/* * BattleEffectsController.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/BattleHex.h" #include "../../lib/Point.h" #include "../../lib/filesystem/ResourcePath.h" #include "BattleConstants.h" VCMI_LIB_NAMESPACE_BEGIN class BattleAction; struct BattleTriggerEffect; VCMI_LIB_NAMESPACE_END struct ColorMuxerEffect; class CAnimation; class Canvas; class BattleInterface; class BattleRenderer; class EffectAnimation; /// 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 float currentFrame; std::shared_ptr animation; int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim BattleHex tile; //Indicates if effect which hex the effect is drawn on }; /// Controls rendering of effects in battle, e.g. from spells, abilities and various other actions like morale class BattleEffectsController { BattleInterface & owner; /// list of current effects that are being displayed on screen (spells & creature abilities) std::vector battleEffects; std::map colorMuxerEffects; void loadColorMuxers(); public: const ColorMuxerEffect &getMuxerEffect(const std::string & name); BattleEffectsController(BattleInterface & owner); void startAction(const BattleAction & action); //displays custom effect on the battlefield void displayEffect(EBattleEffect effect, const BattleHex & destTile); void displayEffect(EBattleEffect effect, const AudioPath & soundFile, const BattleHex & destTile); void battleTriggerEffect(const BattleTriggerEffect & bte); void collectRenderableObjects(BattleRenderer & renderer); friend class EffectAnimation; };