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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 "../CMusicHandler.h"
- #include "../CGameInfo.h"
- #include "../CPlayerInterface.h"
- #include "../gui/CAnimation.h"
- #include "../gui/Canvas.h"
- #include "../gui/CGuiHandler.h"
- #include "../../CCallback.h"
- #include "../../lib/battle/CObstacleInstance.h"
- #include "../../lib/ObstacleHandler.h"
- BattleObstacleController::BattleObstacleController(BattleInterface & owner):
- owner(owner),
- timePassed(0.f)
- {
- 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);
- CCS->soundh->playSound( spellObstacle->appearSound );
- owner.stacksController->addNewAnim(new EffectAnimation(owner, 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)
- {
- //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(oi->getInfo().width, 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);
- }
- });
- }
- }
- void BattleObstacleController::update()
- {
- timePassed += GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
- }
- std::shared_ptr<IImage> BattleObstacleController::getObstacleImage(const CObstacleInstance & oi)
- {
- int framesCount = timePassed * AnimationControls::getObstaclesSpeed();
- 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)
- {
- int frameIndex = framesCount % 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->hexPositionLocal(obstacle.pos);
- r.y += 42 - image->height() + offset;
- return r.topLeft();
- }
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