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Applied suggestions from review
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@ -31,7 +31,7 @@
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#include "../../lib/IGameEventsReceiver.h"
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#include "../../lib/CGeneralTextHandler.h"
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BattleEffectsController::BattleEffectsController(BattleInterface * owner):
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BattleEffectsController::BattleEffectsController(BattleInterface & owner):
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owner(owner)
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{}
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@ -44,14 +44,14 @@ void BattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect,
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{
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std::string customAnim = graphics->battleACToDef[effect][0];
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owner->stacksController->addNewAnim(new CPointEffectAnimation(owner, soundBase::soundID(soundID), customAnim, destTile));
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owner.stacksController->addNewAnim(new CPointEffectAnimation(owner, soundBase::soundID(soundID), customAnim, destTile));
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}
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void BattleEffectsController::displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects)
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{
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for(const CustomEffectInfo & one : customEffects)
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{
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const CStack * s = owner->curInt->cb->battleGetStackByID(one.stack, false);
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const CStack * s = owner.curInt->cb->battleGetStackByID(one.stack, false);
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assert(s);
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assert(one.effect != 0);
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@ -62,7 +62,7 @@ void BattleEffectsController::displayCustomEffects(const std::vector<CustomEffec
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void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bte)
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{
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const CStack * stack = owner->curInt->cb->battleGetStackByID(bte.stackID);
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const CStack * stack = owner.curInt->cb->battleGetStackByID(bte.stackID);
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if(!stack)
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{
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logGlobal->error("Invalid stack ID %d", bte.stackID);
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@ -89,7 +89,7 @@ void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bt
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std::string hlp = CGI->generaltexth->allTexts[33];
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boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
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displayEffect(EBattleEffect::GOOD_MORALE, soundBase::GOODMRLE, stack->getPosition());
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owner->controlPanel->console->addText(hlp);
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owner.controlPanel->console->addText(hlp);
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break;
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}
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default:
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@ -100,21 +100,21 @@ void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bt
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void BattleEffectsController::startAction(const BattleAction* action)
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{
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const CStack *stack = owner->curInt->cb->battleGetStackByID(action->stackNumber);
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const CStack *stack = owner.curInt->cb->battleGetStackByID(action->stackNumber);
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switch(action->actionType)
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{
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case EActionType::WAIT:
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owner->controlPanel->console->addText(stack->formatGeneralMessage(136));
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owner.controlPanel->console->addText(stack->formatGeneralMessage(136));
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break;
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case EActionType::BAD_MORALE:
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owner->controlPanel->console->addText(stack->formatGeneralMessage(-34));
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owner.controlPanel->console->addText(stack->formatGeneralMessage(-34));
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displayEffect(EBattleEffect::BAD_MORALE, soundBase::BADMRLE, stack->getPosition());
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break;
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}
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//displaying special abilities
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auto actionTarget = action->getTarget(owner->curInt->cb.get());
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auto actionTarget = action->getTarget(owner.curInt->cb.get());
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switch(action->actionType)
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{
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case EActionType::STACK_HEAL:
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