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- /*
- * 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;
- 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;
- /// all actions possible to call at the moment by player
- std::vector<PossiblePlayerBattleAction> possibleActions;
- /// actions possible to take on hovered hex
- std::vector<PossiblePlayerBattleAction> localActions;
- /// these actions display message in case of illegal target
- std::vector<PossiblePlayerBattleAction> illegalActions;
- /// action that will be performed on l-click
- PossiblePlayerBattleAction currentAction;
- /// last action chosen (and saved) by player
- PossiblePlayerBattleAction selectedAction;
- /// if there are not possible actions to choose from, this action should be show as "illegal" in UI
- PossiblePlayerBattleAction illegalAction;
- /// if true, stack currently aims to cats a spell
- bool creatureCasting;
- /// if true, player is choosing destination for his spell - only for GUI / console
- bool spellDestSelectMode;
- /// spell for which player is choosing destination
- std::shared_ptr<BattleAction> spellToCast;
- /// spell for which player is choosing destination, pointer for convenience
- const CSpell *currentSpell;
- /// cached message that was set by this class in status bar
- std::string currentConsoleMsg;
- bool isCastingPossibleHere (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);
- public:
- BattleActionsController(BattleInterface * owner);
- /// initialize list of potential actions for new active stack
- void activateStack();
- /// initialize potential actions for spells that can be cast by active stack
- void enterCreatureCastingMode();
- /// initialize potential actions for selected spell
- void castThisSpell(SpellID spellID);
- /// ends casting spell (eg. when spell has been cast or canceled)
- void endCastingSpell();
- /// update UI (e.g. status bar/cursor) according to new active hex
- void handleHex(BattleHex myNumber, int eventType);
- /// returns currently selected spell or SpellID::NONE on error
- SpellID selectedSpell() const;
- /// returns true if UI is currently in target selection mode
- bool spellcastingModeActive() const;
- };
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