BattleEffectsController.cpp 4.6 KB

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  1. /*
  2. * BattleEffectsController.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 "BattleEffectsController.h"
  12. #include "BattleAnimationClasses.h"
  13. #include "BattleControlPanel.h"
  14. #include "BattleInterface.h"
  15. #include "BattleInterfaceClasses.h"
  16. #include "BattleFieldController.h"
  17. #include "BattleStacksController.h"
  18. #include "BattleRenderer.h"
  19. #include "../CMusicHandler.h"
  20. #include "../CGameInfo.h"
  21. #include "../CPlayerInterface.h"
  22. #include "../gui/CAnimation.h"
  23. #include "../gui/Canvas.h"
  24. #include "../../CCallback.h"
  25. #include "../../lib/battle/BattleAction.h"
  26. #include "../../lib/NetPacks.h"
  27. #include "../../lib/CStack.h"
  28. #include "../../lib/IGameEventsReceiver.h"
  29. #include "../../lib/CGeneralTextHandler.h"
  30. BattleEffectsController::BattleEffectsController(BattleInterface & owner):
  31. owner(owner)
  32. {}
  33. void BattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect, const BattleHex & destTile)
  34. {
  35. displayEffect(effect, soundBase::invalid, destTile);
  36. }
  37. void BattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect, uint32_t soundID, const BattleHex & destTile)
  38. {
  39. std::string customAnim = graphics->battleACToDef[effect][0];
  40. owner.stacksController->addNewAnim(new PointEffectAnimation(owner, soundBase::stringsList()[soundID], customAnim, destTile));
  41. }
  42. void BattleEffectsController::displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects)
  43. {
  44. for(const CustomEffectInfo & one : customEffects)
  45. {
  46. const CStack * s = owner.curInt->cb->battleGetStackByID(one.stack, false);
  47. assert(s);
  48. assert(one.effect != 0);
  49. displayEffect(EBattleEffect::EBattleEffect(one.effect), soundBase::soundID(one.sound), s->getPosition());
  50. }
  51. }
  52. void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bte)
  53. {
  54. assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
  55. const CStack * stack = owner.curInt->cb->battleGetStackByID(bte.stackID);
  56. if(!stack)
  57. {
  58. logGlobal->error("Invalid stack ID %d", bte.stackID);
  59. return;
  60. }
  61. //don't show animation when no HP is regenerated
  62. switch(bte.effect)
  63. {
  64. //TODO: move to bonus type handler
  65. case Bonus::HP_REGENERATION:
  66. displayEffect(EBattleEffect::REGENERATION, soundBase::REGENER, stack->getPosition());
  67. break;
  68. case Bonus::MANA_DRAIN:
  69. displayEffect(EBattleEffect::MANA_DRAIN, soundBase::MANADRAI, stack->getPosition());
  70. break;
  71. case Bonus::POISON:
  72. displayEffect(EBattleEffect::POISON, soundBase::POISON, stack->getPosition());
  73. break;
  74. case Bonus::FEAR:
  75. displayEffect(EBattleEffect::FEAR, soundBase::FEAR, stack->getPosition());
  76. break;
  77. case Bonus::MORALE:
  78. {
  79. std::string hlp = CGI->generaltexth->allTexts[33];
  80. boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
  81. displayEffect(EBattleEffect::GOOD_MORALE, soundBase::GOODMRLE, stack->getPosition());
  82. owner.controlPanel->console->addText(hlp);
  83. break;
  84. }
  85. default:
  86. return;
  87. }
  88. owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
  89. }
  90. void BattleEffectsController::startAction(const BattleAction* action)
  91. {
  92. assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
  93. const CStack *stack = owner.curInt->cb->battleGetStackByID(action->stackNumber);
  94. switch(action->actionType)
  95. {
  96. case EActionType::WAIT:
  97. owner.controlPanel->console->addText(stack->formatGeneralMessage(136));
  98. break;
  99. case EActionType::BAD_MORALE:
  100. owner.controlPanel->console->addText(stack->formatGeneralMessage(-34));
  101. displayEffect(EBattleEffect::BAD_MORALE, soundBase::BADMRLE, stack->getPosition());
  102. break;
  103. }
  104. //displaying special abilities
  105. auto actionTarget = action->getTarget(owner.curInt->cb.get());
  106. switch(action->actionType)
  107. {
  108. case EActionType::STACK_HEAL:
  109. displayEffect(EBattleEffect::REGENERATION, soundBase::REGENER, actionTarget.at(0).hexValue);
  110. break;
  111. }
  112. owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
  113. }
  114. void BattleEffectsController::collectRenderableObjects(BattleRenderer & renderer)
  115. {
  116. for (auto & elem : battleEffects)
  117. {
  118. renderer.insert( EBattleFieldLayer::EFFECTS, elem.position, [&elem](BattleRenderer::RendererRef canvas)
  119. {
  120. int currentFrame = static_cast<int>(floor(elem.currentFrame));
  121. currentFrame %= elem.animation->size();
  122. auto img = elem.animation->getImage(currentFrame);
  123. canvas.draw(img, Point(elem.x, elem.y));
  124. });
  125. }
  126. }