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vcmi/client/HeroMovementController.h

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/*
* HeroMovementController.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 "../lib/constants/EntityIdentifiers.h"
#include "../lib/int3.h"
#include "../lib/filesystem/ResourcePath.h"
VCMI_LIB_NAMESPACE_BEGIN
using TTeleportExitsList = std::vector<std::pair<ObjectInstanceID, int3>>;
class CGHeroInstance;
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class CArmedInstance;
struct CGPathNode;
struct CGPath;
struct TryMoveHero;
enum class EPathNodeAction : ui8;
VCMI_LIB_NAMESPACE_END
class HeroMovementController
{
/// there is an ongoing movement loop, in one or another stage
bool duringMovement = false;
/// movement was requested to be terminated, e.g. by player or due to inability to move
bool stoppingMovement = false;
bool waitingForQueryApplyReply = false;
const CGHeroInstance * currentlyMovingHero = nullptr;
AudioPath currentMovementSoundName;
int currentMovementSoundChannel = -1;
bool canHeroStopAtNode(const CGPathNode & node) const;
void updatePath(const CGHeroInstance * hero, const TryMoveHero & details);
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/// Sends one request to server to move selected hero alongside path.
/// Automatically selects between single-tile and multi-tile movement modes
void sendMovementRequest(const CGHeroInstance * h, const CGPath & path);
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void endMove(const CGHeroInstance * h);
AudioPath getMovementSoundFor(const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType);
void updateMovementSound(const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType);
void stopMovementSound();
public:
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// const queries
/// Returns true if hero should move through garrison without displaying garrison dialog
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bool isHeroMovingThroughGarrison(const CGHeroInstance * hero, const CArmedInstance * garrison) const;
/// Returns true if there is an ongoing hero movement process
bool isHeroMoving() const;
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// netpack handlers
void onMoveHeroApplied();
void onQueryReplyApplied();
void onPlayerTurnStarted();
void onBattleStarted();
void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID);
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void onTryMoveHero(const CGHeroInstance * hero, const TryMoveHero & details);
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// UI handlers
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void requestMovementStart(const CGHeroInstance * h, const CGPath & path);
void requestMovementAbort();
};