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/*
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* BattleEffectsController.h, part of VCMI engine
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2022-11-24 16:30:04 +02:00
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../../lib/battle/BattleHex.h"
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#include "../../lib/Point.h"
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#include "BattleConstants.h"
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2022-11-29 02:00:08 +02:00
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VCMI_LIB_NAMESPACE_BEGIN
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class BattleAction;
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struct BattleTriggerEffect;
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VCMI_LIB_NAMESPACE_END
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struct ColorMuxerEffect;
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class CAnimation;
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class Canvas;
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class BattleInterface;
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class BattleRenderer;
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class EffectAnimation;
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/// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
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struct BattleEffect
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{
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enum class AnimType : ui8
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{
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DEFAULT = 0, //If we have such animation
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REVERSE = 1 //Reverse DEFAULT will be used
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};
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AnimType type;
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Point pos; //position on the screen
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float currentFrame;
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std::shared_ptr<CAnimation> animation;
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int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
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BattleHex tile; //Indicates if effect which hex the effect is drawn on
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};
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/// Controls rendering of effects in battle, e.g. from spells, abilities and various other actions like morale
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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)
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std::vector<BattleEffect> battleEffects;
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std::map<std::string, ColorMuxerEffect> colorMuxerEffects;
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void loadColorMuxers();
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public:
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const ColorMuxerEffect &getMuxerEffect(const std::string & name);
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BattleEffectsController(BattleInterface & owner);
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void startAction(const BattleAction* action);
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//displays custom effect on the battlefield
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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);
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void collectRenderableObjects(BattleRenderer & renderer);
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friend class EffectAnimation;
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};
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