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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-15 00:05:02 +02:00

Renamed most of classes in client/battle directory to match current code

style
This commit is contained in:
Ivan Savenko
2022-12-09 13:26:17 +02:00
parent a06d7ec80e
commit 3f9a0a855e
29 changed files with 468 additions and 477 deletions

View File

@ -31,23 +31,23 @@
#include "../../lib/IGameEventsReceiver.h"
#include "../../lib/CGeneralTextHandler.h"
CBattleEffectsController::CBattleEffectsController(CBattleInterface * owner):
BattleEffectsController::BattleEffectsController(BattleInterface * owner):
owner(owner)
{}
void CBattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect, const BattleHex & destTile)
void BattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect, const BattleHex & destTile)
{
displayEffect(effect, soundBase::invalid, destTile);
}
void CBattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect, uint32_t soundID, const BattleHex & destTile)
void BattleEffectsController::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)
void BattleEffectsController::displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects)
{
for(const CustomEffectInfo & one : customEffects)
{
@ -60,7 +60,7 @@ void CBattleEffectsController::displayCustomEffects(const std::vector<CustomEffe
}
}
void CBattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bte)
void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bte)
{
const CStack * stack = owner->curInt->cb->battleGetStackByID(bte.stackID);
if(!stack)
@ -98,7 +98,7 @@ void CBattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & b
//waitForAnims(); //fixme: freezes game :?
}
void CBattleEffectsController::startAction(const BattleAction* action)
void BattleEffectsController::startAction(const BattleAction* action)
{
const CStack *stack = owner->curInt->cb->battleGetStackByID(action->stackNumber);
@ -123,11 +123,11 @@ void CBattleEffectsController::startAction(const BattleAction* action)
}
}
void CBattleEffectsController::collectRenderableObjects(CBattleRenderer & renderer)
void BattleEffectsController::collectRenderableObjects(BattleRenderer & renderer)
{
for (auto & elem : battleEffects)
{
renderer.insert( EBattleFieldLayer::EFFECTS, elem.position, [&elem](CBattleRenderer::RendererPtr canvas)
renderer.insert( EBattleFieldLayer::EFFECTS, elem.position, [&elem](BattleRenderer::RendererPtr canvas)
{
int currentFrame = static_cast<int>(floor(elem.currentFrame));
currentFrame %= elem.animation->size();