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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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