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battle_indicators.cpp
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battle_indicators.cpp
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////////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2004-2010 by The Allacrost Project
// All Rights Reserved
//
// This code is licensed under the GNU GPL version 2. It is free software and
// you may modify it and/or redistribute it under the terms of this license.
// See http://www.gnu.org/copyleft/gpl.html for details.
////////////////////////////////////////////////////////////////////////////////
/** ****************************************************************************
*** \file battle_indicators.h
*** \author Tyler Olsen, roots@allacrost.org
*** \brief Source file for battle indicator displays.
*** ***************************************************************************/
#include "engine/system.h"
#include "engine/video/video.h"
#include "common/global/global_utils.h"
#include "modes/battle/battle.h"
#include "modes/battle/battle_actors.h"
#include "modes/battle/battle_indicators.h"
#include "modes/battle/battle_utils.h"
using namespace std;
using namespace hoa_utils;
using namespace hoa_system;
using namespace hoa_video;
using namespace hoa_global;
namespace hoa_battle {
namespace private_battle {
//! \brief The total amount of time (in milliseconds) that the display sequence lasts for indicator elements
const uint32 INDICATOR_TIME = 3000;
//! \brief The amount of time (in milliseconds) that indicator elements fade at the beginning of the display sequence
const uint32 INDICATOR_FADEIN_TIME = 500;
//! \brief The amount of time (in milliseconds) that indicator elements fade at the end of the display sequence
const uint32 INDICATOR_FADEOUT_TIME = 1000;
//! \brief Represents the initial y (up) force applied on the indicator effect
const float INITIAL_FORCE = 12.0f;
////////////////////////////////////////////////////////////////////////////////
// IndicatorElement class
////////////////////////////////////////////////////////////////////////////////
IndicatorElement::IndicatorElement(BattleActor* actor, INDICATOR_TYPE indicator_type) :
_actor(actor),
_timer(INDICATOR_TIME),
_alpha_color(1.0f, 1.0f, 1.0f, 0.0f),
_y_force(INITIAL_FORCE),
_x_position(0.0f),
_y_position(0.0f),
_x_absolute_position(0.0f),
_y_absolute_position(0.0f),
_indicator_type(indicator_type)
{
if (actor == NULL)
IF_PRINT_WARNING(BATTLE_DEBUG) << "constructor received NULL actor argument" << endl;
_x_force = RandomFloat(-20.0f, 20.0f);
// Setup a default aboslute position
if (_actor) {
_x_absolute_position = _actor->GetXLocation();
_y_absolute_position = _actor->GetYLocation();
}
}
void IndicatorElement::Start() {
if (_timer.IsInitial() == false) {
IF_PRINT_WARNING(BATTLE_DEBUG) << "timer was not in initial state when started" << endl;
}
_timer.Run();
// Reinit the indicator push
_x_force = RandomFloat(-20.0f, 20.0f);
_x_position = 0.0f;
_y_force = INITIAL_FORCE;
_y_position = 0.0f;
// Reset a default aboslute position
if (_actor) {
_x_absolute_position = _actor->GetXLocation();
_y_absolute_position = _actor->GetYLocation();
}
}
void IndicatorElement::Draw() {
VideoManager->SetDrawFlags(VIDEO_X_RIGHT, VIDEO_Y_BOTTOM, VIDEO_BLEND, 0);
// Sets the cursor position to just below the bottom center location of the sprite
VideoManager->Move(_x_absolute_position, _y_absolute_position);
// Takes in account the indicator current position.
VideoManager->MoveRelative(_x_position, _y_position);
}
void IndicatorElement::Update() {
_timer.Update();
_UpdateDrawPosition();
}
void IndicatorElement::_UpdateDrawPosition() {
// the time passed since the last call in ms.
float elapsed_ms = static_cast<float>(hoa_system::SystemManager->GetUpdateTime());
switch (_indicator_type) {
case DAMAGE_INDICATOR:
{
// Indicator gravity appliance in pixels / seconds
const float INDICATOR_WEIGHT = 26.0f;
_y_force -= elapsed_ms / 1000 * INDICATOR_WEIGHT;
// Compute a potential maximum fall speed
if (_y_force < -15.0f)
_y_force = -15.0f;
_y_position += _y_force;
// Resolve a ground collision
if (_y_position <= 0.0f) {
_y_position = 0.0f;
// If the force is very low, the bouncing is over
if (std::abs(_y_force) <= INDICATOR_WEIGHT / 10.0f) {
_y_force = 0.0f;
}
else {
// Make the object bounce
_y_force = -(_y_force * 0.6f);
}
}
// Make the object advance only if it still can.
if (_y_position > 0.0f)
_x_position += (_x_force / 1000 * elapsed_ms);
}
break;
case MISS_INDICATOR:
_y_absolute_position = _actor->GetYLocation() + (_actor->GetSpriteHeight() / 2);
if (_actor->IsEnemy())
_x_position += 5.0f / 1000 * elapsed_ms;
else
_x_position -= 5.0f / 1000 * elapsed_ms;
break;
case ITEM_INDICATOR:
_y_absolute_position = _actor->GetYLocation() + _actor->GetSpriteHeight();
_y_position -= 5.0f / 1000 * elapsed_ms;
break;
case NEGATIVE_STATUS_EFFECT_INDICATOR:
_y_absolute_position = _actor->GetYLocation() + (_actor->GetSpriteHeight() / 3 * 2);
_y_position -= 5.0f / 1000 * elapsed_ms;
break;
default:
case HEALING_INDICATOR:
case POSITIVE_STATUS_EFFECT_INDICATOR:
_y_absolute_position = _actor->GetYLocation() + (_actor->GetSpriteHeight() / 3 * 2);
_y_position += 5.0f / 1000 * elapsed_ms;
break;
}
}
bool IndicatorElement::_ComputeDrawAlpha() {
// Case 1: Timer is not running nor paused so indicator should not be drawn
if ((_timer.GetState() == SYSTEM_TIMER_RUNNING) && (_timer.GetState() == SYSTEM_TIMER_PAUSED)) {
_alpha_color.SetAlpha(0.0f);
return true;
}
// Case 2: Timer is in beginning stage and indicator graphic is fading in
else if (_timer.GetTimeExpired() < INDICATOR_FADEIN_TIME) {
_alpha_color.SetAlpha(static_cast<float>(_timer.GetTimeExpired()) / static_cast<float>(INDICATOR_FADEIN_TIME));
return true;
}
// Case 3: Timer is in final stage and indicator graphic is fading out
else if (_timer.TimeLeft() < INDICATOR_FADEOUT_TIME) {
_alpha_color.SetAlpha(static_cast<float>(_timer.TimeLeft()) / static_cast<float>(INDICATOR_FADEOUT_TIME));
return true;
}
// Case 4: Timer is in middle stage and indicator graphic should be drawn with no transparency
else {
return false;
}
}
////////////////////////////////////////////////////////////////////////////////
// IndicatorText class
////////////////////////////////////////////////////////////////////////////////
IndicatorText::IndicatorText(BattleActor* actor, string& text, TextStyle& style,
INDICATOR_TYPE indicator_type) :
IndicatorElement(actor, indicator_type),
_text_image(text, style)
{}
void IndicatorText::Draw() {
IndicatorElement::Draw();
if (_ComputeDrawAlpha())
_text_image.Draw(_alpha_color);
else
_text_image.Draw();
}
////////////////////////////////////////////////////////////////////////////////
// IndicatorImage class
////////////////////////////////////////////////////////////////////////////////
IndicatorImage::IndicatorImage(BattleActor* actor, const string& filename,
INDICATOR_TYPE indicator_type) :
IndicatorElement(actor, indicator_type)
{
if (_image.Load(filename) == false)
PRINT_ERROR << "failed to load indicator image: " << filename << endl;
}
IndicatorImage::IndicatorImage(BattleActor* actor, const StillImage& image,
INDICATOR_TYPE indicator_type) :
IndicatorElement(actor, indicator_type),
_image(image)
{} // TODO: check if the image argument is valid...currently seems the only possible check is that its filename is not an empty string.
void IndicatorImage::Draw() {
IndicatorElement::Draw();
if (_ComputeDrawAlpha())
_image.Draw(_alpha_color);
else
_image.Draw();
}
////////////////////////////////////////////////////////////////////////////////
// IndicatorBlendedImage class
////////////////////////////////////////////////////////////////////////////////
IndicatorBlendedImage::IndicatorBlendedImage(BattleActor* actor,
const string& first_filename,
const string& second_filename,
INDICATOR_TYPE indicator_type) :
IndicatorElement(actor, indicator_type),
_second_alpha_color(1.0f, 1.0f, 1.0f, 0.0f)
{
if (_first_image.Load(first_filename) == false)
PRINT_ERROR << "failed to load first indicator image: " << first_filename << endl;
if (_second_image.Load(second_filename) == false)
PRINT_ERROR << "failed to load second indicator image: " << second_filename << endl;
}
IndicatorBlendedImage::IndicatorBlendedImage(BattleActor* actor,
const StillImage& first_image,
const StillImage& second_image,
INDICATOR_TYPE indicator_type) :
IndicatorElement(actor, indicator_type),
_first_image(first_image),
_second_image(second_image),
_second_alpha_color(1.0f, 1.0f, 1.0f, 0.0f)
{} // TODO: check if the image arguments are valid...currently seems the only possible check is that its filename is not an empty string.
void IndicatorBlendedImage::Draw() {
IndicatorElement::Draw();
// Case 1: Initial fade in of first image
if (_timer.GetTimeExpired() <= INDICATOR_FADEIN_TIME) {
_ComputeDrawAlpha();
_first_image.Draw(_alpha_color);
}
// Case 2: Opaque draw of first image
else if (_timer.GetTimeExpired() <= INDICATOR_TIME / 4) {
_first_image.Draw();
}
// Case 3: Blended draw of first and second images
else if (_timer.GetTimeExpired() <= INDICATOR_TIME / 2) {
_alpha_color.SetAlpha(static_cast<float>((INDICATOR_TIME / 2) - _timer.GetTimeExpired())
/ static_cast<float>(1000));
_second_alpha_color.SetAlpha(1.0f - _alpha_color.GetAlpha());
_first_image.Draw(_alpha_color);
_second_image.Draw(_second_alpha_color);
}
// Case 4: Opaque draw of second image
else if (_timer.GetTimeExpired() <= INDICATOR_TIME / 3 * 2) {
_second_image.Draw();
}
// Case 5: Final fade out of second image
else { // <= end
_ComputeDrawAlpha();
_second_image.Draw(_alpha_color);
}
}
////////////////////////////////////////////////////////////////////////////////
// IndicatorSupervisor class
////////////////////////////////////////////////////////////////////////////////
IndicatorSupervisor::IndicatorSupervisor(BattleActor* actor) :
_actor(actor)
{
if (actor == NULL)
IF_PRINT_WARNING(BATTLE_DEBUG) << "contructor received NULL actor argument" << endl;
}
IndicatorSupervisor::~IndicatorSupervisor() {
for (uint32 i = 0; i < _wait_queue.size(); i++)
delete _wait_queue[i];
_wait_queue.clear();
for (uint32 i = 0; i < _active_queue.size(); i++)
delete _active_queue[i];
_active_queue.clear();
}
void IndicatorSupervisor::Update() {
// Update all active elements
for (uint32 i = 0; i < _active_queue.size(); i++)
_active_queue[i]->Update();
// Remove all expired elements from the active queue
while (_active_queue.empty() == false) {
if (_active_queue.front()->IsExpired() == true) {
delete _active_queue.front();
_active_queue.pop_front();
}
else {
// If the front element is not expired, no other elements should be expired either
break;
}
}
// TODO: determine if there is enough space to insert the next element
if (_wait_queue.empty() == false && (_active_queue.empty() || _active_queue.back()->HasStarted())) {
_active_queue.push_back(_wait_queue.front());
_active_queue.back()->Start();
_wait_queue.pop_front();
}
}
void IndicatorSupervisor::Draw() {
for (uint32 i = 0; i < _active_queue.size(); i++) {
_active_queue[i]->Draw();
}
}
void IndicatorSupervisor::AddDamageIndicator(uint32 amount) {
const Color low_red(1.0f, 0.75f, 0.0f, 1.0f);
const Color mid_red(1.0f, 0.50f, 0.0f, 1.0f);
const Color high_red(1.0f, 0.25f, 0.0f, 1.0f);
const Color full_red(Color::red);
if (amount == 0) {
IF_PRINT_WARNING(BATTLE_DEBUG) << "function was given a zero value argument" << endl;
return;
}
string text = NumberToString(amount);
TextStyle style;
float damage_percent = static_cast<float>(amount) / static_cast<float>(_actor->GetMaxHitPoints());
if (damage_percent < 0.10f) {
style.font = "text24";
style.color = low_red;
style.shadow_style = VIDEO_TEXT_SHADOW_BLACK;
}
else if (damage_percent < 0.20f) {
style.font = "text24";
style.color = mid_red;
style.shadow_style = VIDEO_TEXT_SHADOW_BLACK;
}
else if (damage_percent < 0.30f) {
style.font = "text24";
style.color = high_red;
style.shadow_style = VIDEO_TEXT_SHADOW_BLACK;
}
else { // (damage_percent >= 0.30f)
style.font = "text24";
style.color = full_red;
style.shadow_style = VIDEO_TEXT_SHADOW_BLACK;
}
_wait_queue.push_back(new IndicatorText(_actor, text, style, DAMAGE_INDICATOR));
}
void IndicatorSupervisor::AddHealingIndicator(uint32 amount, bool hit_points) {
const Color low_green(0.0f, 1.0f, 0.60f, 1.0f);
const Color mid_green(0.0f, 1.0f, 0.30f, 1.0f);
const Color high_green(0.0f, 1.0f, 0.15f, 1.0f);
const Color low_blue(0.0f, 0.60f, 1.0f, 1.0f);
const Color mid_blue(0.0f, 0.30f, 1.0f, 1.0f);
const Color high_blue(0.0f, 0.15f, 1.0f, 1.0f);
if (amount == 0) {
IF_PRINT_WARNING(BATTLE_DEBUG) << "function was given a zero value argument" << endl;
return;
}
string text = NumberToString(amount);
TextStyle style;
// TODO: use different colors/shades of green for different degrees of damage. There's a
// bug in rendering colored text that needs to be addressed first.
float healing_percent = static_cast<float>(amount / _actor->GetMaxHitPoints());
if (healing_percent < 0.10f) {
style.font = "text24";
style.color = hit_points ? low_green : low_blue;
style.shadow_style = VIDEO_TEXT_SHADOW_BLACK;
}
else if (healing_percent < 0.20f) {
style.font = "text24";
style.color = hit_points ? mid_green : mid_blue;
style.shadow_style = VIDEO_TEXT_SHADOW_BLACK;
}
else if (healing_percent < 0.30f) {
style.font = "text24";
style.color = hit_points ? high_green : high_blue;
style.shadow_style = VIDEO_TEXT_SHADOW_BLACK;
}
else { // (healing_percent >= 0.30f)
style.font = "text24";
style.color = hit_points ? Color::green : Color::blue;
style.shadow_style = VIDEO_TEXT_SHADOW_BLACK;
}
_wait_queue.push_back(new IndicatorText(_actor, text, style, HEALING_INDICATOR));
}
void IndicatorSupervisor::AddMissIndicator() {
string text = Translate("Miss");
TextStyle style("text24", Color::white);
_wait_queue.push_back(new IndicatorText(_actor, text, style, MISS_INDICATOR));
}
//! \brief Tells whether the new status is better for the character than the previous one
bool IsNewStatusBetter(GLOBAL_STATUS new_status, GLOBAL_INTENSITY old_intensity, GLOBAL_INTENSITY new_intensity) {
switch (new_status) {
case GLOBAL_STATUS_STRENGTH_LOWER:
case GLOBAL_STATUS_VIGOR_LOWER:
case GLOBAL_STATUS_FORTITUDE_LOWER:
case GLOBAL_STATUS_PROTECTION_LOWER:
case GLOBAL_STATUS_AGILITY_LOWER:
case GLOBAL_STATUS_EVADE_LOWER:
case GLOBAL_STATUS_HP_DRAIN:
case GLOBAL_STATUS_SP_DRAIN:
case GLOBAL_STATUS_PARALYSIS:
case GLOBAL_STATUS_STASIS:
if (old_intensity < new_intensity)
return false;
else
return true;
break;
default:
if (old_intensity < new_intensity)
return true;
else
return false;
break;
}
return true; // by default
}
void IndicatorSupervisor::AddStatusIndicator(GLOBAL_STATUS old_status, GLOBAL_INTENSITY old_intensity,
GLOBAL_STATUS new_status, GLOBAL_INTENSITY new_intensity)
{
// If the status and intensity has not changed, only a single status icon needs to be used
if ((old_status == new_status) && (old_intensity == new_intensity)) {
StillImage* image = BattleMode::CurrentInstance()->GetMedia().GetStatusIcon(new_status, new_intensity);
_wait_queue.push_back(new IndicatorImage(_actor, *image, POSITIVE_STATUS_EFFECT_INDICATOR));
}
// Otherwise two status icons need to be used in the indicator image
else {
StillImage* first_image = BattleMode::CurrentInstance()->GetMedia().GetStatusIcon(old_status, old_intensity);
StillImage* second_image = BattleMode::CurrentInstance()->GetMedia().GetStatusIcon(new_status, new_intensity);
INDICATOR_TYPE indicator_type = IsNewStatusBetter(new_status, old_intensity, new_intensity) ?
POSITIVE_STATUS_EFFECT_INDICATOR : NEGATIVE_STATUS_EFFECT_INDICATOR;
_wait_queue.push_back(new IndicatorBlendedImage(_actor, *first_image, *second_image, indicator_type));
}
}
void IndicatorSupervisor::AddItemIndicator(const GlobalItem& item) {
_wait_queue.push_back(new IndicatorImage(_actor, item.GetIconImage(),
ITEM_INDICATOR));
}
} // namespace private_battle
} // namespace hoa_battle