CBattleEffectsController.cpp 4.3 KB

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  1. /*
  2. * CBattleEffectsController.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CBattleEffectsController.h"
  12. #include "CBattleAnimations.h"
  13. #include "CBattleControlPanel.h"
  14. #include "CBattleInterface.h"
  15. #include "CBattleInterfaceClasses.h"
  16. #include "CBattleFieldController.h"
  17. #include "CBattleStacksController.h"
  18. #include "../CMusicHandler.h"
  19. #include "../CGameInfo.h"
  20. #include "../CPlayerInterface.h"
  21. #include "../gui/CAnimation.h"
  22. #include "../gui/CCanvas.h"
  23. #include "../../CCallback.h"
  24. #include "../../lib/battle/BattleAction.h"
  25. #include "../../lib/NetPacks.h"
  26. #include "../../lib/CStack.h"
  27. #include "../../lib/IGameEventsReceiver.h"
  28. #include "../../lib/CGeneralTextHandler.h"
  29. CBattleEffectsController::CBattleEffectsController(CBattleInterface * owner):
  30. owner(owner)
  31. {}
  32. void CBattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect, const BattleHex & destTile)
  33. {
  34. displayEffect(effect, soundBase::invalid, destTile);
  35. }
  36. void CBattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect, uint32_t soundID, const BattleHex & destTile)
  37. {
  38. std::string customAnim = graphics->battleACToDef[effect][0];
  39. owner->stacksController->addNewAnim(new CPointEffectAnimation(owner, soundBase::soundID(soundID), customAnim, destTile));
  40. }
  41. void CBattleEffectsController::displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects)
  42. {
  43. for(const CustomEffectInfo & one : customEffects)
  44. {
  45. const CStack * s = owner->curInt->cb->battleGetStackByID(one.stack, false);
  46. assert(s);
  47. assert(one.effect != 0);
  48. displayEffect(EBattleEffect::EBattleEffect(one.effect), soundBase::soundID(one.sound), s->getPosition());
  49. }
  50. }
  51. void CBattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bte)
  52. {
  53. const CStack * stack = owner->curInt->cb->battleGetStackByID(bte.stackID);
  54. if(!stack)
  55. {
  56. logGlobal->error("Invalid stack ID %d", bte.stackID);
  57. return;
  58. }
  59. //don't show animation when no HP is regenerated
  60. switch(bte.effect)
  61. {
  62. //TODO: move to bonus type handler
  63. case Bonus::HP_REGENERATION:
  64. displayEffect(EBattleEffect::REGENERATION, soundBase::REGENER, stack->getPosition());
  65. break;
  66. case Bonus::MANA_DRAIN:
  67. displayEffect(EBattleEffect::MANA_DRAIN, soundBase::MANADRAI, stack->getPosition());
  68. break;
  69. case Bonus::POISON:
  70. displayEffect(EBattleEffect::POISON, soundBase::POISON, stack->getPosition());
  71. break;
  72. case Bonus::FEAR:
  73. displayEffect(EBattleEffect::FEAR, soundBase::FEAR, stack->getPosition());
  74. break;
  75. case Bonus::MORALE:
  76. {
  77. std::string hlp = CGI->generaltexth->allTexts[33];
  78. boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
  79. displayEffect(EBattleEffect::GOOD_MORALE, soundBase::GOODMRLE, stack->getPosition());
  80. owner->controlPanel->console->addText(hlp);
  81. break;
  82. }
  83. default:
  84. return;
  85. }
  86. //waitForAnims(); //fixme: freezes game :?
  87. }
  88. void CBattleEffectsController::startAction(const BattleAction* action)
  89. {
  90. const CStack *stack = owner->curInt->cb->battleGetStackByID(action->stackNumber);
  91. switch(action->actionType)
  92. {
  93. case EActionType::WAIT:
  94. owner->controlPanel->console->addText(stack->formatGeneralMessage(136));
  95. break;
  96. case EActionType::BAD_MORALE:
  97. owner->controlPanel->console->addText(stack->formatGeneralMessage(-34));
  98. displayEffect(EBattleEffect::BAD_MORALE, soundBase::BADMRLE, stack->getPosition());
  99. break;
  100. }
  101. //displaying special abilities
  102. auto actionTarget = action->getTarget(owner->curInt->cb.get());
  103. switch(action->actionType)
  104. {
  105. case EActionType::STACK_HEAL:
  106. displayEffect(EBattleEffect::REGENERATION, soundBase::REGENER, actionTarget.at(0).hexValue);
  107. break;
  108. }
  109. }
  110. void CBattleEffectsController::collectRenderableObjects(CBattleFieldRenderer & renderer)
  111. {
  112. for (auto & elem : battleEffects)
  113. {
  114. renderer.insert( EBattleFieldLayer::EFFECTS, elem.position, [&elem](CBattleFieldRenderer::RendererPtr canvas)
  115. {
  116. int currentFrame = static_cast<int>(floor(elem.currentFrame));
  117. currentFrame %= elem.animation->size();
  118. auto img = elem.animation->getImage(currentFrame);
  119. canvas->draw(img, Point(elem.x, elem.y));
  120. });
  121. }
  122. }