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vcmi/client/battle/BattleEffectsController.h
Konstantin 7543fdf787 vcmi: add reverse effect animation type
To be used later with obstacle removal
2023-03-31 01:01:25 +03:00

75 lines
2.0 KiB
C++

/*
* 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 "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<CAnimation> 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<BattleEffect> battleEffects;
std::map<std::string, ColorMuxerEffect> 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, std::string soundFile, const BattleHex & destTile);
void battleTriggerEffect(const BattleTriggerEffect & bte);
void collectRenderableObjects(BattleRenderer & renderer);
friend class EffectAnimation;
};