CBattleEffectsController.cpp 4.5 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 "CBattleStacksController.h"
  17. #include "../gui/CAnimation.h"
  18. #include "../CMusicHandler.h"
  19. #include "../CGameInfo.h"
  20. #include "../CPlayerInterface.h"
  21. #include "../../CCallback.h"
  22. #include "../../lib/battle/BattleAction.h"
  23. #include "../../lib/NetPacks.h"
  24. #include "../../lib/CStack.h"
  25. #include "../../lib/IGameEventsReceiver.h"
  26. #include "../../lib/CGeneralTextHandler.h"
  27. CBattleEffectsController::CBattleEffectsController(CBattleInterface * owner):
  28. owner(owner)
  29. {}
  30. void CBattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect, const BattleHex & destTile)
  31. {
  32. std::string customAnim = graphics->battleACToDef[effect][0];
  33. owner->stacksController->addNewAnim(new CEffectAnimation(owner, customAnim, destTile));
  34. }
  35. void CBattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect, uint32_t soundID, const BattleHex & destTile)
  36. {
  37. displayEffect(effect, destTile);
  38. if(soundBase::soundID(soundID) != soundBase::invalid )
  39. CCS->soundh->playSound(soundBase::soundID(soundID));
  40. }
  41. void CBattleEffectsController::displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects)
  42. {
  43. for(const CustomEffectInfo & one : customEffects)
  44. {
  45. if(one.sound != 0)
  46. CCS->soundh->playSound(soundBase::soundID(one.sound));
  47. const CStack * s = owner->curInt->cb->battleGetStackByID(one.stack, false);
  48. if(s && one.effect != 0)
  49. displayEffect(EBattleEffect::EBattleEffect(one.effect), s->getPosition());
  50. }
  51. }
  52. void CBattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bte)
  53. {
  54. const CStack * stack = owner->curInt->cb->battleGetStackByID(bte.stackID);
  55. if(!stack)
  56. {
  57. logGlobal->error("Invalid stack ID %d", bte.stackID);
  58. return;
  59. }
  60. //don't show animation when no HP is regenerated
  61. switch(bte.effect)
  62. {
  63. //TODO: move to bonus type handler
  64. case Bonus::HP_REGENERATION:
  65. displayEffect(EBattleEffect::REGENERATION, soundBase::REGENER, stack->getPosition());
  66. break;
  67. case Bonus::MANA_DRAIN:
  68. displayEffect(EBattleEffect::MANA_DRAIN, soundBase::MANADRAI, stack->getPosition());
  69. break;
  70. case Bonus::POISON:
  71. displayEffect(EBattleEffect::POISON, soundBase::POISON, stack->getPosition());
  72. break;
  73. case Bonus::FEAR:
  74. displayEffect(EBattleEffect::FEAR, soundBase::FEAR, stack->getPosition());
  75. break;
  76. case Bonus::MORALE:
  77. {
  78. std::string hlp = CGI->generaltexth->allTexts[33];
  79. boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
  80. displayEffect(EBattleEffect::GOOD_MORALE, soundBase::GOODMRLE, stack->getPosition());
  81. owner->controlPanel->console->addText(hlp);
  82. break;
  83. }
  84. default:
  85. return;
  86. }
  87. //waitForAnims(); //fixme: freezes game :?
  88. }
  89. void CBattleEffectsController::startAction(const BattleAction* action)
  90. {
  91. const CStack *stack = owner->curInt->cb->battleGetStackByID(action->stackNumber);
  92. int txtid = 0;
  93. switch(action->actionType)
  94. {
  95. case EActionType::WAIT:
  96. txtid = 136;
  97. break;
  98. case EActionType::BAD_MORALE:
  99. txtid = -34; //negative -> no separate singular/plural form
  100. displayEffect(EBattleEffect::BAD_MORALE, soundBase::BADMRLE, stack->getPosition());
  101. break;
  102. }
  103. if(txtid != 0)
  104. owner->controlPanel->console->addText(stack->formatGeneralMessage(txtid));
  105. //displaying special abilities
  106. auto actionTarget = action->getTarget(owner->curInt->cb.get());
  107. switch(action->actionType)
  108. {
  109. case EActionType::STACK_HEAL:
  110. displayEffect(EBattleEffect::REGENERATION, soundBase::REGENER, actionTarget.at(0).hexValue);
  111. break;
  112. }
  113. }
  114. void CBattleEffectsController::showBattlefieldObjects(SDL_Surface *to, const BattleHex & destTile)
  115. {
  116. for (auto & elem : battleEffects)
  117. {
  118. if (!elem.position.isValid() && destTile != BattleHex::HEX_AFTER_ALL)
  119. continue;
  120. if (elem.position.isValid() && elem.position != destTile)
  121. continue;
  122. int currentFrame = static_cast<int>(floor(elem.currentFrame));
  123. currentFrame %= elem.animation->size();
  124. auto img = elem.animation->getImage(currentFrame);
  125. SDL_Rect temp_rect = genRect(img->height(), img->width(), elem.x, elem.y);
  126. img->draw(to, &temp_rect, nullptr);
  127. }
  128. }