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vcmi/client/battle/BattleEffectsController.cpp
2022-12-13 21:31:49 +02:00

147 lines
4.6 KiB
C++

/*
* BattleEffectsController.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "BattleEffectsController.h"
#include "BattleAnimationClasses.h"
#include "BattleControlPanel.h"
#include "BattleInterface.h"
#include "BattleInterfaceClasses.h"
#include "BattleFieldController.h"
#include "BattleStacksController.h"
#include "BattleRenderer.h"
#include "../CMusicHandler.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../gui/CAnimation.h"
#include "../gui/Canvas.h"
#include "../../CCallback.h"
#include "../../lib/battle/BattleAction.h"
#include "../../lib/NetPacks.h"
#include "../../lib/CStack.h"
#include "../../lib/IGameEventsReceiver.h"
#include "../../lib/CGeneralTextHandler.h"
BattleEffectsController::BattleEffectsController(BattleInterface & owner):
owner(owner)
{}
void BattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect, const BattleHex & destTile)
{
displayEffect(effect, soundBase::invalid, 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::stringsList()[soundID], customAnim, destTile));
}
void BattleEffectsController::displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects)
{
for(const CustomEffectInfo & one : customEffects)
{
const CStack * s = owner.curInt->cb->battleGetStackByID(one.stack, false);
assert(s);
assert(one.effect != 0);
displayEffect(EBattleEffect::EBattleEffect(one.effect), soundBase::soundID(one.sound), s->getPosition());
}
}
void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bte)
{
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
const CStack * stack = owner.curInt->cb->battleGetStackByID(bte.stackID);
if(!stack)
{
logGlobal->error("Invalid stack ID %d", bte.stackID);
return;
}
//don't show animation when no HP is regenerated
switch(bte.effect)
{
//TODO: move to bonus type handler
case Bonus::HP_REGENERATION:
displayEffect(EBattleEffect::REGENERATION, soundBase::REGENER, stack->getPosition());
break;
case Bonus::MANA_DRAIN:
displayEffect(EBattleEffect::MANA_DRAIN, soundBase::MANADRAI, stack->getPosition());
break;
case Bonus::POISON:
displayEffect(EBattleEffect::POISON, soundBase::POISON, stack->getPosition());
break;
case Bonus::FEAR:
displayEffect(EBattleEffect::FEAR, soundBase::FEAR, stack->getPosition());
break;
case Bonus::MORALE:
{
std::string hlp = CGI->generaltexth->allTexts[33];
boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
displayEffect(EBattleEffect::GOOD_MORALE, soundBase::GOODMRLE, stack->getPosition());
owner.controlPanel->console->addText(hlp);
break;
}
default:
return;
}
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
}
void BattleEffectsController::startAction(const BattleAction* action)
{
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
const CStack *stack = owner.curInt->cb->battleGetStackByID(action->stackNumber);
switch(action->actionType)
{
case EActionType::WAIT:
owner.controlPanel->console->addText(stack->formatGeneralMessage(136));
break;
case EActionType::BAD_MORALE:
owner.controlPanel->console->addText(stack->formatGeneralMessage(-34));
displayEffect(EBattleEffect::BAD_MORALE, soundBase::BADMRLE, stack->getPosition());
break;
}
//displaying special abilities
auto actionTarget = action->getTarget(owner.curInt->cb.get());
switch(action->actionType)
{
case EActionType::STACK_HEAL:
displayEffect(EBattleEffect::REGENERATION, soundBase::REGENER, actionTarget.at(0).hexValue);
break;
}
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
}
void BattleEffectsController::collectRenderableObjects(BattleRenderer & renderer)
{
for (auto & elem : battleEffects)
{
renderer.insert( EBattleFieldLayer::EFFECTS, elem.position, [&elem](BattleRenderer::RendererRef canvas)
{
int currentFrame = static_cast<int>(floor(elem.currentFrame));
currentFrame %= elem.animation->size();
auto img = elem.animation->getImage(currentFrame);
canvas.draw(img, Point(elem.x, elem.y));
});
}
}