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- /*
- * 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 BattleInterface;
- class CBattleAnimation;
- class CreatureAnimation;
- class CBattleAnimation;
- class BattleRenderer;
- class IImage;
- class BattleStacksController
- {
- BattleInterface * 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<CreatureAnimation>> 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);
- BattleHex getStackCurrentPosition(const CStack * stack);
- std::shared_ptr<IImage> getStackAmountBox(const CStack * stack);
- public:
- BattleStacksController(BattleInterface * 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 collectRenderableObjects(BattleRenderer & renderer);
- 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
- };
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