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- /*
- * BattleObstacleController.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 "BattleObstacleController.h"
- #include "BattleInterface.h"
- #include "BattleFieldController.h"
- #include "BattleAnimationClasses.h"
- #include "BattleStacksController.h"
- #include "BattleRenderer.h"
- #include "CreatureAnimation.h"
- #include "../CPlayerInterface.h"
- #include "../GameEngine.h"
- #include "../media/ISoundPlayer.h"
- #include "../render/CAnimation.h"
- #include "../render/Canvas.h"
- #include "../render/IRenderHandler.h"
- #include "../../lib/battle/CObstacleInstance.h"
- #include "../../lib/ObstacleHandler.h"
- #include "../../lib/battle/CPlayerBattleCallback.h"
- #include "../../lib/serializer/JsonDeserializer.h"
- BattleObstacleController::BattleObstacleController(BattleInterface & owner):
- owner(owner),
- timePassed(0.f)
- {
- auto obst = owner.getBattle()->battleGetAllObstacles();
- for(auto & elem : obst)
- {
- if ( elem->obstacleType == CObstacleInstance::MOAT )
- continue; // handled by siege controller;
- loadObstacleImage(*elem);
- }
- }
- void BattleObstacleController::loadObstacleImage(const CObstacleInstance & oi)
- {
- AnimationPath animationName = oi.getAnimation();
- if (oi.obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
- {
- // obstacle uses single bitmap image for animations
- obstacleImages[oi.uniqueID] = ENGINE->renderHandler().loadImage(animationName.toType<EResType::IMAGE>(), EImageBlitMode::SIMPLE);
- }
- else
- {
- obstacleAnimations[oi.uniqueID] = ENGINE->renderHandler().loadAnimation(animationName, EImageBlitMode::SIMPLE);
- obstacleImages[oi.uniqueID] = obstacleAnimations[oi.uniqueID]->getImage(0);
- }
- }
- void BattleObstacleController::obstacleRemoved(const std::vector<ObstacleChanges> & obstacles)
- {
- for(const auto & oi : obstacles)
- {
- auto & obstacle = oi.data["obstacle"];
- if (!obstacle.isStruct())
- {
- logGlobal->error("I don't know how to animate removal of this obstacle");
- continue;
- }
- AnimationPath animationPath;
- JsonDeserializer ser(nullptr, obstacle);
- ser.serializeStruct("appearAnimation", animationPath);
- if(animationPath.empty())
- continue;
- auto animation = ENGINE->renderHandler().loadAnimation(animationPath, EImageBlitMode::SIMPLE);
- auto first = animation->getImage(0, 0);
- if(!first)
- continue;
- //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, obstacle);
- //AFAIK, in H3 there is no sound of obstacle removal
- owner.stacksController->addNewAnim(new EffectAnimation(owner, animationPath, whereTo, obstacle["position"].Integer(), 0, true));
- obstacleAnimations.erase(oi.id);
- obstacleImages.erase(oi.id);
- //so when multiple obstacles are removed, they show up one after another
- owner.waitForAnimations();
- }
- }
- void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> & obstacles)
- {
- for(const auto & oi : obstacles)
- {
- auto side = owner.getBattle()->playerToSide(owner.curInt->playerID);
- if(!oi->visibleForSide(side, owner.getBattle()->battleHasNativeStack(side)))
- continue;
- auto animation = ENGINE->renderHandler().loadAnimation(oi->getAppearAnimation(), EImageBlitMode::SIMPLE);
- auto first = animation->getImage(0, 0);
- if(!first)
- continue;
- //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);
- ENGINE->sound().playSound( oi->getAppearSound() );
- owner.stacksController->addNewAnim(new EffectAnimation(owner, oi->getAppearAnimation(), whereTo, oi->pos));
- //so when multiple obstacles are added, they show up one after another
- owner.waitForAnimations();
- loadObstacleImage(*oi);
- }
- }
- void BattleObstacleController::showAbsoluteObstacles(Canvas & canvas)
- {
- //Blit absolute obstacles
- for(auto & obstacle : owner.getBattle()->battleGetAllObstacles())
- {
- if(obstacle->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
- {
- auto img = getObstacleImage(*obstacle);
- if(img)
- canvas.draw(img, Point(obstacle->getInfo().width, obstacle->getInfo().height));
- }
- if (obstacle->obstacleType == CObstacleInstance::USUAL)
- {
- if (obstacle->getInfo().isForegroundObstacle)
- continue;
- auto img = getObstacleImage(*obstacle);
- if(img)
- {
- Point p = getObstaclePosition(img, *obstacle);
- canvas.draw(img, p);
- }
- }
- }
- }
- void BattleObstacleController::collectRenderableObjects(BattleRenderer & renderer)
- {
- for (auto obstacle : owner.getBattle()->battleGetAllObstacles())
- {
- if (obstacle->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
- continue;
- if (obstacle->obstacleType == CObstacleInstance::MOAT)
- continue;
- if (obstacle->obstacleType == CObstacleInstance::USUAL && !obstacle->getInfo().isForegroundObstacle)
- continue;
- renderer.insert(EBattleFieldLayer::OBSTACLES, obstacle->pos, [this, obstacle]( BattleRenderer::RendererRef canvas ){
- auto img = getObstacleImage(*obstacle);
- if(img)
- {
- Point p = getObstaclePosition(img, *obstacle);
- canvas.draw(img, p);
- }
- });
- }
- }
- void BattleObstacleController::tick(uint32_t msPassed)
- {
- timePassed += msPassed / 1000.f;
- int framesCount = timePassed * AnimationControls::getObstaclesSpeed();
- for(auto & animation : obstacleAnimations)
- {
- int frameIndex = framesCount % animation.second->size(0);
- obstacleImages[animation.first] = animation.second->getImage(frameIndex, 0);
- }
- }
- std::shared_ptr<IImage> BattleObstacleController::getObstacleImage(const CObstacleInstance & oi)
- {
- // obstacle is not loaded yet, don't show anything
- if (obstacleImages.count(oi.uniqueID) == 0)
- return nullptr;
- return obstacleImages[oi.uniqueID];
- }
- Point BattleObstacleController::getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle)
- {
- int offset = obstacle.getAnimationYOffset(image->height());
- Rect r = owner.fieldController->hexPositionLocal(obstacle.pos);
- r.y += 42 - image->height() + offset;
- return r.topLeft();
- }
- Point BattleObstacleController::getObstaclePosition(std::shared_ptr<IImage> image, const JsonNode & obstacle)
- {
- auto animationYOffset = obstacle["animationYOffset"].Integer();
- auto offset = image->height() % 42;
- if(obstacle["needAnimationOffsetFix"].Bool() && offset > 37)
- animationYOffset -= 42;
- offset += animationYOffset;
- Rect r = owner.fieldController->hexPositionLocal(obstacle["position"].Integer());
- r.y += 42 - image->height() + offset;
- return r.topLeft();
- }
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