2023-10-19 16:19:09 +02:00
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/*
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* BattleObstacleController.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../../lib/filesystem/ResourcePath.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct BattleHex;
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struct CObstacleInstance;
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class JsonNode;
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class ObstacleChanges;
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class Point;
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VCMI_LIB_NAMESPACE_END
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class IImage;
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class Canvas;
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class CAnimation;
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class BattleInterface;
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class BattleRenderer;
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/// Controls all currently active projectiles on the battlefield
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/// (with exception of moat, which is apparently handled by siege controller)
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class BattleObstacleController
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{
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BattleInterface & owner;
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/// total time, in seconds, since start of battle. Used for animating obstacles
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float timePassed;
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/// list of all obstacles that are currently being rendered
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std::map<si32, std::shared_ptr<CAnimation>> obstacleAnimations;
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2024-06-13 12:44:56 +02:00
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/// Current images for all present obstacles
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std::map<si32, std::shared_ptr<IImage>> obstacleImages;
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2023-10-19 16:19:09 +02:00
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void loadObstacleImage(const CObstacleInstance & oi);
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std::shared_ptr<IImage> getObstacleImage(const CObstacleInstance & oi);
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Point getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle);
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Point getObstaclePosition(std::shared_ptr<IImage> image, const JsonNode & obstacle);
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public:
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BattleObstacleController(BattleInterface & owner);
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/// called every frame
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void tick(uint32_t msPassed);
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/// call-in from network pack, add newly placed obstacles with any required animations
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void obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> & oi);
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/// call-in from network pack, remove required obstacles with any required animations
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void obstacleRemoved(const std::vector<ObstacleChanges> & obstacles);
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/// renders all "absolute" obstacles
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void showAbsoluteObstacles(Canvas & canvas);
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/// adds all non-"absolute" visible obstacles for rendering
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void collectRenderableObjects(BattleRenderer & renderer);
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};
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