mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
103 lines
3.9 KiB
C++
103 lines
3.9 KiB
C++
/*
|
|
* CBattleStacksController.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 "../gui/Geometries.h"
|
|
|
|
VCMI_LIB_NAMESPACE_BEGIN
|
|
|
|
struct BattleHex;
|
|
class BattleAction;
|
|
class CStack;
|
|
class SpellID;
|
|
|
|
VCMI_LIB_NAMESPACE_END
|
|
|
|
struct SDL_Surface;
|
|
struct StackAttackedInfo;
|
|
|
|
class CCanvas;
|
|
class CBattleInterface;
|
|
class CBattleAnimation;
|
|
class CCreatureAnimation;
|
|
class CBattleAnimation;
|
|
class IImage;
|
|
|
|
class CBattleStacksController
|
|
{
|
|
CBattleInterface * owner;
|
|
|
|
std::shared_ptr<IImage> amountNormal;
|
|
std::shared_ptr<IImage> amountNegative;
|
|
std::shared_ptr<IImage> amountPositive;
|
|
std::shared_ptr<IImage> amountEffNeutral;
|
|
|
|
std::vector<CBattleAnimation *> currentAnimations; //currently displayed animations <anim, initialized>
|
|
std::map<int32_t, std::shared_ptr<CCreatureAnimation>> stackAnimation; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
|
|
std::map<int, bool> stackFacingRight; // <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
|
|
|
|
const CStack *activeStack; //number of active stack; nullptr - no one
|
|
const CStack *mouseHoveredStack; // stack below mouse pointer, used for border animation
|
|
const CStack *stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; nullptr of none
|
|
const CStack *selectedStack; //for Teleport / Sacrifice
|
|
|
|
bool stackCanCastSpell; //if true, active stack could possibly cast some target spell
|
|
si32 creatureSpellToCast;
|
|
|
|
ui32 animIDhelper; //for giving IDs for animations
|
|
|
|
bool stackNeedsAmountBox(const CStack * stack);
|
|
void showStackAmountBox(std::shared_ptr<CCanvas> canvas, const CStack * stack);
|
|
|
|
std::shared_ptr<IImage> getStackAmountBox(const CStack * stack);
|
|
|
|
public:
|
|
CBattleStacksController(CBattleInterface * owner);
|
|
|
|
bool shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex);
|
|
bool facingRight(const CStack * stack);
|
|
|
|
void stackReset(const CStack * stack);
|
|
void stackAdded(const CStack * stack); //new stack appeared on battlefield
|
|
void stackRemoved(uint32_t stackID); //stack disappeared from batlefiled
|
|
void stackActivated(const CStack *stack); //active stack has been changed
|
|
void stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance); //stack with id number moved to destHex
|
|
void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
|
|
void stackAttacking(const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
|
|
|
|
void startAction(const BattleAction* action);
|
|
void endAction(const BattleAction* action);
|
|
|
|
bool activeStackSpellcaster();
|
|
SpellID activeStackSpellToCast();
|
|
|
|
void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
|
|
|
|
void setActiveStack(const CStack *stack);
|
|
void setHoveredStack(const CStack *stack);
|
|
void setSelectedStack(const CStack *stack);
|
|
|
|
void showAliveStack(std::shared_ptr<CCanvas> canvas, const CStack * stack);
|
|
void showStack(std::shared_ptr<CCanvas> canvas, const CStack * stack);
|
|
|
|
void showBattlefieldObjects(std::shared_ptr<CCanvas> canvas, const BattleHex & location );
|
|
|
|
void addNewAnim(CBattleAnimation *anim); //adds new anim to pendingAnims
|
|
void updateBattleAnimations();
|
|
|
|
const CStack* getActiveStack();
|
|
const CStack* getSelectedStack();
|
|
|
|
/// returns position of animation needed to place stack in specific hex
|
|
Point getStackPositionAtHex(BattleHex hexNum, const CStack * creature);
|
|
|
|
friend class CBattleAnimation; // for exposing pendingAnims/creAnims/creDir to animations
|
|
};
|