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										 |  |  | /*
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										 |  |  |  * BattleObstacleController.cpp, part of VCMI engine | 
					
						
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										 |  |  |  * | 
					
						
							|  |  |  |  * 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"
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										 |  |  | #include "BattleObstacleController.h"
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										 |  |  | #include "BattleInterface.h"
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							|  |  |  | #include "BattleFieldController.h"
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							|  |  |  | #include "BattleAnimationClasses.h"
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							|  |  |  | #include "BattleStacksController.h"
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							|  |  |  | #include "BattleRenderer.h"
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										 |  |  | #include "CreatureAnimation.h"
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										 |  |  | #include "../CMusicHandler.h"
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							|  |  |  | #include "../CGameInfo.h"
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										 |  |  | #include "../CPlayerInterface.h"
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										 |  |  | #include "../gui/CAnimation.h"
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										 |  |  | #include "../gui/Canvas.h"
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										 |  |  | #include "../gui/CGuiHandler.h"
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										 |  |  | #include "../../CCallback.h"
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							|  |  |  | #include "../../lib/battle/CObstacleInstance.h"
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							|  |  |  | #include "../../lib/ObstacleHandler.h"
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										 |  |  | BattleObstacleController::BattleObstacleController(BattleInterface & owner): | 
					
						
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										 |  |  | 	owner(owner), | 
					
						
							|  |  |  | 	timePassed(0.f) | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	auto obst = owner.curInt->cb->battleGetAllObstacles(); | 
					
						
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										 |  |  | 	for(auto & elem : obst) | 
					
						
							|  |  |  | 	{ | 
					
						
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										 |  |  | 		if ( elem->obstacleType == CObstacleInstance::MOAT ) | 
					
						
							|  |  |  | 			continue; // handled by siege controller;
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							|  |  |  | 		loadObstacleImage(*elem); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void BattleObstacleController::loadObstacleImage(const CObstacleInstance & oi) | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | 	std::string animationName; | 
					
						
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							|  |  |  | 	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; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
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							|  |  |  | 	if (animationsCache.count(animationName) == 0) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		if (oi.obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE) | 
					
						
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										 |  |  | 		{ | 
					
						
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										 |  |  | 			// obstacle uses single bitmap image for animations
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										 |  |  | 			auto animation = std::make_shared<CAnimation>(); | 
					
						
							|  |  |  | 			animation->setCustom(animationName, 0, 0); | 
					
						
							|  |  |  | 			animationsCache[animationName] = animation; | 
					
						
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										 |  |  | 			animation->preload(); | 
					
						
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										 |  |  | 		} | 
					
						
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										 |  |  | 		else | 
					
						
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										 |  |  | 		{ | 
					
						
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										 |  |  | 			auto animation = std::make_shared<CAnimation>(animationName); | 
					
						
							|  |  |  | 			animationsCache[animationName] = animation; | 
					
						
							|  |  |  | 			animation->preload(); | 
					
						
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										 |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	obstacleAnimations[oi.uniqueID] = animationsCache[animationName]; | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> & obstacles) | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	for (auto const & oi : obstacles) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		auto spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(oi.get()); | 
					
						
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							|  |  |  | 		if (!spellObstacle) | 
					
						
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										 |  |  | 		{ | 
					
						
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										 |  |  | 			logGlobal->error("I don't know how to animate appearing obstacle of type %d", (int)oi->obstacleType); | 
					
						
							|  |  |  | 			continue; | 
					
						
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										 |  |  | 		} | 
					
						
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										 |  |  | 		auto animation = std::make_shared<CAnimation>(spellObstacle->appearAnimation); | 
					
						
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										 |  |  | 		animation->preload(); | 
					
						
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										 |  |  | 		auto first = animation->getImage(0, 0); | 
					
						
							|  |  |  | 		if(!first) | 
					
						
							|  |  |  | 			continue; | 
					
						
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										 |  |  | 		//we assume here that effect graphics have the same size as the usual obstacle image
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							|  |  |  | 		// -> if we know how to blit obstacle, let's blit the effect in the same place
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							|  |  |  | 		Point whereTo = getObstaclePosition(first, *oi); | 
					
						
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										 |  |  | 		CCS->soundh->playSound( spellObstacle->appearSound ); | 
					
						
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										 |  |  | 		owner.stacksController->addNewAnim(new EffectAnimation(owner, spellObstacle->appearAnimation, whereTo, oi->pos)); | 
					
						
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										 |  |  | 
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							|  |  |  | 		//so when multiple obstacles are added, they show up one after another
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										 |  |  | 		owner.waitForAnimationCondition(EAnimationEvents::ACTION, false); | 
					
						
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										 |  |  | 
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							|  |  |  | 		loadObstacleImage(*spellObstacle); | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | void BattleObstacleController::showAbsoluteObstacles(Canvas & canvas) | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | 	//Blit absolute obstacles
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										 |  |  | 	for(auto & oi : owner.curInt->cb->battleGetAllObstacles()) | 
					
						
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										 |  |  | 	{ | 
					
						
							|  |  |  | 		if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			auto img = getObstacleImage(*oi); | 
					
						
							|  |  |  | 			if(img) | 
					
						
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										 |  |  | 				canvas.draw(img, Point(oi->getInfo().width, oi->getInfo().height)); | 
					
						
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										 |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void BattleObstacleController::collectRenderableObjects(BattleRenderer & renderer) | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	for (auto obstacle : owner.curInt->cb->battleGetAllObstacles()) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		if (obstacle->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE) | 
					
						
							|  |  |  | 			continue; | 
					
						
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										 |  |  | 		if (obstacle->obstacleType == CObstacleInstance::MOAT) | 
					
						
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										 |  |  | 			continue; | 
					
						
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										 |  |  | 		renderer.insert(EBattleFieldLayer::OBSTACLES, obstacle->pos, [this, obstacle]( BattleRenderer::RendererRef canvas ){ | 
					
						
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										 |  |  | 			auto img = getObstacleImage(*obstacle); | 
					
						
							|  |  |  | 			if(img) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				Point p = getObstaclePosition(img, *obstacle); | 
					
						
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										 |  |  | 				canvas.draw(img, p); | 
					
						
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										 |  |  | 			} | 
					
						
							|  |  |  | 		}); | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void BattleObstacleController::update() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	timePassed += GH.mainFPSmng->getElapsedMilliseconds() / 1000.f; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | std::shared_ptr<IImage> BattleObstacleController::getObstacleImage(const CObstacleInstance & oi) | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	int framesCount = timePassed * AnimationControls::getObstaclesSpeed(); | 
					
						
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										 |  |  | 	std::shared_ptr<CAnimation> animation; | 
					
						
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										 |  |  | 	// obstacle is not loaded yet, don't show anything
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										 |  |  | 	if (obstacleAnimations.count(oi.uniqueID) == 0) | 
					
						
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										 |  |  | 		return nullptr; | 
					
						
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										 |  |  | 	animation = obstacleAnimations[oi.uniqueID]; | 
					
						
							|  |  |  | 	assert(animation); | 
					
						
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										 |  |  | 	if(animation) | 
					
						
							|  |  |  | 	{ | 
					
						
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										 |  |  | 		int frameIndex = framesCount % animation->size(0); | 
					
						
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										 |  |  | 		return animation->getImage(frameIndex, 0); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return nullptr; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | Point BattleObstacleController::getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle) | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | 	int offset = obstacle.getAnimationYOffset(image->height()); | 
					
						
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										 |  |  | 	Rect r = owner.fieldController->hexPositionLocal(obstacle.pos); | 
					
						
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										 |  |  | 	r.y += 42 - image->height() + offset; | 
					
						
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							|  |  |  | 	return r.topLeft(); | 
					
						
							|  |  |  | } |