1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/client/HeroMovementController.h

75 lines
2.3 KiB
C++
Raw Normal View History

/*
* 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;
2023-09-08 17:02:36 +02:00
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);
2023-09-08 17:02:36 +02:00
/// Moves hero 1 tile / path node
2023-09-18 17:17:26 +02:00
void moveOnce(const CGHeroInstance * h, const CGPath & path);
2023-09-18 17:17:26 +02:00
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:
2023-09-08 17:02:36 +02:00
// const queries
/// Returns true if hero should move through garrison without displaying garrison dialog
2023-09-08 17:02:36 +02:00
bool isHeroMovingThroughGarrison(const CGHeroInstance * hero, const CArmedInstance * garrison) const;
/// Returns true if there is an ongoing hero movement process
bool isHeroMoving() const;
2023-09-08 17:02:36 +02:00
// netpack handlers
void onMoveHeroApplied();
void onQueryReplyApplied();
void onPlayerTurnStarted();
void onBattleStarted();
void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID);
2023-09-18 17:17:26 +02:00
void onTryMoveHero(const CGHeroInstance * hero, const TryMoveHero & details);
2023-09-08 17:02:36 +02:00
// UI handlers
2023-09-18 17:17:26 +02:00
void requestMovementStart(const CGHeroInstance * h, const CGPath & path);
void requestMovementAbort();
};