BattleEffectsController.cpp 4.9 KB

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  1. /*
  2. * BattleEffectsController.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "BattleEffectsController.h"
  12. #include "BattleAnimationClasses.h"
  13. #include "BattleWindow.h"
  14. #include "BattleInterface.h"
  15. #include "BattleInterfaceClasses.h"
  16. #include "BattleFieldController.h"
  17. #include "BattleStacksController.h"
  18. #include "BattleRenderer.h"
  19. #include "../CMusicHandler.h"
  20. #include "../CGameInfo.h"
  21. #include "../CPlayerInterface.h"
  22. #include "../gui/CAnimation.h"
  23. #include "../gui/Canvas.h"
  24. #include "../../CCallback.h"
  25. #include "../../lib/battle/BattleAction.h"
  26. #include "../../lib/filesystem/ResourceID.h"
  27. #include "../../lib/NetPacks.h"
  28. #include "../../lib/CStack.h"
  29. #include "../../lib/IGameEventsReceiver.h"
  30. #include "../../lib/CGeneralTextHandler.h"
  31. BattleEffectsController::BattleEffectsController(BattleInterface & owner):
  32. owner(owner)
  33. {
  34. loadColorMuxers();
  35. }
  36. void BattleEffectsController::displayEffect(EBattleEffect effect, const BattleHex & destTile)
  37. {
  38. displayEffect(effect, "", destTile);
  39. }
  40. void BattleEffectsController::displayEffect(EBattleEffect effect, std::string soundFile, const BattleHex & destTile)
  41. {
  42. size_t effectID = static_cast<size_t>(effect);
  43. std::string customAnim = graphics->battleACToDef[effectID][0];
  44. CCS->soundh->playSound( soundFile );
  45. owner.stacksController->addNewAnim(new EffectAnimation(owner, customAnim, destTile));
  46. }
  47. void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bte)
  48. {
  49. assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
  50. const CStack * stack = owner.curInt->cb->battleGetStackByID(bte.stackID);
  51. if(!stack)
  52. {
  53. logGlobal->error("Invalid stack ID %d", bte.stackID);
  54. return;
  55. }
  56. //don't show animation when no HP is regenerated
  57. switch(bte.effect)
  58. {
  59. case Bonus::HP_REGENERATION:
  60. displayEffect(EBattleEffect::REGENERATION, "REGENER", stack->getPosition());
  61. break;
  62. case Bonus::MANA_DRAIN:
  63. displayEffect(EBattleEffect::MANA_DRAIN, "MANADRAI", stack->getPosition());
  64. break;
  65. case Bonus::POISON:
  66. displayEffect(EBattleEffect::POISON, "POISON", stack->getPosition());
  67. break;
  68. case Bonus::FEAR:
  69. displayEffect(EBattleEffect::FEAR, "FEAR", stack->getPosition());
  70. break;
  71. case Bonus::MORALE:
  72. {
  73. std::string hlp = CGI->generaltexth->allTexts[33];
  74. boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
  75. displayEffect(EBattleEffect::GOOD_MORALE, "GOODMRLE", stack->getPosition());
  76. owner.appendBattleLog(hlp);
  77. break;
  78. }
  79. default:
  80. return;
  81. }
  82. owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
  83. }
  84. void BattleEffectsController::startAction(const BattleAction* action)
  85. {
  86. assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
  87. const CStack *stack = owner.curInt->cb->battleGetStackByID(action->stackNumber);
  88. switch(action->actionType)
  89. {
  90. case EActionType::WAIT:
  91. owner.appendBattleLog(stack->formatGeneralMessage(136));
  92. break;
  93. case EActionType::BAD_MORALE:
  94. owner.appendBattleLog(stack->formatGeneralMessage(-34));
  95. displayEffect(EBattleEffect::BAD_MORALE, "BADMRLE", stack->getPosition());
  96. break;
  97. }
  98. //displaying special abilities
  99. auto actionTarget = action->getTarget(owner.curInt->cb.get());
  100. switch(action->actionType)
  101. {
  102. case EActionType::STACK_HEAL:
  103. displayEffect(EBattleEffect::REGENERATION, "REGENER", actionTarget.at(0).hexValue);
  104. break;
  105. }
  106. owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
  107. }
  108. void BattleEffectsController::collectRenderableObjects(BattleRenderer & renderer)
  109. {
  110. for (auto & elem : battleEffects)
  111. {
  112. renderer.insert( EBattleFieldLayer::EFFECTS, elem.tile, [&elem](BattleRenderer::RendererRef canvas)
  113. {
  114. int currentFrame = static_cast<int>(floor(elem.currentFrame));
  115. currentFrame %= elem.animation->size();
  116. auto img = elem.animation->getImage(currentFrame);
  117. canvas.draw(img, elem.pos);
  118. });
  119. }
  120. }
  121. void BattleEffectsController::loadColorMuxers()
  122. {
  123. const JsonNode config(ResourceID("config/battleEffects.json"));
  124. for(auto & muxer : config["colorMuxers"].Struct())
  125. {
  126. ColorMuxerEffect effect;
  127. std::string identifier = muxer.first;
  128. for (const JsonNode & entry : muxer.second.Vector() )
  129. {
  130. effect.timePoints.push_back(entry["time"].Float());
  131. effect.filters.push_back(ColorFilter::genFromJson(entry));
  132. }
  133. colorMuxerEffects[identifier] = effect;
  134. }
  135. }
  136. const ColorMuxerEffect & BattleEffectsController::getMuxerEffect(const std::string & name)
  137. {
  138. static const ColorMuxerEffect emptyEffect;
  139. if (colorMuxerEffects.count(name))
  140. return colorMuxerEffects[name];
  141. logAnim->error("Failed to find color muxer effect named '%s'!", name);
  142. return emptyEffect;
  143. }