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vcmi/client/battle/CBattleEffectsController.h
Ivan Savenko 0cae259f53 Most of rendering in BattleInt is done via canvas
- refactoring of CBattleStacksController.cpp
- moved EAlignment enum to Geometries.h from CIntObject
- renamed EAlignment to ETextAlignment, to avoid conflict with good/evil
alignemt
- ETextAlignment is now enum class
2022-11-26 23:12:20 +02:00

77 lines
2.2 KiB
C++

/*
* CBattleEffectsController.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"
struct SDL_Surface;
class BattleAction;
class CAnimation;
class CCanvas;
class CBattleInterface;
struct BattleObjectsByHex;
struct CustomEffectInfo;
struct BattleTriggerEffect;
class CEffectAnimation;
namespace EBattleEffect
{
enum EBattleEffect
{
// list of battle effects that have hardcoded triggers
FEAR = 15,
GOOD_LUCK = 18,
GOOD_MORALE = 20,
BAD_MORALE = 30,
BAD_LUCK = 48,
RESURRECT = 50,
POISON = 67,
DEATH_BLOW = 73,
REGENERATION = 74,
MANA_DRAIN = 77,
INVALID = -1,
};
}
/// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
struct BattleEffect
{
int x, y; //position on the screen
float currentFrame;
std::shared_ptr<CAnimation> animation;
int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
BattleHex position; //Indicates if effect which hex the effect is drawn on
};
class CBattleEffectsController
{
CBattleInterface * owner;
/// list of current effects that are being displayed on screen (spells & creature abilities)
std::vector<BattleEffect> battleEffects;
public:
CBattleEffectsController(CBattleInterface * owner);
void startAction(const BattleAction* action);
void displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects);
void displayEffect(EBattleEffect::EBattleEffect effect, const BattleHex & destTile); //displays custom effect on the battlefield
void displayEffect(EBattleEffect::EBattleEffect effect, uint32_t soundID, const BattleHex & destTile); //displays custom effect on the battlefield
void battleTriggerEffect(const BattleTriggerEffect & bte);
void showBattlefieldObjects(std::shared_ptr<CCanvas> canvas, const BattleHex & destTile);
friend class CEffectAnimation; // currently, battleEffects is largely managed by CEffectAnimation, TODO: move this logic into CBattleEffectsController
};