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