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104 lines
3.4 KiB
C++
104 lines
3.4 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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VCMI_LIB_NAMESPACE_END
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class BattleInterface;
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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 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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/// actions possible to take on hovered hex
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std::vector<PossiblePlayerBattleAction> localActions;
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/// these actions display message in case of illegal target
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std::vector<PossiblePlayerBattleAction> illegalActions;
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/// action that will be performed on l-click
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PossiblePlayerBattleAction currentAction;
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/// last action chosen (and saved) by player
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PossiblePlayerBattleAction selectedAction;
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/// if there are not possible actions to choose from, this action should be show as "illegal" in UI
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PossiblePlayerBattleAction illegalAction;
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/// if true, stack currently aims to cats a spell
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bool creatureCasting;
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/// if true, player is choosing destination for his spell - only for GUI / console
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bool spellDestSelectMode;
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/// spell for which player is choosing destination
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std::shared_ptr<BattleAction> spellToCast;
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/// spell for which player is choosing destination, pointer for convenience
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const CSpell *currentSpell;
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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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bool isCastingPossibleHere (const CStack *sactive, 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, MouseHoveredHexContext context);
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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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/// initialize potential actions for spells that can be cast by active stack
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void enterCreatureCastingMode();
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/// initialize potential actions for selected spell
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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 UI (e.g. status bar/cursor) according to new active hex
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void handleHex(BattleHex myNumber, int eventType);
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/// returns currently selected spell or SpellID::NONE on error
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SpellID selectedSpell() const;
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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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/// 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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