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vcmi/client/battle/BattleObstacleController.cpp

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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"
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#include "BattleInterface.h"
#include "BattleFieldController.h"
#include "BattleAnimationClasses.h"
#include "BattleStacksController.h"
#include "BattleRenderer.h"
#include "CreatureAnimation.h"
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#include "../CMusicHandler.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../gui/CGuiHandler.h"
#include "../render/Canvas.h"
#include "../render/IRenderHandler.h"
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#include "../../CCallback.h"
#include "../../lib/battle/CObstacleInstance.h"
#include "../../lib/ObstacleHandler.h"
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BattleObstacleController::BattleObstacleController(BattleInterface & owner):
owner(owner),
timePassed(0.f)
{
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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)
{
AnimationPath animationName = oi.getAnimation();
if (animationsCache.count(animationName) == 0)
{
if (oi.obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
{
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// obstacle uses single bitmap image for animations
auto animation = GH.renderHandler().createAnimation();
animation->setCustom(animationName.getName(), 0, 0);
animationsCache[animationName] = animation;
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animation->preload();
}
else
{
auto animation = GH.renderHandler().loadAnimation(animationName);
animationsCache[animationName] = animation;
animation->preload();
}
}
obstacleAnimations[oi.uniqueID] = animationsCache[animationName];
}
void BattleObstacleController::obstacleRemoved(const std::vector<ObstacleChanges> & obstacles)
{
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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;
}
auto animation = GH.renderHandler().loadAnimation(AnimationPath::fromJson(obstacle["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, obstacle);
//AFAIK, in H3 there is no sound of obstacle removal
owner.stacksController->addNewAnim(new EffectAnimation(owner, AnimationPath::fromJson(obstacle["appearAnimation"]), whereTo, obstacle["position"].Integer(), 0, true));
obstacleAnimations.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)
{
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for(const auto & oi : obstacles)
{
auto side = owner.curInt->cb->playerToSide(owner.curInt->playerID);
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if(!oi->visibleForSide(side.value(), owner.curInt->cb->battleHasNativeStack(side.value())))
continue;
auto animation = GH.renderHandler().loadAnimation(oi->getAppearAnimation());
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( 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.curInt->cb->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)
{
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for (auto obstacle : owner.curInt->cb->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;
}
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();
}
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();
}