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https://github.com/vcmi/vcmi.git
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1aa391fdf8
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
161 lines
4.6 KiB
C++
161 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 "BattleWindow.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 "../CGameInfo.h"
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#include "../CPlayerInterface.h"
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#include "../media/ISoundPlayer.h"
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#include "../render/Canvas.h"
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#include "../render/CAnimation.h"
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#include "../render/Graphics.h"
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#include "../../CCallback.h"
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#include "../../lib/battle/BattleAction.h"
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#include "../../lib/filesystem/ResourcePath.h"
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#include "../../lib/networkPacks/PacksForClientBattle.h"
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#include "../../lib/CStack.h"
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#include "../../lib/IGameEventsReceiver.h"
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#include "../../lib/texts/CGeneralTextHandler.h"
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BattleEffectsController::BattleEffectsController(BattleInterface & owner):
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owner(owner)
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{
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loadColorMuxers();
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}
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void BattleEffectsController::displayEffect(EBattleEffect effect, const BattleHex & destTile)
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{
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displayEffect(effect, AudioPath(), destTile);
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}
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void BattleEffectsController::displayEffect(EBattleEffect effect, const AudioPath & soundFile, const BattleHex & destTile)
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{
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size_t effectID = static_cast<size_t>(effect);
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AnimationPath customAnim = AnimationPath::builtinTODO(graphics->battleACToDef[effectID][0]);
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CCS->soundh->playSound( soundFile );
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owner.stacksController->addNewAnim(new EffectAnimation(owner, customAnim, destTile));
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}
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void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bte)
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{
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owner.checkForAnimations();
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const CStack * stack = owner.getBattle()->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(static_cast<BonusType>(bte.effect))
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{
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case BonusType::HP_REGENERATION:
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displayEffect(EBattleEffect::REGENERATION, AudioPath::builtin("REGENER"), stack->getPosition());
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break;
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case BonusType::MANA_DRAIN:
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displayEffect(EBattleEffect::MANA_DRAIN, AudioPath::builtin("MANADRAI"), stack->getPosition());
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break;
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case BonusType::POISON:
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displayEffect(EBattleEffect::POISON, AudioPath::builtin("POISON"), stack->getPosition());
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break;
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case BonusType::FEAR:
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displayEffect(EBattleEffect::FEAR, AudioPath::builtin("FEAR"), stack->getPosition());
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break;
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case BonusType::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, AudioPath::builtin("GOODMRLE"), stack->getPosition());
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owner.appendBattleLog(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.waitForAnimations();
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}
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void BattleEffectsController::startAction(const BattleAction & action)
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{
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owner.checkForAnimations();
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const CStack *stack = owner.getBattle()->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.appendBattleLog(stack->formatGeneralMessage(136));
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break;
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case EActionType::BAD_MORALE:
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owner.appendBattleLog(stack->formatGeneralMessage(-34));
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displayEffect(EBattleEffect::BAD_MORALE, AudioPath::builtin("BADMRLE"), stack->getPosition());
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break;
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}
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owner.waitForAnimations();
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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.tile, [&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, static_cast<size_t>(elem.type));
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canvas.draw(img, elem.pos);
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});
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}
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}
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void BattleEffectsController::loadColorMuxers()
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{
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const JsonNode config(JsonPath::builtin("config/battleEffects.json"));
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for(auto & muxer : config["colorMuxers"].Struct())
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{
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ColorMuxerEffect effect;
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std::string identifier = muxer.first;
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for (const JsonNode & entry : muxer.second.Vector() )
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{
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effect.timePoints.push_back(entry["time"].Float());
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effect.filters.push_back(ColorFilter::genFromJson(entry));
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}
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colorMuxerEffects[identifier] = effect;
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}
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}
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const ColorMuxerEffect & BattleEffectsController::getMuxerEffect(const std::string & name)
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{
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static const ColorMuxerEffect emptyEffect;
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if (colorMuxerEffects.count(name))
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return colorMuxerEffects[name];
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logAnim->error("Failed to find color muxer effect named '%s'!", name);
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return emptyEffect;
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}
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