mirror of
				https://github.com/vcmi/vcmi.git
				synced 2025-10-31 00:07:39 +02:00 
			
		
		
		
	
		
			
				
	
	
		
			233 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			233 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
 | |
|  * BattleInterface.h, part of VCMI engine
 | |
|  *
 | |
|  * Authors: listed in file AUTHORS in main folder
 | |
|  *
 | |
|  * License: GNU General Public License v2.0 or later
 | |
|  * Full text of license available in license.txt file, in main folder
 | |
|  *
 | |
|  */
 | |
| #pragma once
 | |
| 
 | |
| #include "BattleConstants.h"
 | |
| #include "../gui/CIntObject.h"
 | |
| #include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
 | |
| #include "../ConditionalWait.h"
 | |
| 
 | |
| VCMI_LIB_NAMESPACE_BEGIN
 | |
| 
 | |
| class CCreatureSet;
 | |
| class CGHeroInstance;
 | |
| class CStack;
 | |
| struct BattleResult;
 | |
| struct BattleSpellCast;
 | |
| struct CObstacleInstance;
 | |
| struct SetStackEffect;
 | |
| class BattleAction;
 | |
| class CGTownInstance;
 | |
| struct CatapultAttack;
 | |
| struct BattleTriggerEffect;
 | |
| struct BattleHex;
 | |
| struct InfoAboutHero;
 | |
| class ObstacleChanges;
 | |
| class CPlayerBattleCallback;
 | |
| 
 | |
| VCMI_LIB_NAMESPACE_END
 | |
| 
 | |
| class BattleHero;
 | |
| class Canvas;
 | |
| class BattleResultWindow;
 | |
| class StackQueue;
 | |
| class CPlayerInterface;
 | |
| class CAnimation;
 | |
| struct BattleEffect;
 | |
| class IImage;
 | |
| class StackQueue;
 | |
| 
 | |
| class BattleProjectileController;
 | |
| class BattleSiegeController;
 | |
| class BattleObstacleController;
 | |
| class BattleFieldController;
 | |
| class BattleRenderer;
 | |
| class BattleWindow;
 | |
| class BattleStacksController;
 | |
| class BattleActionsController;
 | |
| class BattleEffectsController;
 | |
| class BattleConsole;
 | |
| 
 | |
| /// Small struct which contains information about the id of the attacked stack, the damage dealt,...
 | |
| struct StackAttackedInfo
 | |
| {
 | |
| 	const CStack *defender;
 | |
| 	const CStack *attacker;
 | |
| 
 | |
| 	int64_t  damageDealt;
 | |
| 	uint32_t amountKilled;
 | |
| 	SpellID spellEffect;
 | |
| 
 | |
| 	bool indirectAttack; //if true, stack was attacked indirectly - spell or ranged attack
 | |
| 	bool killed; //if true, stack has been killed
 | |
| 	bool rebirth; //if true, play rebirth animation after all
 | |
| 	bool cloneKilled;
 | |
| 	bool fireShield;
 | |
| };
 | |
| 
 | |
| struct StackAttackInfo
 | |
| {
 | |
| 	const CStack *attacker;
 | |
| 	const CStack *defender;
 | |
| 	std::vector< const CStack *> secondaryDefender;
 | |
| 
 | |
| 	SpellID spellEffect;
 | |
| 	BattleHex tile;
 | |
| 
 | |
| 	bool indirectAttack;
 | |
| 	bool lucky;
 | |
| 	bool unlucky;
 | |
| 	bool deathBlow;
 | |
| 	bool lifeDrain;
 | |
| };
 | |
| 
 | |
| /// Main class for battles, responsible for relaying information from server to various battle entities
 | |
| class BattleInterface
 | |
| {
 | |
| 	using AwaitingAnimationAction = std::function<void()>;
 | |
| 
 | |
| 	struct AwaitingAnimationEvents {
 | |
| 		AwaitingAnimationAction action;
 | |
| 		EAnimationEvents event;
 | |
| 	};
 | |
| 
 | |
| 	/// Conditional variables that are set depending on ongoing animations on the battlefield
 | |
| 	ConditionalWait ongoingAnimationsState;
 | |
| 
 | |
| 	/// List of events that are waiting to be triggered
 | |
| 	std::vector<AwaitingAnimationEvents> awaitingEvents;
 | |
| 
 | |
| 	/// used during tactics mode, points to the interface of player with higher tactics (can be either attacker or defender in hot-seat), valid onloy for human players
 | |
| 	std::shared_ptr<CPlayerInterface> tacticianInterface;
 | |
| 
 | |
| 	/// attacker interface, not null if attacker is human in our vcmiclient
 | |
| 	std::shared_ptr<CPlayerInterface> attackerInt;
 | |
| 
 | |
| 	/// defender interface, not null if attacker is human in our vcmiclient
 | |
| 	std::shared_ptr<CPlayerInterface> defenderInt;
 | |
| 
 | |
| 	/// if set to true, battle is still starting and waiting for intro sound to end / key press from player
 | |
| 	bool battleOpeningDelayActive;
 | |
| 
 | |
| 	/// ID of ongoing battle
 | |
| 	BattleID battleID;
 | |
| 
 | |
| 	void playIntroSoundAndUnlockInterface();
 | |
| 	void onIntroSoundPlayed();
 | |
| public:
 | |
| 	/// copy of initial armies (for result window)
 | |
| 	const CCreatureSet *army1;
 | |
| 	const CCreatureSet *army2;
 | |
| 
 | |
| 	std::shared_ptr<BattleWindow> windowObject;
 | |
| 	std::shared_ptr<BattleConsole> console;
 | |
| 
 | |
| 	/// currently active player interface
 | |
| 	std::shared_ptr<CPlayerInterface> curInt;
 | |
| 
 | |
| 	const CGHeroInstance *attackingHeroInstance;
 | |
| 	const CGHeroInstance *defendingHeroInstance;
 | |
| 
 | |
| 	bool tacticsMode;
 | |
| 	ui32 round;
 | |
| 
 | |
| 	std::unique_ptr<BattleProjectileController> projectilesController;
 | |
| 	std::unique_ptr<BattleSiegeController> siegeController;
 | |
| 	std::unique_ptr<BattleObstacleController> obstacleController;
 | |
| 	std::unique_ptr<BattleFieldController> fieldController;
 | |
| 	std::unique_ptr<BattleStacksController> stacksController;
 | |
| 	std::unique_ptr<BattleActionsController> actionsController;
 | |
| 	std::unique_ptr<BattleEffectsController> effectsController;
 | |
| 
 | |
| 	std::shared_ptr<BattleHero> attackingHero;
 | |
| 	std::shared_ptr<BattleHero> defendingHero;
 | |
| 
 | |
| 	bool openingPlaying() const;
 | |
| 	void openingEnd();
 | |
| 
 | |
| 	bool makingTurn() const;
 | |
| 
 | |
| 	BattleID getBattleID() const;
 | |
| 	std::shared_ptr<CPlayerBattleCallback> getBattle() const;
 | |
| 
 | |
| 	BattleInterface(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt = nullptr);
 | |
| 	~BattleInterface();
 | |
| 
 | |
| 	void trySetActivePlayer( PlayerColor player ); // if in hotseat, will activate interface of chosen player
 | |
| 	void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
 | |
| 	void requestAutofightingAIToTakeAction();
 | |
| 
 | |
| 	void giveCommand(EActionType action, BattleHex tile = BattleHex(), SpellID spell = SpellID::NONE);
 | |
| 	void sendCommand(BattleAction command, const CStack * actor = nullptr);
 | |
| 
 | |
| 	const CGHeroInstance *getActiveHero(); //returns hero that can currently cast a spell
 | |
| 
 | |
| 	void showInterface(Canvas & to);
 | |
| 
 | |
| 	void setHeroAnimation(ui8 side, EHeroAnimType phase);
 | |
| 
 | |
| 	void executeSpellCast(); //called when a hero casts a spell
 | |
| 
 | |
| 	void appendBattleLog(const std::string & newEntry);
 | |
| 
 | |
| 	void redrawBattlefield(); //refresh GUI after changing stack range / grid settings
 | |
| 	CPlayerInterface *getCurrentPlayerInterface() const;
 | |
| 
 | |
| 	void tacticNextStack(const CStack *current);
 | |
| 	void tacticPhaseEnd();
 | |
| 
 | |
| 	void setBattleQueueVisibility(bool visible);
 | |
| 	void setStickyHeroWindowsVisibility(bool visible);
 | |
| 
 | |
| 	void endNetwork();
 | |
| 	void executeStagedAnimations();
 | |
| 	void executeAnimationStage( EAnimationEvents event);
 | |
| 	void onAnimationsStarted();
 | |
| 	void onAnimationsFinished();
 | |
| 	void waitForAnimations();
 | |
| 	bool hasAnimations();
 | |
| 	void checkForAnimations();
 | |
| 	void addToAnimationStage( EAnimationEvents event, const AwaitingAnimationAction & action);
 | |
| 
 | |
| 	//call-ins
 | |
| 	void startAction(const BattleAction & action);
 | |
| 	void stackReset(const CStack * stack);
 | |
| 	void stackAdded(const CStack * stack); //new stack appeared on battlefield
 | |
| 	void stackRemoved(uint32_t stackID); //stack disappeared from batlefiled
 | |
| 	void stackActivated(const CStack *stack); //active stack has been changed
 | |
| 	void stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance, bool teleport); //stack with id number moved to destHex
 | |
| 	void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
 | |
| 	void stackAttacking(const StackAttackInfo & attackInfo); //called when stack with id ID is attacking something on hex dest
 | |
| 	void newRoundFirst();
 | |
| 	void newRound(); //called when round is ended;
 | |
| 	void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
 | |
| 	void battleFinished(const BattleResult& br, QueryID queryID); //called when battle is finished - battleresult window should be printed
 | |
| 	void spellCast(const BattleSpellCast *sc); //called when a hero casts a spell
 | |
| 	void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
 | |
| 	void castThisSpell(SpellID spellID); //called when player has chosen a spell from spellbook
 | |
| 
 | |
| 	void displayBattleLog(const std::vector<MetaString> & battleLog);
 | |
| 
 | |
| 	void displaySpellAnimationQueue(const CSpell * spell, const CSpell::TAnimationQueue & q, BattleHex destinationTile, bool isHit);
 | |
| 	void displaySpellCast(const CSpell * spell, BattleHex destinationTile); //displays spell`s cast animation
 | |
| 	void displaySpellEffect(const CSpell * spell, BattleHex destinationTile); //displays spell`s affected animation
 | |
| 	void displaySpellHit(const CSpell * spell, BattleHex destinationTile); //displays spell`s affected animation
 | |
| 
 | |
| 	void endAction(const BattleAction & action);
 | |
| 
 | |
| 	void obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> oi);
 | |
| 	void obstacleRemoved(const std::vector<ObstacleChanges> & obstacles);
 | |
| 
 | |
| 	void gateStateChanged(const EGateState state);
 | |
| 
 | |
| 	const CGHeroInstance *currentHero() const;
 | |
| 	InfoAboutHero enemyHero() const;
 | |
| };
 |