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vcmi/client/battle/BattleActionsController.h

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/*
* CBattleActionsController.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/battle/CBattleInfoCallback.h"
VCMI_LIB_NAMESPACE_BEGIN
class BattleAction;
VCMI_LIB_NAMESPACE_END
class BattleInterface;
enum class MouseHoveredHexContext
{
UNOCCUPIED_HEX,
OCCUPIED_HEX
};
class BattleActionsController
{
BattleInterface * owner;
std::vector<PossiblePlayerBattleAction> possibleActions; //all actions possible to call at the moment by player
std::vector<PossiblePlayerBattleAction> localActions; //actions possible to take on hovered hex
std::vector<PossiblePlayerBattleAction> illegalActions; //these actions display message in case of illegal target
PossiblePlayerBattleAction currentAction; //action that will be performed on l-click
PossiblePlayerBattleAction selectedAction; //last action chosen (and saved) by player
PossiblePlayerBattleAction illegalAction; //most likely action that can't be performed here
bool creatureCasting; //if true, stack currently aims to cats a spell
bool spellDestSelectMode; //if true, player is choosing destination for his spell - only for GUI / console
std::shared_ptr<BattleAction> spellToCast; //spell for which player is choosing destination
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const CSpell *currentSpell; //spell pointer for convenience
bool isCastingPossibleHere (const CStack *sactive, const CStack *shere, BattleHex myNumber);
bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber); //TODO: move to BattleState / callback
std::vector<PossiblePlayerBattleAction> getPossibleActionsForStack (const CStack *stack); //called when stack gets its turn
void reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context);
std::string currentConsoleMsg;
public:
BattleActionsController(BattleInterface * owner);
void activateStack();
void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
void enterCreatureCastingMode();
SpellID selectedSpell();
bool spellcastingModeActive();
void castThisSpell(SpellID spellID); //called when player has chosen a spell from spellbook
void handleHex(BattleHex myNumber, int eventType);
};