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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 "../CPlayerInterface.h"
 
- #include "../gui/CAnimation.h"
 
- #include "../gui/Canvas.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/battle/CObstacleInstance.h"
 
- #include "../../lib/ObstacleHandler.h"
 
- BattleObstacleController::BattleObstacleController(BattleInterface & 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 BattleObstacleController::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 uses single bitmap image for animations
 
- 			auto animation = std::make_shared<CAnimation>();
 
- 			animation->setCustom(animationName, 0, 0);
 
- 			animationsCache[animationName] = animation;
 
- 			animation->preload();
 
- 		}
 
- 		else
 
- 		{
 
- 			auto animation = std::make_shared<CAnimation>(animationName);
 
- 			animationsCache[animationName] = animation;
 
- 			animation->preload();
 
- 		}
 
- 	}
 
- 	obstacleAnimations[oi.uniqueID] = animationsCache[animationName];
 
- }
 
- void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> & obstacles)
 
- {
 
- 	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);
 
- 			continue;
 
- 		}
 
- 		auto animation = std::make_shared<CAnimation>(spellObstacle->appearAnimation);
 
- 		animation->preload();
 
- 		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);
 
- 		owner.stacksController->addNewAnim(new PointEffectAnimation(owner, spellObstacle->appearSound, spellObstacle->appearAnimation, whereTo, oi->pos));
 
- 		//so when multiple obstacles are added, they show up one after another
 
- 		owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
 
- 		loadObstacleImage(*spellObstacle);
 
- 	}
 
- }
 
- void BattleObstacleController::showAbsoluteObstacles(Canvas & 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 BattleObstacleController::collectRenderableObjects(BattleRenderer & 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]( BattleRenderer::RendererRef canvas ){
 
- 			auto img = getObstacleImage(*obstacle);
 
- 			if(img)
 
- 			{
 
- 				Point p = getObstaclePosition(img, *obstacle);
 
- 				canvas.draw(img, p);
 
- 			}
 
- 		});
 
- 	}
 
- }
 
- std::shared_ptr<IImage> BattleObstacleController::getObstacleImage(const CObstacleInstance & oi)
 
- {
 
- 	int frameIndex = (owner.animCount+1) *25 / owner.getAnimSpeed();
 
- 	std::shared_ptr<CAnimation> animation;
 
- 	// obstacle is not loaded yet, don't show anything
 
- 	if (obstacleAnimations.count(oi.uniqueID) == 0)
 
- 		return nullptr;
 
- 	animation = obstacleAnimations[oi.uniqueID];
 
- 	assert(animation);
 
- 	if(animation)
 
- 	{
 
- 		frameIndex %= animation->size(0);
 
- 		return animation->getImage(frameIndex, 0);
 
- 	}
 
- 	return nullptr;
 
- }
 
- Point BattleObstacleController::getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle)
 
- {
 
- 	int offset = obstacle.getAnimationYOffset(image->height());
 
- 	Rect r = owner.fieldController->hexPositionAbsolute(obstacle.pos);
 
- 	r.y += 42 - image->height() + offset;
 
- 	return r.topLeft();
 
- }
 
 
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