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- /*
- * BattleObstacleController.h, 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
- *
- */
- #pragma once
- #include "../../lib/filesystem/ResourcePath.h"
- VCMI_LIB_NAMESPACE_BEGIN
- struct BattleHex;
- struct CObstacleInstance;
- class JsonNode;
- class ObstacleChanges;
- class Point;
- VCMI_LIB_NAMESPACE_END
- class IImage;
- class Canvas;
- class CAnimation;
- class BattleInterface;
- class BattleRenderer;
- /// Controls all currently active projectiles on the battlefield
- /// (with exception of moat, which is apparently handled by siege controller)
- class BattleObstacleController
- {
- BattleInterface & owner;
- /// total time, in seconds, since start of battle. Used for animating obstacles
- float timePassed;
- /// cached animations of all obstacles in current battle
- std::map<AnimationPath, std::shared_ptr<CAnimation>> animationsCache;
- /// list of all obstacles that are currently being rendered
- std::map<si32, std::shared_ptr<CAnimation>> obstacleAnimations;
- void loadObstacleImage(const CObstacleInstance & oi);
- std::shared_ptr<IImage> getObstacleImage(const CObstacleInstance & oi);
- Point getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle);
- Point getObstaclePosition(std::shared_ptr<IImage> image, const JsonNode & obstacle);
- public:
- BattleObstacleController(BattleInterface & owner);
- /// called every frame
- void tick(uint32_t msPassed);
- /// call-in from network pack, add newly placed obstacles with any required animations
- void obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> & oi);
- /// call-in from network pack, remove required obstacles with any required animations
- void obstacleRemoved(const std::vector<ObstacleChanges> & obstacles);
- /// renders all "absolute" obstacles
- void showAbsoluteObstacles(Canvas & canvas);
- /// adds all non-"absolute" visible obstacles for rendering
- void collectRenderableObjects(BattleRenderer & renderer);
- };
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