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- /*
- * BattleEffectsController.cpp, 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
- *
- */
- #include "StdInc.h"
- #include "BattleEffectsController.h"
- #include "BattleAnimationClasses.h"
- #include "BattleControlPanel.h"
- #include "BattleInterface.h"
- #include "BattleInterfaceClasses.h"
- #include "BattleFieldController.h"
- #include "BattleStacksController.h"
- #include "BattleRenderer.h"
- #include "../CMusicHandler.h"
- #include "../CGameInfo.h"
- #include "../CPlayerInterface.h"
- #include "../gui/CAnimation.h"
- #include "../gui/Canvas.h"
- #include "../../CCallback.h"
- #include "../../lib/battle/BattleAction.h"
- #include "../../lib/NetPacks.h"
- #include "../../lib/CStack.h"
- #include "../../lib/IGameEventsReceiver.h"
- #include "../../lib/CGeneralTextHandler.h"
- BattleEffectsController::BattleEffectsController(BattleInterface & owner):
- owner(owner)
- {}
- void BattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect, const BattleHex & destTile)
- {
- displayEffect(effect, soundBase::invalid, destTile);
- }
- void BattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect, uint32_t soundID, const BattleHex & destTile)
- {
- std::string customAnim = graphics->battleACToDef[effect][0];
- owner.stacksController->addNewAnim(new CPointEffectAnimation(owner, soundBase::soundID(soundID), customAnim, destTile));
- }
- void BattleEffectsController::displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects)
- {
- for(const CustomEffectInfo & one : customEffects)
- {
- const CStack * s = owner.curInt->cb->battleGetStackByID(one.stack, false);
- assert(s);
- assert(one.effect != 0);
- displayEffect(EBattleEffect::EBattleEffect(one.effect), soundBase::soundID(one.sound), s->getPosition());
- }
- }
- void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bte)
- {
- const CStack * stack = owner.curInt->cb->battleGetStackByID(bte.stackID);
- if(!stack)
- {
- logGlobal->error("Invalid stack ID %d", bte.stackID);
- return;
- }
- //don't show animation when no HP is regenerated
- switch(bte.effect)
- {
- //TODO: move to bonus type handler
- case Bonus::HP_REGENERATION:
- displayEffect(EBattleEffect::REGENERATION, soundBase::REGENER, stack->getPosition());
- break;
- case Bonus::MANA_DRAIN:
- displayEffect(EBattleEffect::MANA_DRAIN, soundBase::MANADRAI, stack->getPosition());
- break;
- case Bonus::POISON:
- displayEffect(EBattleEffect::POISON, soundBase::POISON, stack->getPosition());
- break;
- case Bonus::FEAR:
- displayEffect(EBattleEffect::FEAR, soundBase::FEAR, stack->getPosition());
- break;
- case Bonus::MORALE:
- {
- std::string hlp = CGI->generaltexth->allTexts[33];
- boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
- displayEffect(EBattleEffect::GOOD_MORALE, soundBase::GOODMRLE, stack->getPosition());
- owner.controlPanel->console->addText(hlp);
- break;
- }
- default:
- return;
- }
- //waitForAnims(); //fixme: freezes game :?
- }
- void BattleEffectsController::startAction(const BattleAction* action)
- {
- const CStack *stack = owner.curInt->cb->battleGetStackByID(action->stackNumber);
- switch(action->actionType)
- {
- case EActionType::WAIT:
- owner.controlPanel->console->addText(stack->formatGeneralMessage(136));
- break;
- case EActionType::BAD_MORALE:
- owner.controlPanel->console->addText(stack->formatGeneralMessage(-34));
- displayEffect(EBattleEffect::BAD_MORALE, soundBase::BADMRLE, stack->getPosition());
- break;
- }
- //displaying special abilities
- auto actionTarget = action->getTarget(owner.curInt->cb.get());
- switch(action->actionType)
- {
- case EActionType::STACK_HEAL:
- displayEffect(EBattleEffect::REGENERATION, soundBase::REGENER, actionTarget.at(0).hexValue);
- break;
- }
- }
- void BattleEffectsController::collectRenderableObjects(BattleRenderer & renderer)
- {
- for (auto & elem : battleEffects)
- {
- renderer.insert( EBattleFieldLayer::EFFECTS, elem.position, [&elem](BattleRenderer::RendererPtr canvas)
- {
- int currentFrame = static_cast<int>(floor(elem.currentFrame));
- currentFrame %= elem.animation->size();
- auto img = elem.animation->getImage(currentFrame);
- canvas.draw(img, Point(elem.x, elem.y));
- });
- }
- }
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