/* * BattleProcessor.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/BattleSide.h" VCMI_LIB_NAMESPACE_BEGIN class CGHeroInstance; class CGTownInstance; class CArmedInstance; class BattleAction; class int3; class CBattleInfoCallback; struct BattleResult; struct BattleLayout; class BattleID; VCMI_LIB_NAMESPACE_END class CGameHandler; class CBattleQuery; class BattleActionProcessor; class BattleFlowProcessor; class BattleResultProcessor; /// Main class for battle handling. Contains all public interface for battles that is accessible from outside, e.g. for CGameHandler class BattleProcessor : boost::noncopyable { friend class BattleActionProcessor; friend class BattleFlowProcessor; friend class BattleResultProcessor; CGameHandler * gameHandler; std::unique_ptr actionsProcessor; std::unique_ptr flowProcessor; std::unique_ptr resultProcessor; void updateGateState(const CBattleInfoCallback & battle); void engageIntoBattle(PlayerColor player); bool checkBattleStateChanges(const CBattleInfoCallback & battle); BattleID setupBattle(int3 tile, BattleSideArray armies, BattleSideArray heroes, const BattleLayout & layout, const CGTownInstance *town); bool makeAutomaticBattleAction(const CBattleInfoCallback & battle, const BattleAction & ba); void setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, BattleSide victoriusSide); public: explicit BattleProcessor(CGameHandler * gameHandler); ~BattleProcessor(); /// Starts battle with specified parameters void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town); /// Starts battle between two armies (which can also be heroes) at position of 2nd object void startBattle(const CArmedInstance *army1, const CArmedInstance *army2); /// Restart ongoing battle and end previous battle void restartBattle(const BattleID & battleID, const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town); /// Processing of incoming battle action netpack bool makePlayerBattleAction(const BattleID & battleID, PlayerColor player, const BattleAction & ba); /// Applies results of a battle once player agrees to them void endBattleConfirm(const BattleID & battleID); /// Applies results of a battle after potential levelup void battleAfterLevelUp(const BattleID & battleID, const BattleResult & result); template void serialize(Handler &h) { } };