BattleEffectsController.cpp 4.2 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 effect, const BattleHex & destTile)
  34. {
  35. displayEffect(effect, soundBase::invalid, destTile);
  36. }
  37. void BattleEffectsController::displayEffect(EBattleEffect effect, uint32_t soundID, const BattleHex & destTile)
  38. {
  39. size_t effectID = static_cast<size_t>(effect);
  40. std::string customAnim = graphics->battleACToDef[effectID][0];
  41. owner.stacksController->addNewAnim(new PointEffectAnimation(owner, soundBase::stringsList()[soundID], customAnim, destTile));
  42. }
  43. void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bte)
  44. {
  45. assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
  46. const CStack * stack = owner.curInt->cb->battleGetStackByID(bte.stackID);
  47. if(!stack)
  48. {
  49. logGlobal->error("Invalid stack ID %d", bte.stackID);
  50. return;
  51. }
  52. //don't show animation when no HP is regenerated
  53. switch(bte.effect)
  54. {
  55. case Bonus::HP_REGENERATION:
  56. displayEffect(EBattleEffect::REGENERATION, soundBase::REGENER, stack->getPosition());
  57. break;
  58. case Bonus::MANA_DRAIN:
  59. displayEffect(EBattleEffect::MANA_DRAIN, soundBase::MANADRAI, stack->getPosition());
  60. break;
  61. case Bonus::POISON:
  62. displayEffect(EBattleEffect::POISON, soundBase::POISON, stack->getPosition());
  63. break;
  64. case Bonus::FEAR:
  65. displayEffect(EBattleEffect::FEAR, soundBase::FEAR, stack->getPosition());
  66. break;
  67. case Bonus::MORALE:
  68. {
  69. std::string hlp = CGI->generaltexth->allTexts[33];
  70. boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
  71. displayEffect(EBattleEffect::GOOD_MORALE, soundBase::GOODMRLE, stack->getPosition());
  72. owner.controlPanel->console->addText(hlp);
  73. break;
  74. }
  75. default:
  76. return;
  77. }
  78. owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
  79. }
  80. void BattleEffectsController::startAction(const BattleAction* action)
  81. {
  82. assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
  83. const CStack *stack = owner.curInt->cb->battleGetStackByID(action->stackNumber);
  84. switch(action->actionType)
  85. {
  86. case EActionType::WAIT:
  87. owner.controlPanel->console->addText(stack->formatGeneralMessage(136));
  88. break;
  89. case EActionType::BAD_MORALE:
  90. owner.controlPanel->console->addText(stack->formatGeneralMessage(-34));
  91. displayEffect(EBattleEffect::BAD_MORALE, soundBase::BADMRLE, stack->getPosition());
  92. break;
  93. }
  94. //displaying special abilities
  95. auto actionTarget = action->getTarget(owner.curInt->cb.get());
  96. switch(action->actionType)
  97. {
  98. case EActionType::STACK_HEAL:
  99. displayEffect(EBattleEffect::REGENERATION, soundBase::REGENER, actionTarget.at(0).hexValue);
  100. break;
  101. }
  102. owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
  103. }
  104. void BattleEffectsController::collectRenderableObjects(BattleRenderer & renderer)
  105. {
  106. for (auto & elem : battleEffects)
  107. {
  108. renderer.insert( EBattleFieldLayer::EFFECTS, elem.position, [&elem](BattleRenderer::RendererRef canvas)
  109. {
  110. int currentFrame = static_cast<int>(floor(elem.currentFrame));
  111. currentFrame %= elem.animation->size();
  112. auto img = elem.animation->getImage(currentFrame);
  113. canvas.draw(img, Point(elem.x, elem.y));
  114. });
  115. }
  116. }