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vcmi: now obstacles can have disappearing anim
It is a reverse version of appearingAnimation.
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@@ -74,6 +74,37 @@ void BattleObstacleController::loadObstacleImage(const CObstacleInstance & oi)
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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 (auto const & 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 = std::make_shared<CAnimation>(obstacle["appearAnimation"].String());
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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, obstacle["appearAnimation"].String(), 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 (auto const & oi : obstacles)
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@@ -87,7 +118,7 @@ void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<
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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);
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logGlobal->error("I don't know how to animate removal of obstacle of type %d", (int)oi->obstacleType);
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continue;
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}
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@@ -180,3 +211,19 @@ Point BattleObstacleController::getObstaclePosition(std::shared_ptr<IImage> imag
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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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