>> &obstacles);
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void showPiecesOfWall(SDL_Surface *to, std::vector<int> pieces);
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void showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects);
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void showProjectiles(SDL_Surface *to);
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BattleObjectsByHex sortObjectsByHex();
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void updateBattleAnimations();
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SDL_Surface *getObstacleImage(const CObstacleInstance &oi);
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Point getObstaclePosition(SDL_Surface *image, const CObstacleInstance &obstacle);
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void redrawBackgroundWithHexes(const CStack *activeStack);
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/** End of battle screen blitting methods */
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PossibleActions getCasterAction(const CSpell *spell, const ISpellCaster *caster, ECastingMode::ECastingMode mode) const;
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public:
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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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std::list<std::pair<CBattleAnimation *, bool>> pendingAnims; //currently displayed animations <anim, initialized>
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void addNewAnim(CBattleAnimation *anim); //adds new anim to pendingAnims
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ui32 animIDhelper; //for giving IDs for animations
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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); //c-tor
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virtual ~CBattleInterface(); //d-tor
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//std::vector<TimeInterested*> timeinterested; //animation handling
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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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std::vector<CClickableHex*> bfield; //11 lines, 17 hexes on each
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SDL_Surface *cellBorder, *cellShade;
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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 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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// block all UI elements, e.g. during enemy turn
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// unlike activate/deactivate this method will correctly grey-out all elements
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void blockUI(bool on);
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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 reallySurrender(); //performs surrendering 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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void bTacticNextStack(const CStack *current = nullptr);
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void bEndTacticPhase();
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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() 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 newStack(const CStack *stack); //new stack appeared on battlefield
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void stackRemoved(int 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 waitForAnims();
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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 displayEffect(ui32 effect, int destTile); //displays custom effect on the battlefield
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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 displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile);
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void battleTriggerEffect(const BattleTriggerEffect & bte);
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void setBattleCursor(const int myNumber); //really complex and messy, sets attackingHex
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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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Rect hexPosition(BattleHex hex) const;
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void handleHex(BattleHex myNumber, int eventType);
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bool isCastingPossibleHere (const CStack *sactive, const CStack *shere, BattleHex myNumber);
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bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber); //TODO: move to BattleState / callback
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BattleHex fromWhichHexAttack(BattleHex myNumber);
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void obstaclePlaced(const CObstacleInstance & oi);
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void gateStateChanged(const EGateState state);
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void initStackProjectile(const CStack *stack);
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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 CButton;
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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 CSpellEffectAnimation;
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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 CClickableHex;
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};
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