/* * BattleObstacleController.h, 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 * */ #pragma once VCMI_LIB_NAMESPACE_BEGIN struct BattleHex; struct CObstacleInstance; class Point; VCMI_LIB_NAMESPACE_END class IImage; class Canvas; class CAnimation; class BattleInterface; class BattleRenderer; /// Controls all currently active projectiles on the battlefield /// (with exception of moat, which is apparently handled by siege controller) class BattleObstacleController { BattleInterface & owner; /// total time, in seconds, since start of battle. Used for animating obstacles float timePassed; /// cached animations of all obstacles in current battle std::map> animationsCache; /// list of all obstacles that are currently being rendered std::map> obstacleAnimations; void loadObstacleImage(const CObstacleInstance & oi); std::shared_ptr getObstacleImage(const CObstacleInstance & oi); Point getObstaclePosition(std::shared_ptr image, const CObstacleInstance & obstacle); public: BattleObstacleController(BattleInterface & owner); /// called every frame void update(); /// call-in from network pack, add newly placed obstacles with any required animations void obstaclePlaced(const std::vector> & oi); /// renders all "absolute" obstacles void showAbsoluteObstacles(Canvas & canvas); /// adds all non-"absolute" visible obstacles for rendering void collectRenderableObjects(BattleRenderer & renderer); };