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- /*
- * 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 "../CPlayerInterface.h"
- #include "../GameEngine.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, float transparencyFactor)
- {
- size_t effectID = static_cast<size_t>(effect);
- AnimationPath customAnim = AnimationPath::builtinTODO(graphics->battleACToDef[effectID][0]);
- ENGINE->sound().playSound( soundFile );
- owner.stacksController->addNewAnim(new EffectAnimation(owner, customAnim, destTile, 0, transparencyFactor));
- }
- 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(), 0.5);
- 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(), 0.5);
- break;
- case BonusType::MORALE:
- {
- std::string hlp = LIBRARY->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));
- img->setAlpha(255 * elem.transparencyFactor);
- 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.effectColors.push_back(ColorRGBA(255*entry["color"][0].Float(), 255*entry["color"][1].Float(), 255*entry["color"][2].Float(), 255*entry["color"][3].Float()));
- effect.transparency.push_back(entry["alpha"].Float() * 255);
- }
- 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;
- }
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