| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140 | /* * CBattleEffectsController.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 "CBattleEffectsController.h"#include "CBattleAnimations.h"#include "CBattleControlPanel.h"#include "CBattleInterface.h"#include "CBattleInterfaceClasses.h"#include "CBattleFieldController.h"#include "CBattleStacksController.h"#include "CBattleRenderer.h"#include "../CMusicHandler.h"#include "../CGameInfo.h"#include "../CPlayerInterface.h"#include "../gui/CAnimation.h"#include "../gui/CCanvas.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"CBattleEffectsController::CBattleEffectsController(CBattleInterface * owner):	owner(owner){}void CBattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect, const BattleHex & destTile){	displayEffect(effect, soundBase::invalid, destTile);}void CBattleEffectsController::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 CBattleEffectsController::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 CBattleEffectsController::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 CBattleEffectsController::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 CBattleEffectsController::collectRenderableObjects(CBattleRenderer & renderer){	for (auto & elem : battleEffects)	{		renderer.insert( EBattleFieldLayer::EFFECTS, elem.position, [&elem](CBattleRenderer::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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