mirror of
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147 lines
4.6 KiB
C++
147 lines
4.6 KiB
C++
/*
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* BattleEffectsController.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "BattleEffectsController.h"
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#include "BattleAnimationClasses.h"
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#include "BattleControlPanel.h"
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#include "BattleInterface.h"
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#include "BattleInterfaceClasses.h"
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#include "BattleFieldController.h"
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#include "BattleStacksController.h"
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#include "BattleRenderer.h"
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#include "../CMusicHandler.h"
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#include "../CGameInfo.h"
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#include "../CPlayerInterface.h"
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#include "../gui/CAnimation.h"
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#include "../gui/Canvas.h"
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#include "../../CCallback.h"
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#include "../../lib/battle/BattleAction.h"
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#include "../../lib/NetPacks.h"
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#include "../../lib/CStack.h"
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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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owner(owner)
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{}
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void BattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect, const BattleHex & destTile)
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{
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displayEffect(effect, soundBase::invalid, destTile);
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}
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void BattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect, uint32_t soundID, const BattleHex & destTile)
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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::stringsList()[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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assert(s);
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assert(one.effect != 0);
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displayEffect(EBattleEffect::EBattleEffect(one.effect), soundBase::soundID(one.sound), s->getPosition());
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}
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}
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void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bte)
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{
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assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
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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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return;
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}
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//don't show animation when no HP is regenerated
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switch(bte.effect)
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{
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//TODO: move to bonus type handler
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case Bonus::HP_REGENERATION:
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displayEffect(EBattleEffect::REGENERATION, soundBase::REGENER, stack->getPosition());
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break;
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case Bonus::MANA_DRAIN:
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displayEffect(EBattleEffect::MANA_DRAIN, soundBase::MANADRAI, stack->getPosition());
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break;
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case Bonus::POISON:
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displayEffect(EBattleEffect::POISON, soundBase::POISON, stack->getPosition());
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break;
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case Bonus::FEAR:
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displayEffect(EBattleEffect::FEAR, soundBase::FEAR, stack->getPosition());
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break;
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case Bonus::MORALE:
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{
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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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break;
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}
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default:
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return;
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}
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owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
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}
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void BattleEffectsController::startAction(const BattleAction* action)
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{
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assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
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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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break;
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case EActionType::BAD_MORALE:
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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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switch(action->actionType)
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{
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case EActionType::STACK_HEAL:
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displayEffect(EBattleEffect::REGENERATION, soundBase::REGENER, actionTarget.at(0).hexValue);
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break;
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}
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owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
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}
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void BattleEffectsController::collectRenderableObjects(BattleRenderer & renderer)
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{
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for (auto & elem : battleEffects)
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{
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renderer.insert( EBattleFieldLayer::EFFECTS, elem.position, [&elem](BattleRenderer::RendererRef canvas)
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{
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int currentFrame = static_cast<int>(floor(elem.currentFrame));
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currentFrame %= elem.animation->size();
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auto img = elem.animation->getImage(currentFrame);
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canvas.draw(img, Point(elem.x, elem.y));
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});
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}
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}
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