BattleActionsController.h 4.8 KB

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  1. /*
  2. * BattleActionsController.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/battle/CBattleInfoCallback.h"
  12. VCMI_LIB_NAMESPACE_BEGIN
  13. class BattleAction;
  14. namespace spells {
  15. class Caster;
  16. enum class Mode;
  17. }
  18. VCMI_LIB_NAMESPACE_END
  19. class BattleInterface;
  20. /// Class that controls actions that can be performed by player, e.g. moving stacks, attacking, etc
  21. /// As well as all relevant feedback for these actions in user interface
  22. class BattleActionsController
  23. {
  24. BattleInterface & owner;
  25. /// all actions possible to call at the moment by player
  26. std::vector<PossiblePlayerBattleAction> possibleActions;
  27. /// spell for which player's hero is choosing destination
  28. std::shared_ptr<BattleAction> heroSpellToCast;
  29. /// cached message that was set by this class in status bar
  30. std::string currentConsoleMsg;
  31. /// if true, active stack could possibly cast some target spell
  32. std::vector<const CSpell *> creatureSpells;
  33. /// stack that has been selected as first target for multi-target spells (Teleport & Sacrifice)
  34. const CStack * selectedStack;
  35. bool isCastingPossibleHere (const CSpell * spell, const CStack *shere, BattleHex myNumber);
  36. bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber) const; //TODO: move to BattleState / callback
  37. std::vector<PossiblePlayerBattleAction> getPossibleActionsForStack (const CStack *stack) const; //called when stack gets its turn
  38. void reorderPossibleActionsPriority(const CStack * stack, const CStack * targetStack);
  39. bool actionIsLegal(PossiblePlayerBattleAction action, BattleHex hoveredHex);
  40. void actionSetCursor(PossiblePlayerBattleAction action, BattleHex hoveredHex);
  41. void actionSetCursorBlocked(PossiblePlayerBattleAction action, BattleHex hoveredHex);
  42. std::string actionGetStatusMessage(PossiblePlayerBattleAction action, BattleHex hoveredHex);
  43. std::string actionGetStatusMessageBlocked(PossiblePlayerBattleAction action, BattleHex hoveredHex);
  44. void actionRealize(PossiblePlayerBattleAction action, BattleHex hoveredHex);
  45. PossiblePlayerBattleAction selectAction(BattleHex myNumber);
  46. const CStack * getStackForHex(BattleHex myNumber) ;
  47. /// attempts to initialize spellcasting action for stack
  48. /// will silently return if stack is not a spellcaster
  49. void tryActivateStackSpellcasting(const CStack *casterStack);
  50. /// returns spell that is currently being cast by hero or nullptr if none
  51. const CSpell * getHeroSpellToCast() const;
  52. /// if current stack is spellcaster, returns spell being cast, or null othervice
  53. const CSpell * getStackSpellToCast(BattleHex hoveredHex);
  54. /// returns true if current stack is a spellcaster
  55. bool isActiveStackSpellcaster() const;
  56. public:
  57. BattleActionsController(BattleInterface & owner);
  58. /// initialize list of potential actions for new active stack
  59. void activateStack();
  60. /// returns true if UI is currently in hero spell target selection mode
  61. bool heroSpellcastingModeActive() const;
  62. /// returns true if UI is currently in "F" hotkey creature spell target selection mode
  63. bool creatureSpellcastingModeActive() const;
  64. /// returns true if one of the following is true:
  65. /// - we are casting spell by hero
  66. /// - we are casting spell by creature in targeted mode (F hotkey)
  67. /// - current creature is spellcaster and preferred action for current hex is spellcast
  68. bool currentActionSpellcasting(BattleHex hoveredHex);
  69. /// enter targeted spellcasting mode for creature, e.g. via "F" hotkey
  70. void enterCreatureCastingMode();
  71. /// initialize hero spellcasting mode, e.g. on selecting spell in spellbook
  72. void castThisSpell(SpellID spellID);
  73. /// ends casting spell (eg. when spell has been cast or canceled)
  74. void endCastingSpell();
  75. /// update cursor and status bar according to new active hex
  76. void onHexHovered(BattleHex hoveredHex);
  77. /// called when cursor is no longer over battlefield and cursor/battle log should be reset
  78. void onHoverEnded();
  79. /// performs action according to selected hex
  80. void onHexLeftClicked(BattleHex clickedHex);
  81. /// performs action according to selected hex
  82. void onHexRightClicked(BattleHex clickedHex);
  83. const spells::Caster * getCurrentSpellcaster() const;
  84. const CSpell * getCurrentSpell(BattleHex hoveredHex);
  85. spells::Mode getCurrentCastMode() const;
  86. /// methods to work with array of possible actions, needed to control special creatures abilities
  87. const std::vector<PossiblePlayerBattleAction> & getPossibleActions() const;
  88. void removePossibleAction(PossiblePlayerBattleAction);
  89. /// inserts possible action in the beginning in order to prioritize it
  90. void pushFrontPossibleAction(PossiblePlayerBattleAction);
  91. /// resets possible actions to original state
  92. void resetCurrentStackPossibleActions();
  93. };