mirror of
https://github.com/vcmi/vcmi.git
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convert line endings from CRLF (Windows) to LF (Linux/Unix)
Mixed line endings cause problems when exporting patches with git-format-patch and then trying to "git am" a patch with mixed and non-matching line endings. In such a situation git will fail to apply the patch. This commit runs the dos2unix tools on the remaining files with CRLF (\r\n) line endings to convert them to line-feeds (\n) only. Files that are Windows specific like *.vcxproj and *.props files were not converted. Closes: #3073
This commit is contained in:
@@ -1,228 +1,228 @@
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/*
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* BattleObstacleController.cpp, 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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#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/CGuiHandler.h"
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#include "../render/Canvas.h"
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#include "../render/IRenderHandler.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),
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timePassed(0.f)
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{
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auto obst = owner.getBattle()->battleGetAllObstacles();
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for(auto & elem : obst)
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{
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if ( elem->obstacleType == CObstacleInstance::MOAT )
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continue; // handled by siege controller;
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loadObstacleImage(*elem);
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}
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}
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void BattleObstacleController::loadObstacleImage(const CObstacleInstance & oi)
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{
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AnimationPath animationName = oi.getAnimation();
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if (animationsCache.count(animationName) == 0)
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{
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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 = GH.renderHandler().createAnimation();
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animation->setCustom(animationName.getName(), 0, 0);
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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 = GH.renderHandler().loadAnimation(animationName);
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animationsCache[animationName] = animation;
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animation->preload();
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}
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}
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obstacleAnimations[oi.uniqueID] = animationsCache[animationName];
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}
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void BattleObstacleController::obstacleRemoved(const std::vector<ObstacleChanges> & obstacles)
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{
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for(const auto & oi : obstacles)
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{
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auto & obstacle = oi.data["obstacle"];
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if (!obstacle.isStruct())
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{
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logGlobal->error("I don't know how to animate removal of this obstacle");
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continue;
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}
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auto animation = GH.renderHandler().loadAnimation(AnimationPath::fromJson(obstacle["appearAnimation"]));
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animation->preload();
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auto first = animation->getImage(0, 0);
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if(!first)
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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, obstacle);
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//AFAIK, in H3 there is no sound of obstacle removal
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owner.stacksController->addNewAnim(new EffectAnimation(owner, AnimationPath::fromJson(obstacle["appearAnimation"]), whereTo, obstacle["position"].Integer(), 0, true));
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obstacleAnimations.erase(oi.id);
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//so when multiple obstacles are removed, they show up one after another
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owner.waitForAnimations();
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}
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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(const auto & oi : obstacles)
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{
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auto side = owner.getBattle()->playerToSide(owner.curInt->playerID);
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if(!oi->visibleForSide(side.value(), owner.getBattle()->battleHasNativeStack(side.value())))
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continue;
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auto animation = GH.renderHandler().loadAnimation(oi->getAppearAnimation());
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animation->preload();
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auto first = animation->getImage(0, 0);
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if(!first)
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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( oi->getAppearSound() );
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owner.stacksController->addNewAnim(new EffectAnimation(owner, oi->getAppearAnimation(), whereTo, oi->pos));
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//so when multiple obstacles are added, they show up one after another
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owner.waitForAnimations();
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loadObstacleImage(*oi);
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}
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}
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void BattleObstacleController::showAbsoluteObstacles(Canvas & canvas)
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{
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//Blit absolute obstacles
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for(auto & obstacle : owner.getBattle()->battleGetAllObstacles())
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{
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if(obstacle->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
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{
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auto img = getObstacleImage(*obstacle);
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if(img)
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canvas.draw(img, Point(obstacle->getInfo().width, obstacle->getInfo().height));
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}
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if (obstacle->obstacleType == CObstacleInstance::USUAL)
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{
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if (obstacle->getInfo().isForegroundObstacle)
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continue;
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auto img = getObstacleImage(*obstacle);
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if(img)
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{
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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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}
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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.getBattle()->battleGetAllObstacles())
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{
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if (obstacle->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
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continue;
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if (obstacle->obstacleType == CObstacleInstance::MOAT)
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continue;
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if (obstacle->obstacleType == CObstacleInstance::USUAL && !obstacle->getInfo().isForegroundObstacle)
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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);
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if(img)
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{
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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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}
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}
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void BattleObstacleController::tick(uint32_t msPassed)
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{
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timePassed += msPassed / 1000.f;
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}
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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];
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assert(animation);
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if(animation)
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{
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int frameIndex = framesCount % animation->size(0);
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return animation->getImage(frameIndex, 0);
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}
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return nullptr;
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}
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Point BattleObstacleController::getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle)
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{
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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();
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}
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Point BattleObstacleController::getObstaclePosition(std::shared_ptr<IImage> image, const JsonNode & obstacle)
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{
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auto animationYOffset = obstacle["animationYOffset"].Integer();
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auto offset = image->height() % 42;
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if(obstacle["needAnimationOffsetFix"].Bool() && offset > 37)
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animationYOffset -= 42;
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offset += animationYOffset;
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Rect r = owner.fieldController->hexPositionLocal(obstacle["position"].Integer());
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r.y += 42 - image->height() + offset;
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return r.topLeft();
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}
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/*
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* BattleObstacleController.cpp, 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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#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/CGuiHandler.h"
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#include "../render/Canvas.h"
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#include "../render/IRenderHandler.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),
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timePassed(0.f)
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{
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auto obst = owner.getBattle()->battleGetAllObstacles();
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for(auto & elem : obst)
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{
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if ( elem->obstacleType == CObstacleInstance::MOAT )
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continue; // handled by siege controller;
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loadObstacleImage(*elem);
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}
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}
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void BattleObstacleController::loadObstacleImage(const CObstacleInstance & oi)
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{
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AnimationPath animationName = oi.getAnimation();
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if (animationsCache.count(animationName) == 0)
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{
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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 = GH.renderHandler().createAnimation();
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animation->setCustom(animationName.getName(), 0, 0);
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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 = GH.renderHandler().loadAnimation(animationName);
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animationsCache[animationName] = animation;
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animation->preload();
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}
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}
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obstacleAnimations[oi.uniqueID] = animationsCache[animationName];
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}
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void BattleObstacleController::obstacleRemoved(const std::vector<ObstacleChanges> & obstacles)
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{
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for(const auto & oi : obstacles)
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{
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auto & obstacle = oi.data["obstacle"];
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if (!obstacle.isStruct())
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{
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logGlobal->error("I don't know how to animate removal of this obstacle");
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continue;
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}
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auto animation = GH.renderHandler().loadAnimation(AnimationPath::fromJson(obstacle["appearAnimation"]));
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animation->preload();
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auto first = animation->getImage(0, 0);
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if(!first)
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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, obstacle);
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//AFAIK, in H3 there is no sound of obstacle removal
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owner.stacksController->addNewAnim(new EffectAnimation(owner, AnimationPath::fromJson(obstacle["appearAnimation"]), whereTo, obstacle["position"].Integer(), 0, true));
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obstacleAnimations.erase(oi.id);
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//so when multiple obstacles are removed, they show up one after another
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owner.waitForAnimations();
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}
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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(const auto & oi : obstacles)
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{
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auto side = owner.getBattle()->playerToSide(owner.curInt->playerID);
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if(!oi->visibleForSide(side.value(), owner.getBattle()->battleHasNativeStack(side.value())))
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continue;
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auto animation = GH.renderHandler().loadAnimation(oi->getAppearAnimation());
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animation->preload();
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auto first = animation->getImage(0, 0);
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if(!first)
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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( oi->getAppearSound() );
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owner.stacksController->addNewAnim(new EffectAnimation(owner, oi->getAppearAnimation(), whereTo, oi->pos));
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//so when multiple obstacles are added, they show up one after another
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owner.waitForAnimations();
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loadObstacleImage(*oi);
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}
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}
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void BattleObstacleController::showAbsoluteObstacles(Canvas & canvas)
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{
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//Blit absolute obstacles
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for(auto & obstacle : owner.getBattle()->battleGetAllObstacles())
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{
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if(obstacle->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
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{
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auto img = getObstacleImage(*obstacle);
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if(img)
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canvas.draw(img, Point(obstacle->getInfo().width, obstacle->getInfo().height));
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}
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if (obstacle->obstacleType == CObstacleInstance::USUAL)
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{
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if (obstacle->getInfo().isForegroundObstacle)
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continue;
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auto img = getObstacleImage(*obstacle);
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if(img)
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{
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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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}
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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.getBattle()->battleGetAllObstacles())
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{
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if (obstacle->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
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continue;
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if (obstacle->obstacleType == CObstacleInstance::MOAT)
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continue;
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if (obstacle->obstacleType == CObstacleInstance::USUAL && !obstacle->getInfo().isForegroundObstacle)
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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);
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if(img)
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{
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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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}
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}
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void BattleObstacleController::tick(uint32_t msPassed)
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{
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timePassed += msPassed / 1000.f;
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}
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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];
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assert(animation);
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if(animation)
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{
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int frameIndex = framesCount % animation->size(0);
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return animation->getImage(frameIndex, 0);
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}
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return nullptr;
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}
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Point BattleObstacleController::getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle)
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{
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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();
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}
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Point BattleObstacleController::getObstaclePosition(std::shared_ptr<IImage> image, const JsonNode & obstacle)
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{
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auto animationYOffset = obstacle["animationYOffset"].Integer();
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auto offset = image->height() % 42;
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if(obstacle["needAnimationOffsetFix"].Bool() && offset > 37)
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animationYOffset -= 42;
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offset += animationYOffset;
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Rect r = owner.fieldController->hexPositionLocal(obstacle["position"].Integer());
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r.y += 42 - image->height() + offset;
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return r.topLeft();
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}
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