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Made the lightning system be fully working. (Lights + sound).

All that is configured in the effects/lightning.lua file.

I also made the necessary functions private, and separate properly
the update logic from the drawing one to save a few cycle.

The opening scene is looking really nice now. :)
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commit e71d5b4bcc28afa09a87eab8b6f4f1a83739a65a 1 parent c015eee
Yohann Ferreira authored
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73 dat/effects/lightning.lua
@@ -6,19 +6,60 @@
-- The audio part parameter are used to trigger the lightning strike sounds.
------------------------------------------------------------------------------]]
-lightning_intensity =
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+
+-- The sound triggered during the lightning effect
+lightning_sounds_filenames = {}
+lightning_sounds_times = {}
+
+num_of_lightnings = 2;
+
+-- Single lightning strike
+lightning_sounds_filenames[0] =
+-- Filename
+{ "snd/lightning.wav" }
+
+lightning_sounds_times[0] =
+-- time in ms to trigger the sound at
+{ 0 }
+
+
+-- Single lightning strike
+lightning_sounds_filenames[1] =
+-- (Filename, time in ms to trigger the sound at), N times in that case
+{ "snd/thunder.wav",
+ "snd/lightning.wav",
+ "snd/thunder.wav",
+ "snd/lightning.wav" }
+
+lightning_sounds_times[1] =
+-- time in ms to trigger the sound at
+{ 2700, 11500, 22800, 26500 }
+
+
+-- The lightning intensities array (or arrays)
+-- Intensities (opacity) of white color light overlays (between 0.0f and 1.0f)
+-- The intensity level is updated each 100ms in game, hence 10 values are equivalent to one sec of lightning
+lightning_intensities = {}
+
+-- Single lightning strike
+lightning_intensities[0] =
+{ 0.22, 0.22, 0.23, 0.16, 0.23, 0.48, 0.48, 0.22, 0.22, 0.23, 0.48, 0.17, 0.48, 0.17, 0.16, 0.48, 0.17, 0.17, 0.03, 0.16, 0.17, 0.03, 0.23, 0.16, 0.16, 0.48, 0.23, 0.48, 0.22, 0.23, 0.22, 0.03, 0.16, 0.16, 0.16, 0.23, 0.16, 0.03, 0.16, 0.23, 0.48, 0.16, 0.03, 0.23, 0.23, 0.17, 0.23, 0.03, 0.23, 0.23, 0.17, 0.03, 0.48, 0.48, 0.16, 0.03, 0.23, 0.03, 0.03, 0.17, 0.48, 0.22, 0.22, 0.03, 0.23, 0.23, 0.48, 0.48, 0.23, 0.16, 0.23, 0.23, 0.17, 0.23, 0.22, 0.03, 0.03, 0.17, 0.03, 0.23, 0.03, 0.17, 0.23, 0.03, 0.17, 0.03, 0.16, 0.16, 0.16, 0.16, 0.22, 0.03, 0.23, 0.03, 0.16, 0.17, 0.23, 0.16, 0.16, 0.22, 0.17, 0.48, 0.16,
+0.0, 0.0, 0.0 }
+
+
+-- Lightning storm
+lightning_intensities[1] =
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View
3  dat/maps/opening_scene.lua
@@ -216,7 +216,8 @@ function Load(m)
-- Draw night-time scene lighting
VideoManager:EnableLightingOverlay(hoa_video.Color(0.0, 0.0, 0.3, 0.6));
VideoManager:EnableAmbientOverlay("img/ambient/sandstorm.png", -450.0, 25.0);
- VideoManager:EnableLightning(true);
+ -- Add a far storm effect
+ VideoManager:EnableLightning(1, true);
-- This entire map is played out in scene state. As soon as the map is loaded, we start the chain of events.
Map:PushState(hoa_map.MapMode.STATE_SCENE);
View
BIN  snd/lightning.wav
Binary file not shown
View
BIN  snd/thunder.wav
Binary file not shown
View
20 src/CMakeLists.txt
@@ -302,6 +302,16 @@ engine/video/particle_effect.h
engine/video/particle_effect.cpp
engine/video/particle_system.h
engine/video/particle_system.cpp
+engine/audio/audio.h
+engine/audio/audio.cpp
+engine/audio/audio_descriptor.h
+engine/audio/audio_descriptor.cpp
+engine/audio/audio_input.cpp
+engine/audio/audio_stream.h
+engine/audio/audio_stream.cpp
+engine/audio/audio_input.h
+engine/audio/audio_effects.h
+engine/audio/audio_effects.cpp
engine/script/script.h
engine/script/script.cpp
engine/script/script_read.h
@@ -406,16 +416,6 @@ engine/script/script_modify.h
engine/script/script_modify.cpp
engine/input.h
engine/input.cpp
-engine/audio/audio_stream.cpp
-engine/audio/audio_descriptor.h
-engine/audio/audio.h
-engine/audio/audio_descriptor.cpp
-engine/audio/audio_input.cpp
-engine/audio/audio_stream.h
-engine/audio/audio.cpp
-engine/audio/audio_effects.h
-engine/audio/audio_input.h
-engine/audio/audio_effects.cpp
engine/engine_bindings.cpp
engine/video/screen_rect.h
engine/video/color.h
View
163 src/engine/video/video.cpp
@@ -20,6 +20,7 @@
#include <vector>
#include "engine/video/video.h"
+#include "engine/audio/audio.h"
#include "engine/script/script.h"
#include "engine/system.h"
@@ -95,8 +96,8 @@ VideoEngine::VideoEngine() :
_animation_counter = 0;
_current_frame_diff = 0;
_lightning_active = false;
+ _active_lightning_id = -1;
_lightning_current_time = 0;
- _lightning_end_time = 0;
_fps_sum = 0;
_fps_display = false;
@@ -134,7 +135,7 @@ VideoEngine::VideoEngine() :
// Custom fading overlay
_fade_overlay_img.Load("", 1024.0f, 768.0f);
// Load the lightning effect
- LoadLightning("dat/effects/lightning.lua");
+ _LoadLightnings("dat/effects/lightning.lua");
}
@@ -372,19 +373,11 @@ void VideoEngine::Display(uint32 frame_time) {
SetCoordSys(0, 1024, 0, 768);
_UpdateShake(frame_time);
- // Update lightning timer
- _lightning_current_time += frame_time;
-
- if (_lightning_current_time > _lightning_end_time) {
- if (_loop_lightning)
- _lightning_current_time = 0;
- else
- _lightning_active = false;
- }
-
// Apply potential active ambient lightning
DrawOverlays();
+ _UpdateLightning(frame_time);
+
// This must be called before DrawFPS, because we only want to count
// texture switches related to the game's normal operation, not the
// ones used to draw the video engine debugging text
@@ -715,42 +708,148 @@ void VideoEngine::DisableLightingOverlay() {
_uses_light_overlay = false;
}
-bool VideoEngine::LoadLightning(const std::string &lightning_file) {
+bool VideoEngine::_LoadLightnings(const std::string &lightning_file) {
_lightning_data.clear();
hoa_script::ReadScriptDescriptor lightning_script;
if (lightning_script.OpenFile(lightning_file) == false) {
IF_PRINT_WARNING(VIDEO_DEBUG) << "No script file: '"
- << lightning_file << "' The effect won't work." << endl;
+ << lightning_file << "' The lightning effects won't work." << endl;
return false;
}
- // Read a list of alpha intensities (0-255)
+
+ int16 lightnings_size = lightning_script.ReadInt("num_of_lightnings");
+ _lightning_end_times.resize(lightnings_size);
+ _lightning_data.resize(lightnings_size);
+ _lightning_sound_events.resize(lightnings_size);
+
+ // Read a list of alpha intensities (0.0f - 1.0f)
// the lightning_intensity lua table.
- std::vector<int32> lightning_ints;
- lightning_script.ReadIntVector("lightning_intensity", lightning_ints);
+ lightning_script.OpenTable("lightning_intensities");
+ for (int i = 0; i < lightnings_size; ++i) {
+ lightning_script.ReadFloatVector(i, _lightning_data[i]);
+ }
+ lightning_script.CloseTable();
+
+ // Load the lightning sounds events
+ lightning_script.OpenTable("lightning_sounds_filenames");
+ std::vector <std::string> sound_filenames;
+ for (int i = 0; i < lightnings_size; ++i) {
+ sound_filenames.clear();
+ lightning_script.ReadStringVector(i, sound_filenames);
+ _lightning_sound_events[i].resize(sound_filenames.size());
+ for (size_t j = 0; j < sound_filenames.size(); ++j) {
+ _lightning_sound_events[i][j].sound_filename = sound_filenames.at(j);
+ }
+ }
+ lightning_script.CloseTable();
+ lightning_script.OpenTable("lightning_sounds_times");
+
+ std::vector <int32> times;
+ for (int i = 0; i < lightnings_size; ++i) {
+ times.clear();
+ lightning_script.ReadIntVector(i, times);
+ for (size_t j = 0; j < times.size(); ++j) {
+ _lightning_sound_events[i][j].time = times.at(j);
+ }
+ // Add a sound event queue terminator
+ lightning_sound_event terminator_event;
+ terminator_event.time = -1;
+ _lightning_sound_events[i].push_back(terminator_event);
+ }
+ lightning_script.CloseTable();
lightning_script.CloseFile();
- if (lightning_ints.empty()) {
+ if (_lightning_data.empty()) {
IF_PRINT_WARNING(VIDEO_DEBUG) << "No lightning intensities read from: '"
- << lightning_file << "'. The effect won't work." << endl;
+ << lightning_file << "'. The effects won't work." << endl;
return false;
}
- // Create the table of float out of it
- std::vector<int32>::const_iterator it, it_end;
- for (it = lightning_ints.begin(), it_end = lightning_ints.end(); it != it_end;
- ++it) {
- float f = float(*it) / 255.0f;
- _lightning_data.push_back(f);
+ // Check the table of float intensities for sane values
+ std::vector<float>::iterator it, it_end;
+ for (int i = 0; i < lightnings_size; ++i) {
+ for (it = _lightning_data[i].begin(), it_end = _lightning_data[i].end();
+ it != it_end; ++it) {
+ if (*it > 1.0f)
+ *it = 1.0f;
+ else if (*it < 0.0f)
+ *it = 0.0f;
+ }
+ // Set the timer's end (one piece of data each 100ms)
+ _lightning_end_times[i] = _lightning_data.at(i).size() * 1000 / 100;
}
- // reset the effect timers
+ // reset the effect timer
_lightning_current_time = 0;
- _lightning_end_time = _lightning_data.size() * 1000 / 100;
return true;
}
-void VideoEngine::DrawLightning() {
+void VideoEngine::EnableLightning(int16 id, bool loop) {
+ if (id > -1 && id < (int16)_lightning_data.size()) {
+ _active_lightning_id = id;
+ _lightning_active = true;
+ _loop_lightning = loop;
+ _lightning_current_time = 0;
+
+ // Load the current sound events
+ _current_lightning_sound_events.clear();
+ std::vector<lightning_sound_event>::iterator it, it_end;
+ for (it = _lightning_sound_events.at(id).begin(),
+ it_end = _lightning_sound_events.at(id).end(); it != it_end; ++it) {
+ _current_lightning_sound_events.push_back(*it);
+ // Preload the files for efficiency
+ hoa_audio::AudioManager->LoadSound(it->sound_filename);
+ }
+ }
+ else {
+ IF_PRINT_WARNING(VIDEO_DEBUG) << "Invalid lightning effect requested: "
+ << id << ", the effect won't be displayed." << endl;
+ DisableLightning();
+ }
+}
+
+void VideoEngine::_UpdateLightning(uint32 frame_time) {
+ // Update lightning timer
+ _lightning_current_time += frame_time;
+
+ // Play potential lightning effect sounds based on their timers
+ std::deque<lightning_sound_event>::const_iterator it = _current_lightning_sound_events.begin();
+ if (it != _current_lightning_sound_events.end()
+ && (*it).time > -1 && (*it).time <= _lightning_current_time) {
+ // Play the sound
+ hoa_audio::AudioManager->PlaySound((*it).sound_filename);
+ // And put the data at bottom for next potential lightning loop
+ lightning_sound_event next_event;
+ next_event.sound_filename = (*it).sound_filename;
+ next_event.time = (*it).time;
+ _current_lightning_sound_events.push_back(next_event);
+ _current_lightning_sound_events.pop_front();
+ }
+
+ if (_active_lightning_id > -1
+ && _lightning_current_time > _lightning_end_times.at(_active_lightning_id)) {
+ if (_loop_lightning) {
+ _lightning_current_time = 0;
+ // Remove the sound terminator event when the queue has got sufficient events.
+ // One event + the terminator event.
+ if (_current_lightning_sound_events.size() > 1) {
+ _current_lightning_sound_events.pop_front();
+ lightning_sound_event terminator_event;
+ terminator_event.time = -1;
+ _current_lightning_sound_events.push_back(terminator_event);
+ }
+ }
+ else {
+ _lightning_active = false;
+ }
+ }
+}
+
+void VideoEngine::_DrawLightning() {
+ if (_active_lightning_id < 0 || !_lightning_active)
+ return;
+
// convert milliseconds elapsed into data points elapsed
float t = _lightning_current_time * 100.0f / 1000.0f;
@@ -758,12 +857,12 @@ void VideoEngine::DrawLightning() {
t -= rounded_t;
// Safety check
- if (rounded_t + 1 >= (int32)_lightning_data.size())
+ if (rounded_t + 1 >= (int32)_lightning_data[_active_lightning_id].size())
return;
// get 2 separate data points and blend together (linear interpolation)
- float data1 = _lightning_data[rounded_t];
- float data2 = _lightning_data[rounded_t + 1];
+ float data1 = _lightning_data.at(_active_lightning_id)[rounded_t];
+ float data2 = _lightning_data.at(_active_lightning_id)[rounded_t + 1];
float intensity = data1 * (1 - t) + data2 * t;
@@ -820,7 +919,7 @@ void VideoEngine::DrawOverlays() {
}
if (_lightning_active) {
- DrawLightning();
+ _DrawLightning();
}
// Draw a screen overlay if we are in the process of doing a custom fading
View
76 src/engine/video/video.h
@@ -559,31 +559,17 @@ class VideoEngine : public hoa_utils::Singleton<VideoEngine> {
*/
void DisableAmbientOverlay();
- /** \brief Load a lightning effect
- * \param lit_file a .lit file which contains lightning intensities stored
- * as bytes (0-255).
- * \return success/failure
- */
- bool LoadLightning(const std::string& lit_file);
-
/** \brief Enable the lightning overlay
- * the speed x and y factor are used to make the overlay slide on the screen.
+ * \param id the lighning effect id (See the lightning effect lua script)
+ * \param loop Whether the effect should be looped.
*/
- void EnableLightning(bool loop = false)
- { _lightning_active = true; _loop_lightning = loop; }
+ void EnableLightning(int16 id, bool loop = false);
/** \brief disables the lightning overlay
*/
void DisableLightning()
{ _lightning_active = false; }
- /** \brief call this every frame to draw any lightning effects. You should make
- * sure to place this call in an appropriate spot. In particular, you should
- * draw the lightning before drawing the GUI. The lightning is drawn by
- * using a fullscreen overlay.
- */
- void DrawLightning();
-
/** \brief call after all map images are drawn to apply lighting and texture overlays.
* All menu and text rendering should occur AFTER this call, so that
* they are not affected by lighting.
@@ -835,6 +821,8 @@ class VideoEngine : public hoa_utils::Singleton<VideoEngine> {
//! keep track of number of draw calls per frame
int32 _num_draw_calls;
+ // Overlays
+
//! Image used as ambient overlay
StillImage _ambient_overlay_img;
//! x and y speed of the ambient overlay (in pixel per second)
@@ -852,26 +840,47 @@ class VideoEngine : public hoa_utils::Singleton<VideoEngine> {
//! Image used as overlay for ambient lightning
StillImage _light_overlay_img;
+ //! Image used as a sub-fading overlay
+ StillImage _fade_overlay_img;
+
+ // Lightnings
+
//! Image used as overlay for lightning effects
StillImage _lightning_overlay_img;
//! true if a lightning effect is active
bool _lightning_active;
+ //! Active lightning effect id;
+ int16 _active_lightning_id;
+
//! tells whether the lightning effect has to loop
bool _loop_lightning;
- //! current time of lightning effect (time since it started)
+ //! current time of currently active lightning effect (time since it started in ms)
int32 _lightning_current_time;
- //! how many milliseconds to do the lightning effect for
- int32 _lightning_end_time;
+ //! how many milliseconds to do the lightning effects for
+ std::vector<int32> _lightning_end_times;
- //! intensity data for lightning effect
- std::vector <float> _lightning_data;
+ //! intensity data for lightning effects
+ std::vector< std::vector <float> > _lightning_data;
- //! Image used as a sub-fading overlay
- StillImage _fade_overlay_img;
+ struct lightning_sound_event {
+ // The time to trigger the sound at, in ms.
+ int32 time;
+ // The sound event filename
+ std::string sound_filename;
+ };
+ //! The sound events to play when displaying a lightning effect.
+ std::vector< std::vector<lightning_sound_event> > _lightning_sound_events;
+
+ /** the current lightning sound event vector, made for efficiency,
+ *** And used to play the sound for the current lightning effect.
+ **/
+ std::deque<lightning_sound_event> _current_lightning_sound_events;
+
+ // Shaking effects
//! X offset to shake the screen by (if any)
float _x_shake;
@@ -970,6 +979,25 @@ class VideoEngine : public hoa_utils::Singleton<VideoEngine> {
*/
int32 _ScreenCoordY(float y);
+ /** \brief Load the lightning effects lua script
+ * \param script_file a lua script file which contains lightning intensities stored
+ * as floats (0.0 - 1.0f). and sound events for several lightning effects.
+ * \return success/failure
+ */
+ bool _LoadLightnings(const std::string& script_file);
+
+ /** \brief call this every frame to draw any lightning effects. You should make
+ * sure to place this call in an appropriate spot. In particular, you should
+ * draw the lightning before drawing the GUI. The lightning is drawn by
+ * using a fullscreen overlay.
+ */
+ void _DrawLightning();
+
+ /** \brief updated all the lightning related timers and trigger sounds events.
+ *** \param frame_time The number of milliseconds that have elapsed for the current rendering frame
+ */
+ void _UpdateLightning(uint32 frame_time);
+
/** \brief Updates all active shaking effects
*** \param frame_time The number of milliseconds that have elapsed for the current rendering frame
**/
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