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vcmi/client/battle/BattleEffectsController.h

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/*
* BattleEffectsController.h, part of VCMI engine
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*
* 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/BattleHex.h"
#include "../../lib/Point.h"
#include "BattleConstants.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class BattleAction;
struct BattleTriggerEffect;
VCMI_LIB_NAMESPACE_END
struct ColorMuxerEffect;
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class CAnimation;
class Canvas;
class BattleInterface;
class BattleRenderer;
class EffectAnimation;
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/// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
struct BattleEffect
{
enum class AnimType : ui8
{
DEFAULT = 0, //If we have such animation
REVERSE = 1 //Reverse DEFAULT will be used
};
AnimType type;
Point pos; //position on the screen
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float currentFrame;
std::shared_ptr<CAnimation> animation;
int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
BattleHex tile; //Indicates if effect which hex the effect is drawn on
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};
/// Controls rendering of effects in battle, e.g. from spells, abilities and various other actions like morale
class BattleEffectsController
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{
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BattleInterface & owner;
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/// list of current effects that are being displayed on screen (spells & creature abilities)
std::vector<BattleEffect> battleEffects;
std::map<std::string, ColorMuxerEffect> colorMuxerEffects;
void loadColorMuxers();
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public:
const ColorMuxerEffect &getMuxerEffect(const std::string & name);
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BattleEffectsController(BattleInterface & owner);
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void startAction(const BattleAction* action);
//displays custom effect on the battlefield
void displayEffect(EBattleEffect effect, const BattleHex & destTile);
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void displayEffect(EBattleEffect effect, std::string soundFile, const BattleHex & destTile);
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void battleTriggerEffect(const BattleTriggerEffect & bte);
void collectRenderableObjects(BattleRenderer & renderer);
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friend class EffectAnimation;
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};