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							- /*
 
-  * HeroMovementController.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/constants/EntityIdentifiers.h"
 
- #include "../lib/int3.h"
 
- #include "../lib/filesystem/ResourcePath.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- using TTeleportExitsList = std::vector<std::pair<ObjectInstanceID, int3>>;
 
- class CGHeroInstance;
 
- class CArmedInstance;
 
- struct CGPathNode;
 
- struct CGPath;
 
- struct TryMoveHero;
 
- enum class EPathNodeAction : ui8;
 
- VCMI_LIB_NAMESPACE_END
 
- class HeroMovementController
 
- {
 
- 	/// there is an ongoing movement loop, in one or another stage
 
- 	bool duringMovement = false;
 
- 	/// movement was requested to be terminated, e.g. by player or due to inability to move
 
- 	bool stoppingMovement = false;
 
- 	bool waitingForQueryApplyReply = false;
 
- 	const CGHeroInstance * currentlyMovingHero = nullptr;
 
- 	AudioPath currentMovementSoundName;
 
- 	int currentMovementSoundChannel = -1;
 
- 	bool canHeroStopAtNode(const CGPathNode & node) const;
 
- 	void updatePath(const CGHeroInstance * hero, const TryMoveHero & details);
 
- 	/// Moves hero 1 tile / path node
 
- 	void moveOnce(const CGHeroInstance * h, const CGPath & path);
 
- 	void endMove(const CGHeroInstance * h);
 
- 	AudioPath getMovementSoundFor(const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType);
 
- 	void updateMovementSound(const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType);
 
- 	void stopMovementSound();
 
- public:
 
- 	// const queries
 
- 	/// Returns true if hero should move through garrison without displaying garrison dialog
 
- 	bool isHeroMovingThroughGarrison(const CGHeroInstance * hero, const CArmedInstance * garrison) const;
 
- 	/// Returns true if there is an ongoing hero movement process
 
- 	bool isHeroMoving() const;
 
- 	// netpack handlers
 
- 	void onMoveHeroApplied();
 
- 	void onQueryReplyApplied();
 
- 	void onPlayerTurnStarted();
 
- 	void onBattleStarted();
 
- 	void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID);
 
- 	void onTryMoveHero(const CGHeroInstance * hero, const TryMoveHero & details);
 
- 	// UI handlers
 
- 	void requestMovementStart(const CGHeroInstance * h, const CGPath & path);
 
- 	void requestMovementAbort();
 
- };
 
 
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