1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
vcmi/client/battle/BattleEffectsController.cpp
Ivan Savenko 1aa391fdf8 Split CGeneralTextHandler file into 1 file per class form
All text processing code is now located in lib/texts.
No changes other than code being moved around and adjustment of includes

Moved without changes:
Languages.h           -> texts/Languages.h
MetaString.*          -> texts/MetaString.*
TextOperations.*      -> texts/TextOperations.*

Split into parts:
CGeneralTextHandler.* -> texts/CGeneralTextHandler.*
                      -> texts/CLegacyConfigParser.*
                      -> texts/TextLocalizationContainer.*
                      -> texts/TextIdentifier.h
2024-07-20 12:55:17 +00:00

161 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 "BattleWindow.h"
#include "BattleInterface.h"
#include "BattleInterfaceClasses.h"
#include "BattleFieldController.h"
#include "BattleStacksController.h"
#include "BattleRenderer.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../media/ISoundPlayer.h"
#include "../render/Canvas.h"
#include "../render/CAnimation.h"
#include "../render/Graphics.h"
#include "../../CCallback.h"
#include "../../lib/battle/BattleAction.h"
#include "../../lib/filesystem/ResourcePath.h"
#include "../../lib/networkPacks/PacksForClientBattle.h"
#include "../../lib/CStack.h"
#include "../../lib/IGameEventsReceiver.h"
#include "../../lib/texts/CGeneralTextHandler.h"
BattleEffectsController::BattleEffectsController(BattleInterface & owner):
owner(owner)
{
loadColorMuxers();
}
void BattleEffectsController::displayEffect(EBattleEffect effect, const BattleHex & destTile)
{
displayEffect(effect, AudioPath(), destTile);
}
void BattleEffectsController::displayEffect(EBattleEffect effect, const AudioPath & soundFile, const BattleHex & destTile)
{
size_t effectID = static_cast<size_t>(effect);
AnimationPath customAnim = AnimationPath::builtinTODO(graphics->battleACToDef[effectID][0]);
CCS->soundh->playSound( soundFile );
owner.stacksController->addNewAnim(new EffectAnimation(owner, customAnim, destTile));
}
void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bte)
{
owner.checkForAnimations();
const CStack * stack = owner.getBattle()->battleGetStackByID(bte.stackID);
if(!stack)
{
logGlobal->error("Invalid stack ID %d", bte.stackID);
return;
}
//don't show animation when no HP is regenerated
switch(static_cast<BonusType>(bte.effect))
{
case BonusType::HP_REGENERATION:
displayEffect(EBattleEffect::REGENERATION, AudioPath::builtin("REGENER"), stack->getPosition());
break;
case BonusType::MANA_DRAIN:
displayEffect(EBattleEffect::MANA_DRAIN, AudioPath::builtin("MANADRAI"), stack->getPosition());
break;
case BonusType::POISON:
displayEffect(EBattleEffect::POISON, AudioPath::builtin("POISON"), stack->getPosition());
break;
case BonusType::FEAR:
displayEffect(EBattleEffect::FEAR, AudioPath::builtin("FEAR"), stack->getPosition());
break;
case BonusType::MORALE:
{
std::string hlp = CGI->generaltexth->allTexts[33];
boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
displayEffect(EBattleEffect::GOOD_MORALE, AudioPath::builtin("GOODMRLE"), stack->getPosition());
owner.appendBattleLog(hlp);
break;
}
default:
return;
}
owner.waitForAnimations();
}
void BattleEffectsController::startAction(const BattleAction & action)
{
owner.checkForAnimations();
const CStack *stack = owner.getBattle()->battleGetStackByID(action.stackNumber);
switch(action.actionType)
{
case EActionType::WAIT:
owner.appendBattleLog(stack->formatGeneralMessage(136));
break;
case EActionType::BAD_MORALE:
owner.appendBattleLog(stack->formatGeneralMessage(-34));
displayEffect(EBattleEffect::BAD_MORALE, AudioPath::builtin("BADMRLE"), stack->getPosition());
break;
}
owner.waitForAnimations();
}
void BattleEffectsController::collectRenderableObjects(BattleRenderer & renderer)
{
for (auto & elem : battleEffects)
{
renderer.insert( EBattleFieldLayer::EFFECTS, elem.tile, [&elem](BattleRenderer::RendererRef canvas)
{
int currentFrame = static_cast<int>(floor(elem.currentFrame));
currentFrame %= elem.animation->size();
auto img = elem.animation->getImage(currentFrame, static_cast<size_t>(elem.type));
canvas.draw(img, elem.pos);
});
}
}
void BattleEffectsController::loadColorMuxers()
{
const JsonNode config(JsonPath::builtin("config/battleEffects.json"));
for(auto & muxer : config["colorMuxers"].Struct())
{
ColorMuxerEffect effect;
std::string identifier = muxer.first;
for (const JsonNode & entry : muxer.second.Vector() )
{
effect.timePoints.push_back(entry["time"].Float());
effect.filters.push_back(ColorFilter::genFromJson(entry));
}
colorMuxerEffects[identifier] = effect;
}
}
const ColorMuxerEffect & BattleEffectsController::getMuxerEffect(const std::string & name)
{
static const ColorMuxerEffect emptyEffect;
if (colorMuxerEffects.count(name))
return colorMuxerEffects[name];
logAnim->error("Failed to find color muxer effect named '%s'!", name);
return emptyEffect;
}