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58 lines
2.2 KiB
C++
58 lines
2.2 KiB
C++
/*
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* CBattleActionsController.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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class BattleAction;
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class CBattleInterface;
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enum class MouseHoveredHexContext
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{
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UNOCCUPIED_HEX,
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OCCUPIED_HEX
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};
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class CBattleActionsController
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{
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CBattleInterface * owner;
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std::vector<PossiblePlayerBattleAction> possibleActions; //all actions possible to call at the moment by player
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std::vector<PossiblePlayerBattleAction> localActions; //actions possible to take on hovered hex
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std::vector<PossiblePlayerBattleAction> illegalActions; //these actions display message in case of illegal target
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PossiblePlayerBattleAction currentAction; //action that will be performed on l-click
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PossiblePlayerBattleAction selectedAction; //last action chosen (and saved) by player
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PossiblePlayerBattleAction illegalAction; //most likely action that can't be performed here
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bool creatureCasting; //if true, stack currently aims to cats a spell
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bool spellDestSelectMode; //if true, player is choosing destination for his spell - only for GUI / console
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std::shared_ptr<BattleAction> spellToCast; //spell for which player is choosing destination
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const CSpell *currentSpell; //spell pointer for convenience
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bool isCastingPossibleHere (const CStack *sactive, const CStack *shere, BattleHex myNumber);
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bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber); //TODO: move to BattleState / callback
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std::vector<PossiblePlayerBattleAction> getPossibleActionsForStack (const CStack *stack); //called when stack gets its turn
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void reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context);
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public:
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CBattleActionsController(CBattleInterface * owner);
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void activateStack();
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void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
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void enterCreatureCastingMode();
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SpellID selectedSpell();
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bool spellcastingModeActive();
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void castThisSpell(SpellID spellID); //called when player has chosen a spell from spellbook
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void handleHex(BattleHex myNumber, int eventType);
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};
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