BattleProcessor.h 3.0 KB

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  1. /*
  2. * BattleProcessor.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "../../lib/constants/EntityIdentifiers.h"
  12. #include "../../lib/constants/Enumerations.h"
  13. #include "../../lib/battle/BattleSide.h"
  14. VCMI_LIB_NAMESPACE_BEGIN
  15. class CGHeroInstance;
  16. class CGTownInstance;
  17. class CArmedInstance;
  18. class BattleAction;
  19. class int3;
  20. class CBattleInfoCallback;
  21. struct BattleResult;
  22. struct BattleLayout;
  23. class BattleID;
  24. VCMI_LIB_NAMESPACE_END
  25. class CGameHandler;
  26. class CBattleQuery;
  27. class BattleActionProcessor;
  28. class BattleFlowProcessor;
  29. class BattleResultProcessor;
  30. /// Main class for battle handling. Contains all public interface for battles that is accessible from outside, e.g. for CGameHandler
  31. class BattleProcessor : boost::noncopyable
  32. {
  33. friend class BattleActionProcessor;
  34. friend class BattleFlowProcessor;
  35. friend class BattleResultProcessor;
  36. CGameHandler * gameHandler;
  37. std::unique_ptr<BattleActionProcessor> actionsProcessor;
  38. std::unique_ptr<BattleFlowProcessor> flowProcessor;
  39. std::unique_ptr<BattleResultProcessor> resultProcessor;
  40. void updateGateState(const CBattleInfoCallback & battle);
  41. void engageIntoBattle(PlayerColor player);
  42. bool checkBattleStateChanges(const CBattleInfoCallback & battle);
  43. BattleID setupBattle(int3 tile, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance *town);
  44. bool makeAutomaticBattleAction(const CBattleInfoCallback & battle, const BattleAction & ba);
  45. void setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, BattleSide victoriusSide);
  46. public:
  47. explicit BattleProcessor(CGameHandler * gameHandler);
  48. ~BattleProcessor();
  49. /// Starts battle with specified parameters
  50. void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town);
  51. /// Starts battle between two armies (which can also be heroes) at position of 2nd object
  52. void startBattle(const CArmedInstance *army1, const CArmedInstance *army2);
  53. /// Restart ongoing battle and end previous battle
  54. void restartBattle(const BattleID & battleID, const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town);
  55. /// Processing of incoming battle action netpack
  56. bool makePlayerBattleAction(const BattleID & battleID, PlayerColor player, const BattleAction & ba);
  57. /// Applies results of a battle once player agrees to them
  58. void endBattleConfirm(const BattleID & battleID);
  59. /// Applies results of a battle after potential levelup
  60. void battleFinalize(const BattleID & battleID, const BattleResult & result);
  61. template <typename Handler> void serialize(Handler &h)
  62. {
  63. }
  64. };