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							- /*
 
-  * CBattleActionsController.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 CBattleInterface;
 
- enum class MouseHoveredHexContext
 
- {
 
- 	UNOCCUPIED_HEX,
 
- 	OCCUPIED_HEX
 
- };
 
- class CBattleActionsController
 
- {
 
- 	CBattleInterface * owner;
 
- 	std::vector<PossiblePlayerBattleAction> possibleActions; //all actions possible to call at the moment by player
 
- 	std::vector<PossiblePlayerBattleAction> localActions; //actions possible to take on hovered hex
 
- 	std::vector<PossiblePlayerBattleAction> illegalActions; //these actions display message in case of illegal target
 
- 	PossiblePlayerBattleAction currentAction; //action that will be performed on l-click
 
- 	PossiblePlayerBattleAction selectedAction; //last action chosen (and saved) by player
 
- 	PossiblePlayerBattleAction illegalAction; //most likely action that can't be performed here
 
- 	bool creatureCasting; //if true, stack currently aims to cats a spell
 
- 	bool spellDestSelectMode; //if true, player is choosing destination for his spell - only for GUI / console
 
- 	std::shared_ptr<BattleAction> spellToCast; //spell for which player is choosing destination
 
- 	const CSpell *currentSpell; //spell pointer for convenience
 
- 	bool isCastingPossibleHere (const CStack *sactive, const CStack *shere, BattleHex myNumber);
 
- 	bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber); //TODO: move to BattleState / callback
 
- 	std::vector<PossiblePlayerBattleAction> getPossibleActionsForStack (const CStack *stack); //called when stack gets its turn
 
- 	void reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context);
 
- 	std::string currentConsoleMsg;
 
- public:
 
- 	CBattleActionsController(CBattleInterface * owner);
 
- 	void activateStack();
 
- 	void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
 
- 	void enterCreatureCastingMode();
 
- 	SpellID selectedSpell();
 
- 	bool spellcastingModeActive();
 
- 	void castThisSpell(SpellID spellID); //called when player has chosen a spell from spellbook
 
- 	void handleHex(BattleHex myNumber, int eventType);
 
- };
 
 
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