mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
137 lines
4.9 KiB
C++
137 lines
4.9 KiB
C++
/*
|
|
* BattleActionsController.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 "../../lib/battle/CBattleInfoCallback.h"
|
|
|
|
VCMI_LIB_NAMESPACE_BEGIN
|
|
|
|
class BattleAction;
|
|
namespace spells {
|
|
class Caster;
|
|
enum class Mode;
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|
|
|
|
class BattleInterface;
|
|
|
|
enum class MouseHoveredHexContext
|
|
{
|
|
UNOCCUPIED_HEX,
|
|
OCCUPIED_HEX
|
|
};
|
|
|
|
/// Class that controls actions that can be performed by player, e.g. moving stacks, attacking, etc
|
|
/// As well as all relevant feedback for these actions in user interface
|
|
class BattleActionsController
|
|
{
|
|
BattleInterface & owner;
|
|
|
|
/// mouse or touchscreen click mode
|
|
bool touchscreenMode = false;
|
|
|
|
/// all actions possible to call at the moment by player
|
|
std::vector<PossiblePlayerBattleAction> possibleActions;
|
|
|
|
/// spell for which player's hero is choosing destination
|
|
std::shared_ptr<BattleAction> heroSpellToCast;
|
|
|
|
/// cached message that was set by this class in status bar
|
|
std::string currentConsoleMsg;
|
|
|
|
/// if true, active stack could possibly cast some target spell
|
|
std::vector<const CSpell *> creatureSpells;
|
|
|
|
/// stack that has been selected as first target for multi-target spells (Teleport & Sacrifice)
|
|
const CStack * selectedStack;
|
|
|
|
bool isCastingPossibleHere (const CSpell * spell, const CStack *sactive, const CStack *shere, BattleHex myNumber);
|
|
bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber) const; //TODO: move to BattleState / callback
|
|
std::vector<PossiblePlayerBattleAction> getPossibleActionsForStack (const CStack *stack) const; //called when stack gets its turn
|
|
void reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context);
|
|
|
|
bool actionIsLegal(PossiblePlayerBattleAction action, BattleHex hoveredHex);
|
|
|
|
void actionSetCursor(PossiblePlayerBattleAction action, BattleHex hoveredHex);
|
|
void actionSetCursorBlocked(PossiblePlayerBattleAction action, BattleHex hoveredHex);
|
|
|
|
std::string actionGetStatusMessage(PossiblePlayerBattleAction action, BattleHex hoveredHex);
|
|
std::string actionGetStatusMessageBlocked(PossiblePlayerBattleAction action, BattleHex hoveredHex);
|
|
|
|
void actionRealize(PossiblePlayerBattleAction action, BattleHex hoveredHex);
|
|
|
|
PossiblePlayerBattleAction selectAction(BattleHex myNumber);
|
|
|
|
const CStack * getStackForHex(BattleHex myNumber) ;
|
|
|
|
/// attempts to initialize spellcasting action for stack
|
|
/// will silently return if stack is not a spellcaster
|
|
void tryActivateStackSpellcasting(const CStack *casterStack);
|
|
|
|
/// returns spell that is currently being cast by hero or nullptr if none
|
|
const CSpell * getHeroSpellToCast() const;
|
|
|
|
/// if current stack is spellcaster, returns spell being cast, or null othervice
|
|
const CSpell * getStackSpellToCast(BattleHex hoveredHex);
|
|
|
|
/// returns true if current stack is a spellcaster
|
|
bool isActiveStackSpellcaster() const;
|
|
|
|
public:
|
|
BattleActionsController(BattleInterface & owner);
|
|
|
|
/// initialize list of potential actions for new active stack
|
|
void activateStack();
|
|
|
|
/// returns true if UI is currently in target selection mode
|
|
bool spellcastingModeActive() const;
|
|
|
|
/// returns true if one of the following is true:
|
|
/// - we are casting spell by hero
|
|
/// - we are casting spell by creature in targeted mode (F hotkey)
|
|
/// - current creature is spellcaster and preferred action for current hex is spellcast
|
|
bool currentActionSpellcasting(BattleHex hoveredHex);
|
|
|
|
/// enter targeted spellcasting mode for creature, e.g. via "F" hotkey
|
|
void enterCreatureCastingMode();
|
|
|
|
/// initialize hero spellcasting mode, e.g. on selecting spell in spellbook
|
|
void castThisSpell(SpellID spellID);
|
|
|
|
/// ends casting spell (eg. when spell has been cast or canceled)
|
|
void endCastingSpell();
|
|
|
|
/// update cursor and status bar according to new active hex
|
|
void onHexHovered(BattleHex hoveredHex);
|
|
|
|
/// called when cursor is no longer over battlefield and cursor/battle log should be reset
|
|
void onHoverEnded();
|
|
|
|
/// performs action according to selected hex
|
|
void onHexLeftClicked(BattleHex clickedHex);
|
|
|
|
/// performs action according to selected hex
|
|
void onHexRightClicked(BattleHex clickedHex);
|
|
|
|
const spells::Caster * getCurrentSpellcaster() const;
|
|
const CSpell * getCurrentSpell(BattleHex hoveredHex);
|
|
spells::Mode getCurrentCastMode() const;
|
|
|
|
/// methods to work with array of possible actions, needed to control special creatures abilities
|
|
const std::vector<PossiblePlayerBattleAction> & getPossibleActions() const;
|
|
void removePossibleAction(PossiblePlayerBattleAction);
|
|
|
|
/// inserts possible action in the beggining in order to prioritize it
|
|
void pushFrontPossibleAction(PossiblePlayerBattleAction);
|
|
|
|
void setTouchScreenMode(bool enabled);
|
|
};
|