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vcmi/client/battle/CBattleFieldController.h

65 lines
2.0 KiB
C++

/*
* CBattleFieldController.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/BattleHex.h"
#include "../gui/CIntObject.h"
struct SDL_Surface;
struct Rect;
struct Point;
class CClickableHex;
class CStack;
class CBattleInterface;
class CBattleFieldController : public CIntObject
{
CBattleInterface * owner;
SDL_Surface *background;
SDL_Surface *backgroundWithHexes;
SDL_Surface *cellBorders;
SDL_Surface *cellBorder;
SDL_Surface *cellShade;
BattleHex previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
BattleHex currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
BattleHex attackingHex; //hex from which the stack would perform attack with current cursor
std::vector<BattleHex> occupyableHexes; //hexes available for active stack
std::vector<BattleHex> attackableHexes; //hexes attackable by active stack
std::array<bool, GameConstants::BFIELD_SIZE> stackCountOutsideHexes; // hexes that when in front of a unit cause it's amount box to move back
std::vector<std::shared_ptr<CClickableHex>> bfield; //11 lines, 17 hexes on each
public:
CBattleFieldController(CBattleInterface * owner);
~CBattleFieldController();
void showBackgroundImage(SDL_Surface *to);
void showBackgroundImageWithHexes(SDL_Surface *to);
void redrawBackgroundWithHexes();
void showHighlightedHexes(SDL_Surface *to);
void showHighlightedHex(SDL_Surface *to, BattleHex hex, bool darkBorder);
Rect hexPosition(BattleHex hex) const;
bool isPixelInHex(Point const & position);
BattleHex getHoveredHex();
void setBattleCursor(BattleHex myNumber);
BattleHex fromWhichHexAttack(BattleHex myNumber);
bool isTileAttackable(const BattleHex & number) const;
bool stackCountOutsideHex(const BattleHex & number) const;
};