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vcmi/client/battle/BattleStacksController.h

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/*
* BattleStacksController.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 "../gui/Geometries.h"
#include "../gui/ColorFilter.h"
VCMI_LIB_NAMESPACE_BEGIN
struct BattleHex;
class BattleAction;
class CStack;
class CSpell;
class SpellID;
VCMI_LIB_NAMESPACE_END
struct StackAttackedInfo;
struct StackAttackInfo;
class ColorFilter;
class Canvas;
class BattleInterface;
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class BattleAnimation;
class CreatureAnimation;
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class BattleAnimation;
class BattleRenderer;
class IImage;
struct BattleStackFilterEffect
{
ColorFilter effect;
const CStack * target;
const CSpell * source;
bool persistent;
};
/// Class responsible for handling stacks in battle
/// Handles ordering of stacks animation
/// As well as rendering of stacks, their amount boxes
/// And any other effect applied to stacks
class BattleStacksController
{
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BattleInterface & owner;
std::shared_ptr<IImage> amountNormal;
std::shared_ptr<IImage> amountNegative;
std::shared_ptr<IImage> amountPositive;
std::shared_ptr<IImage> amountEffNeutral;
/// currently displayed animations <anim, initialized>
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std::vector<BattleAnimation *> currentAnimations;
/// currently active color effects on stacks, in order of their addition (which corresponds to their apply order)
std::vector<BattleStackFilterEffect> stackFilterEffects;
/// animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
std::map<int32_t, std::shared_ptr<CreatureAnimation>> stackAnimation;
/// <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
std::map<int, bool> stackFacingRight;
/// currently active stack; nullptr - no one
const CStack *activeStack;
/// stacks below mouse pointer (multiple stacks possible while spellcasting), used for border animation
std::vector<const CStack *> mouseHoveredStacks;
///when animation is playing, we should wait till the end to make the next stack active; nullptr of none
const CStack *stackToActivate;
/// stack that was selected for multi-target spells - Teleport / Sacrifice
const CStack *selectedStack;
/// if true, active stack could possibly cast some target spell
bool stackCanCastSpell;
si32 creatureSpellToCast;
/// for giving IDs for animations
ui32 animIDhelper;
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bool stackNeedsAmountBox(const CStack * stack) const;
void showStackAmountBox(Canvas & canvas, const CStack * stack);
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BattleHex getStackCurrentPosition(const CStack * stack) const;
std::shared_ptr<IImage> getStackAmountBox(const CStack * stack);
void executeAttackAnimations();
void removeExpiredColorFilters();
void updateBattleAnimations();
void updateHoveredStacks();
std::vector<const CStack *> selectHoveredStacks();
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bool shouldAttackFacingRight(const CStack * attacker, const CStack * defender);
public:
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BattleStacksController(BattleInterface & owner);
bool shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex) const;
bool facingRight(const CStack * stack) const;
void stackReset(const CStack * stack);
void stackAdded(const CStack * stack, bool instant); //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); //stack with id number moved to destHex
void stackTeleported(const CStack *stack, std::vector<BattleHex> destHex, int distance); //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 & info); //called when stack with id ID is attacking something on hex dest
void startAction(const BattleAction* action);
void endAction(const BattleAction* action);
bool activeStackSpellcaster();
SpellID activeStackSpellToCast();
void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
void setActiveStack(const CStack *stack);
void setSelectedStack(const CStack *stack);
void showAliveStack(Canvas & canvas, const CStack * stack);
void showStack(Canvas & canvas, const CStack * stack);
void collectRenderableObjects(BattleRenderer & renderer);
/// Adds new color filter effect targeting stack
/// Effect will last as long as stack is affected by specified spell (unless effect is persistent)
/// If effect from same (target, source) already exists, it will be updated
void setStackColorFilter(const ColorFilter & effect, const CStack * target, const CSpell *source, bool persistent);
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void addNewAnim(BattleAnimation *anim); //adds new anim to pendingAnims
const CStack* getActiveStack() const;
const CStack* getSelectedStack() const;
void update();
/// returns position of animation needed to place stack in specific hex
Point getStackPositionAtHex(BattleHex hexNum, const CStack * creature) const;
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friend class BattleAnimation; // for exposing pendingAnims/creAnims/creDir to animations
};