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126 lines
4.6 KiB
C++
126 lines
4.6 KiB
C++
/*
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* BattleActionsController.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/CBattleInfoCallback.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class BattleAction;
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namespace spells {
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class Caster;
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enum class Mode;
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}
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VCMI_LIB_NAMESPACE_END
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class BattleInterface;
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/// Class that controls actions that can be performed by player, e.g. moving stacks, attacking, etc
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/// As well as all relevant feedback for these actions in user interface
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class BattleActionsController
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{
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BattleInterface & owner;
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/// all actions possible to call at the moment by player
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std::vector<PossiblePlayerBattleAction> possibleActions;
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/// spell for which player's hero is choosing destination
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std::shared_ptr<BattleAction> heroSpellToCast;
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/// cached message that was set by this class in status bar
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std::string currentConsoleMsg;
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/// if true, active stack could possibly cast some target spell
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std::vector<const CSpell *> creatureSpells;
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/// stack that has been selected as first target for multi-target spells (Teleport & Sacrifice)
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const CStack * selectedStack;
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bool isCastingPossibleHere (const CSpell * spell, const CStack *shere, BattleHex myNumber);
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bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber) const; //TODO: move to BattleState / callback
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std::vector<PossiblePlayerBattleAction> getPossibleActionsForStack (const CStack *stack) const; //called when stack gets its turn
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void reorderPossibleActionsPriority(const CStack * stack, const CStack * targetStack);
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bool actionIsLegal(PossiblePlayerBattleAction action, BattleHex hoveredHex);
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void actionSetCursor(PossiblePlayerBattleAction action, BattleHex hoveredHex);
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void actionSetCursorBlocked(PossiblePlayerBattleAction action, BattleHex hoveredHex);
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std::string actionGetStatusMessage(PossiblePlayerBattleAction action, BattleHex hoveredHex);
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std::string actionGetStatusMessageBlocked(PossiblePlayerBattleAction action, BattleHex hoveredHex);
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void actionRealize(PossiblePlayerBattleAction action, BattleHex hoveredHex);
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PossiblePlayerBattleAction selectAction(BattleHex myNumber);
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const CStack * getStackForHex(BattleHex myNumber) ;
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/// attempts to initialize spellcasting action for stack
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/// will silently return if stack is not a spellcaster
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void tryActivateStackSpellcasting(const CStack *casterStack);
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/// returns spell that is currently being cast by hero or nullptr if none
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const CSpell * getHeroSpellToCast() const;
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/// if current stack is spellcaster, returns spell being cast, or null othervice
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const CSpell * getStackSpellToCast(BattleHex hoveredHex);
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/// returns true if current stack is a spellcaster
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bool isActiveStackSpellcaster() const;
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public:
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BattleActionsController(BattleInterface & owner);
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/// initialize list of potential actions for new active stack
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void activateStack();
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/// returns true if UI is currently in target selection mode
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bool spellcastingModeActive() const;
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/// returns true if one of the following is true:
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/// - we are casting spell by hero
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/// - we are casting spell by creature in targeted mode (F hotkey)
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/// - current creature is spellcaster and preferred action for current hex is spellcast
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bool currentActionSpellcasting(BattleHex hoveredHex);
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/// enter targeted spellcasting mode for creature, e.g. via "F" hotkey
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void enterCreatureCastingMode();
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/// initialize hero spellcasting mode, e.g. on selecting spell in spellbook
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void castThisSpell(SpellID spellID);
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/// ends casting spell (eg. when spell has been cast or canceled)
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void endCastingSpell();
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/// update cursor and status bar according to new active hex
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void onHexHovered(BattleHex hoveredHex);
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/// called when cursor is no longer over battlefield and cursor/battle log should be reset
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void onHoverEnded();
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/// performs action according to selected hex
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void onHexLeftClicked(BattleHex clickedHex);
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/// performs action according to selected hex
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void onHexRightClicked(BattleHex clickedHex);
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const spells::Caster * getCurrentSpellcaster() const;
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const CSpell * getCurrentSpell(BattleHex hoveredHex);
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spells::Mode getCurrentCastMode() const;
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/// methods to work with array of possible actions, needed to control special creatures abilities
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const std::vector<PossiblePlayerBattleAction> & getPossibleActions() const;
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void removePossibleAction(PossiblePlayerBattleAction);
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/// inserts possible action in the beggining in order to prioritize it
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void pushFrontPossibleAction(PossiblePlayerBattleAction);
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};
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