/* * An effects manager * Copyright (C) 2008 Fate * Copyright (C) 2008 Chuck Miller * * This file is part of The Mana Client. * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #include "being.h" #include "effectmanager.h" #include "log.h" #include "particle.h" #include "sound.h" #include "utils/xml.h" EffectManager::EffectManager() { XML::Document doc("effects.xml"); xmlNodePtr root = doc.rootNode(); if (!root || !xmlStrEqual(root->name, BAD_CAST "effects")) { logger->log("Error loading being effects file: effects.xml"); return; } else { logger->log("Effects are now loading"); } for_each_xml_child_node(node, root) { if (xmlStrEqual(node->name, BAD_CAST "effect")) { EffectDescription ed; ed.id = XML::getProperty(node, "id", -1); ed.GFX = XML::getProperty(node, "particle", ""); ed.SFX = XML::getProperty(node, "audio", ""); mEffects.push_back(ed); } } } EffectManager::~EffectManager() { } bool EffectManager::trigger(int id, Being* being) { bool rValue = false; for (std::list::iterator i = mEffects.begin(); i != mEffects.end(); ++i) { if ((*i).id == id) { rValue = true; if (!(*i).GFX.empty()) { Particle *selfFX; selfFX = particleEngine->addEffect((*i).GFX, 0, 0); being->controlParticle(selfFX); } if (!(*i).SFX.empty()) sound.playSfx((*i).SFX); break; } } return rValue; } bool EffectManager::trigger(int id, int x, int y) { bool rValue = false; for (std::list::iterator i = mEffects.begin(); i != mEffects.end(); ++i) { if ((*i).id == id) { rValue = true; if (!(*i).GFX.empty()) particleEngine->addEffect((*i).GFX, x, y); if (!(*i).SFX.empty()) sound.playSfx((*i).SFX); break; } } return rValue; }