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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 "../../CCallback.h"
 
- #include "../../lib/battle/CObstacleInstance.h"
 
- #include "../../lib/ObstacleHandler.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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