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Moved battle effects into a new class
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@ -13,6 +13,7 @@
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#include "windows/CAdvmapInterface.h"
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#include "battle/CBattleInterface.h"
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#include "battle/CBattleEffectsController.h"
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#include "battle/CBattleFieldController.h"
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#include "battle/CBattleInterfaceClasses.h"
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#include "battle/CBattleControlPanel.h"
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@ -768,7 +769,7 @@ void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units
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}
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}
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battleInt->displayCustomEffects(customEffects);
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battleInt->effectsController->displayCustomEffects(customEffects);
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}
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void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
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@ -959,7 +960,7 @@ void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
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//TODO why is this different (no return on LOPLINT != this) ?
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RETURN_IF_QUICK_COMBAT;
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battleInt->battleTriggerEffect(bte);
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battleInt->effectsController->battleTriggerEffect(bte);
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}
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void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
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{
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@ -974,7 +975,7 @@ void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacke
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if(elem.isEffect())
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{
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if(defender && !elem.isSecondary())
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battleInt->displayEffect(elem.effect, defender->getPosition());
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battleInt->effectsController->displayEffect(EBattleEffect::EBattleEffect(elem.effect), defender->getPosition());
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}
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if(elem.isSpell())
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{
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@ -1010,14 +1011,12 @@ void CPlayerInterface::battleAttack(const BattleAttack * ba)
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if(ba->lucky()) //lucky hit
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{
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battleInt->controlPanel->console->addText(attacker->formatGeneralMessage(-45));
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battleInt->displayEffect(18, attacker->getPosition());
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CCS->soundh->playSound(soundBase::GOODLUCK);
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battleInt->effectsController->displayEffect(EBattleEffect::GOOD_LUCK, soundBase::GOODLUCK, attacker->getPosition());
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}
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if(ba->unlucky()) //unlucky hit
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{
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battleInt->controlPanel->console->addText(attacker->formatGeneralMessage(-44));
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battleInt->displayEffect(48, attacker->getPosition());
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CCS->soundh->playSound(soundBase::BADLUCK);
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battleInt->effectsController->displayEffect(EBattleEffect::BAD_LUCK, soundBase::BADLUCK, attacker->getPosition());
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}
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if(ba->deathBlow())
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{
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@ -1025,12 +1024,12 @@ void CPlayerInterface::battleAttack(const BattleAttack * ba)
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for(auto & elem : ba->bsa)
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{
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const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
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battleInt->displayEffect(73, attacked->getPosition());
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battleInt->effectsController->displayEffect(EBattleEffect::DEATH_BLOW, attacked->getPosition());
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}
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CCS->soundh->playSound(soundBase::deathBlow);
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}
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battleInt->displayCustomEffects(ba->customEffects);
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battleInt->effectsController->displayCustomEffects(ba->customEffects);
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battleInt->waitForAnims();
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