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vcmi/client/battle/CBattleSiegeController.h

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/*
* CBattleObstacleController.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/GameConstants.h"
#include "../../lib/battle/BattleHex.h"
struct CatapultAttack;
struct Point;
struct SDL_Surface;
class CCanvas;
class CGTownInstance;
class CBattleInterface;
class CCreature;
class IImage;
namespace EWallVisual
{
enum EWallVisual
{
BACKGROUND,
BACKGROUND_WALL,
KEEP,
BOTTOM_TOWER,
BOTTOM_WALL,
WALL_BELLOW_GATE,
WALL_OVER_GATE,
UPPER_WALL,
UPPER_TOWER,
GATE,
GATE_ARCH,
BOTTOM_STATIC_WALL,
UPPER_STATIC_WALL,
MOAT,
BACKGROUND_MOAT,
KEEP_BATTLEMENT,
BOTTOM_BATTLEMENT,
UPPER_BATTLEMENT,
CREATURE_KEEP,
CREATURE_BOTTOM_TOWER,
CREATURE_UPPER_TOWER,
WALL_FIRST = BACKGROUND_WALL,
WALL_LAST = UPPER_BATTLEMENT,
// these entries are mapped to EWallPart enum
DESTRUCTIBLE_FIRST = KEEP,
DESTRUCTIBLE_LAST = GATE,
};
}
class CBattleSiegeController
{
CBattleInterface * owner;
/// besieged town
const CGTownInstance *town;
/// sections of castle walls, in their currently visible state
std::array<std::shared_ptr<IImage>, EWallVisual::WALL_LAST + 1> wallPieceImages;
/// return URI for image for a wall piece
std::string getWallPieceImageName(EWallVisual::EWallVisual what, EWallState::EWallState state) const;
/// returns BattleHex to which chosen wall piece is bound
BattleHex getWallPiecePosition(EWallVisual::EWallVisual what) const;
/// returns true if chosen wall piece should be present in current battle
bool getWallPieceExistance(EWallVisual::EWallVisual what) const;
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void showWallPiece(std::shared_ptr<CCanvas> canvas, EWallVisual::EWallVisual what, const Point & offset);
public:
CBattleSiegeController(CBattleInterface * owner, const CGTownInstance *siegeTown);
/// call-ins from server
void gateStateChanged(const EGateState state);
void stackIsCatapulting(const CatapultAttack & ca);
/// call-ins from other battle controllers
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void showAbsoluteObstacles(std::shared_ptr<CCanvas> canvas, const Point & offset);
void showBattlefieldObjects(std::shared_ptr<CCanvas> canvas, const BattleHex & location );
/// queries from other battle controllers
bool isAttackableByCatapult(BattleHex hex) const;
std::string getBattleBackgroundName() const;
const CCreature *getTurretCreature() const;
Point getTurretCreaturePosition( BattleHex position ) const;
};