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2a469d4ffc
- some more improvements into projectile blitting Remaining issues: - timing is off when catapult hits walls/tower - catapult trajectory may need tweaking
306 lines
16 KiB
C++
306 lines
16 KiB
C++
#pragma once
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#include "../../lib/CCreatureSet.h"
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#include "../../lib/ConstTransitivePtr.h" //may be reundant
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#include "../CAnimation.h"
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#include "../../lib/GameConstants.h"
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#include "CBattleAnimations.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 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 CAdventureMapButton;
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class CHighlightableButton;
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class CHighlightableButtonsGroup;
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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 which manages the locked hex fields that are blocked e.g. by obstacles
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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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/// 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 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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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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int frame, 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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};
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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, FRIENDLY_CREATURE_SPELL, HOSTILE_CREATURE_SPELL, RISING_SPELL, ANY_CREATURE, 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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};
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private:
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SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
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CAdventureMapButton * 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; NULL - no one
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const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; NULL of none
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const CStack * selectedStack; //for Teleport / Sacrifice
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void activateStack(); //sets activeStack to stackToActivate etc.
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int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
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time_t lastMouseHoveredStackAnimationTime; // time when last mouse hovered animation occurred
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static const time_t HOVER_ANIM_DELTA;
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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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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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int attackingHex; //hex from which the stack would perform attack with current cursor
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double 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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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 cats 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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PossibleActions spellSelMode;
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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 getPossibleActionsForStack (const CStack * stack); //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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void showAliveStack(const CStack *stack, SDL_Surface * to); //helper function for function show
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void showAliveStacks(std::vector<const CStack *> *aliveStacks, int hex, std::vector<const CStack *> *flyingStacks, SDL_Surface *to); // loops through all stacks at a given hex position
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void showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks); //helper function for show
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void showObstacles(std::multimap<BattleHex, int> *hexToObstacle, std::vector<shared_ptr<const CObstacleInstance> > &obstacles, int hex, SDL_Surface *to); // show all obstacles at a given hex position
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SDL_Surface *imageOfObstacle(const CObstacleInstance &oi) const;
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Point whereToBlitObstacleImage(SDL_Surface *image, const CObstacleInstance &obstacle) const;
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void redrawBackgroundWithHexes(const CStack * activeStack);
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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 projectileShowHelper(SDL_Surface * to); //prints projectiles present on the 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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//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, 13 - moat, 14 - mlip, 15 - keep creature cover, 16 - bottom turret creature cover, 17 - upper turret creature cover; 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, 15 - keep creature cover, 16 - bottom turret creature cover, 17 - upper turret creature cover
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friend class CBattleInterface;
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} * siegeH;
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CPlayerInterface * attackerInt, * defenderInt; //because LOCPLINT is not enough in hotSeat
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const CGHeroInstance * getActiveHero(); //returns hero that can currently cast a spell
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public:
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CPlayerInterface * curInt; //current player interface
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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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static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
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CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen); //c-tor
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~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; 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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std::vector<CClickableHex*> bfield; //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 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 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 = NULL);
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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();
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void deactivate();
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void showAll(SDL_Surface * to);
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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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//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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const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
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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(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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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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PossibleActions selectionTypeByPositiveness(const CSpell & spell);
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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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const CGHeroInstance * currentHero() const;
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InfoAboutHero enemyHero() const;
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friend class CPlayerInterface;
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friend class CAdventureMapButton;
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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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