| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189 | /* * CBattleObstacleController.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 "CBattleObstacleController.h"#include "CBattleInterface.h"#include "CBattleFieldController.h"#include "CBattleAnimations.h"#include "CBattleStacksController.h"#include "CBattleRenderer.h"#include "../CPlayerInterface.h"#include "../gui/CAnimation.h"#include "../gui/CCanvas.h"#include "../../CCallback.h"#include "../../lib/battle/CObstacleInstance.h"#include "../../lib/ObstacleHandler.h"CBattleObstacleController::CBattleObstacleController(CBattleInterface * owner):	owner(owner){	auto obst = owner->curInt->cb->battleGetAllObstacles();	for(auto & elem : obst)	{		if ( elem->obstacleType == CObstacleInstance::MOAT )			continue; // handled by siege controller;		loadObstacleImage(*elem);	}}void CBattleObstacleController::loadObstacleImage(const CObstacleInstance & oi){	std::string animationName;	if (auto spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&oi))	{		animationName = spellObstacle->animation;	}	else	{		assert( oi.obstacleType == CObstacleInstance::USUAL || oi.obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE);		animationName = oi.getInfo().animation;	}	if (animationsCache.count(animationName) == 0)	{		if (oi.obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)		{			// obstacle use single bitmap image for animations			auto animation = std::make_shared<CAnimation>();			animation->setCustom(animationName, 0, 0);			animationsCache[animationName] = animation;		}		else		{			auto animation = std::make_shared<CAnimation>(animationName);			animationsCache[animationName] = animation;			animation->preload();		}	}	obstacleAnimations[oi.uniqueID] = animationsCache[animationName];}void CBattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> & obstacles){	assert(obstaclesBeingPlaced.empty());	for (auto const & oi : obstacles)		obstaclesBeingPlaced.push_back(oi->uniqueID);	for (auto const & oi : obstacles)	{		auto spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(oi.get());		if (!spellObstacle)		{			logGlobal->error("I don't know how to animate appearing obstacle of type %d", (int)oi->obstacleType);			obstaclesBeingPlaced.erase(obstaclesBeingPlaced.begin());			continue;		}		auto animation = std::make_shared<CAnimation>(spellObstacle->appearAnimation);		animation->preload();		auto first = animation->getImage(0, 0);		if(!first)		{			obstaclesBeingPlaced.erase(obstaclesBeingPlaced.begin());			continue;		}		//TODO: sound		//soundBase::QUIKSAND		//soundBase::LANDMINE		//we assume here that effect graphics have the same size as the usual obstacle image		// -> if we know how to blit obstacle, let's blit the effect in the same place		Point whereTo = getObstaclePosition(first, *oi);		owner->stacksController->addNewAnim(new CPointEffectAnimation(owner, soundBase::invalid, spellObstacle->appearAnimation, whereTo, oi->pos, CPointEffectAnimation::WAIT_FOR_SOUND));		//so when multiple obstacles are added, they show up one after another		owner->waitForAnims();		obstaclesBeingPlaced.erase(obstaclesBeingPlaced.begin());		loadObstacleImage(*spellObstacle);	}}void CBattleObstacleController::showAbsoluteObstacles(std::shared_ptr<CCanvas> canvas, const Point & offset){	//Blit absolute obstacles	for(auto & oi : owner->curInt->cb->battleGetAllObstacles())	{		if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)		{			auto img = getObstacleImage(*oi);			if(img)				canvas->draw(img, Point(offset.x + oi->getInfo().width, offset.y + oi->getInfo().height));		}	}}void CBattleObstacleController::collectRenderableObjects(CBattleRenderer & renderer){	for (auto obstacle : owner->curInt->cb->battleGetAllObstacles())	{		if (obstacle->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)			continue;		if (obstacle->obstacleType == CObstacleInstance::MOAT)			continue;		renderer.insert(EBattleFieldLayer::OBSTACLES, obstacle->pos, [this, obstacle]( CBattleRenderer::RendererPtr canvas ){			auto img = getObstacleImage(*obstacle);			if(img)			{				Point p = getObstaclePosition(img, *obstacle);				canvas->draw(img, p);			}		});	}}std::shared_ptr<IImage> CBattleObstacleController::getObstacleImage(const CObstacleInstance & oi){	int frameIndex = (owner->animCount+1) *25 / owner->getAnimSpeed();	std::shared_ptr<CAnimation> animation;	if (obstacleAnimations.count(oi.uniqueID) == 0)	{		if (boost::range::find(obstaclesBeingPlaced, oi.uniqueID) != obstaclesBeingPlaced.end())		{			// obstacle is not loaded yet, don't show anything			return nullptr;		}		else		{			assert(0); // how?			loadObstacleImage(oi);		}	}	animation = obstacleAnimations[oi.uniqueID];	assert(animation);	if(animation)	{		frameIndex %= animation->size(0);		return animation->getImage(frameIndex, 0);	}	return nullptr;}Point CBattleObstacleController::getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle){	int offset = obstacle.getAnimationYOffset(image->height());	Rect r = owner->fieldController->hexPosition(obstacle.pos);	r.y += 42 - image->height() + offset;	return r.topLeft();}
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