mirror of
https://github.com/vcmi/vcmi.git
synced 2025-01-28 03:57:02 +02:00
84f53485e2
Now first aid is passive battle spell, and skill just bumps specific spell power for this spell. Everything about healing is handled into Heal spell effect.
160 lines
4.6 KiB
C++
160 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 "../CMusicHandler.h"
|
|
#include "../CGameInfo.h"
|
|
#include "../CPlayerInterface.h"
|
|
#include "../render/Canvas.h"
|
|
#include "../render/CAnimation.h"
|
|
|
|
#include "../../CCallback.h"
|
|
#include "../../lib/battle/BattleAction.h"
|
|
#include "../../lib/filesystem/ResourceID.h"
|
|
#include "../../lib/NetPacks.h"
|
|
#include "../../lib/CStack.h"
|
|
#include "../../lib/IGameEventsReceiver.h"
|
|
#include "../../lib/CGeneralTextHandler.h"
|
|
|
|
BattleEffectsController::BattleEffectsController(BattleInterface & owner):
|
|
owner(owner)
|
|
{
|
|
loadColorMuxers();
|
|
}
|
|
|
|
void BattleEffectsController::displayEffect(EBattleEffect effect, const BattleHex & destTile)
|
|
{
|
|
displayEffect(effect, "", destTile);
|
|
}
|
|
|
|
void BattleEffectsController::displayEffect(EBattleEffect effect, std::string soundFile, const BattleHex & destTile)
|
|
{
|
|
size_t effectID = static_cast<size_t>(effect);
|
|
|
|
std::string customAnim = graphics->battleACToDef[effectID][0];
|
|
|
|
CCS->soundh->playSound( soundFile );
|
|
|
|
owner.stacksController->addNewAnim(new EffectAnimation(owner, customAnim, destTile));
|
|
}
|
|
|
|
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)
|
|
{
|
|
case Bonus::HP_REGENERATION:
|
|
displayEffect(EBattleEffect::REGENERATION, "REGENER", stack->getPosition());
|
|
break;
|
|
case Bonus::MANA_DRAIN:
|
|
displayEffect(EBattleEffect::MANA_DRAIN, "MANADRAI", stack->getPosition());
|
|
break;
|
|
case Bonus::POISON:
|
|
displayEffect(EBattleEffect::POISON, "POISON", stack->getPosition());
|
|
break;
|
|
case Bonus::FEAR:
|
|
displayEffect(EBattleEffect::FEAR, "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, "GOODMRLE", stack->getPosition());
|
|
owner.appendBattleLog(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.appendBattleLog(stack->formatGeneralMessage(136));
|
|
break;
|
|
case EActionType::BAD_MORALE:
|
|
owner.appendBattleLog(stack->formatGeneralMessage(-34));
|
|
displayEffect(EBattleEffect::BAD_MORALE, "BADMRLE", stack->getPosition());
|
|
break;
|
|
}
|
|
|
|
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
|
}
|
|
|
|
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);
|
|
|
|
canvas.draw(img, elem.pos);
|
|
});
|
|
}
|
|
}
|
|
|
|
void BattleEffectsController::loadColorMuxers()
|
|
{
|
|
const JsonNode config(ResourceID("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;
|
|
}
|