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- Moved short, frequently used functions to the BattleHex header for inlining - Made BattleHex a class with a private hex value - Moved getClosestTile implementation back to BattleHex - Enabled access to static precomputed data in BattleHexArray via BattleHex (note: circular dependency prevented static precomputed containers being directly placed in BattleHex)
63 lines
2.4 KiB
C++
63 lines
2.4 KiB
C++
/*
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* BattleFlowProcessor.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../lib/battle/BattleSide.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CStack;
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class BattleHex;
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class BattleHexArray;
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class BattleAction;
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class CBattleInfoCallback;
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struct CObstacleInstance;
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namespace battle
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{
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class Unit;
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}
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VCMI_LIB_NAMESPACE_END
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class CGameHandler;
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class BattleProcessor;
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/// Controls flow of battles - battle startup actions and switching to next stack or next round after actions
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class BattleFlowProcessor : boost::noncopyable
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{
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BattleProcessor * owner;
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CGameHandler * gameHandler;
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const CStack * getNextStack(const CBattleInfoCallback & battle);
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bool rollGoodMorale(const CBattleInfoCallback & battle, const CStack * stack);
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bool tryMakeAutomaticAction(const CBattleInfoCallback & battle, const CStack * stack);
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void summonGuardiansHelper(const CBattleInfoCallback & battle, BattleHexArray & output, const BattleHex & targetPosition, BattleSide side, bool targetIsTwoHex);
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void trySummonGuardians(const CBattleInfoCallback & battle, const CStack * stack);
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void tryPlaceMoats(const CBattleInfoCallback & battle);
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void castOpeningSpells(const CBattleInfoCallback & battle);
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void activateNextStack(const CBattleInfoCallback & battle);
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void startNextRound(const CBattleInfoCallback & battle, bool isFirstRound);
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void stackEnchantedTrigger(const CBattleInfoCallback & battle, const CStack * stack);
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void removeObstacle(const CBattleInfoCallback & battle, const CObstacleInstance & obstacle);
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void stackTurnTrigger(const CBattleInfoCallback & battle, const CStack * stack);
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void setActiveStack(const CBattleInfoCallback & battle, const battle::Unit * stack);
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void makeStackDoNothing(const CBattleInfoCallback & battle, const CStack * next);
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bool makeAutomaticAction(const CBattleInfoCallback & battle, const CStack * stack, BattleAction & ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
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public:
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explicit BattleFlowProcessor(BattleProcessor * owner, CGameHandler * newGameHandler);
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void onBattleStarted(const CBattleInfoCallback & battle);
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void onTacticsEnded(const CBattleInfoCallback & battle);
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void onActionMade(const CBattleInfoCallback & battle, const BattleAction & ba);
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};
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