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vcmi/client/battle/BattleObstacleController.h
2024-07-19 10:08:50 +00:00

69 lines
2.0 KiB
C++

/*
* 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
#include "../../lib/filesystem/ResourcePath.h"
VCMI_LIB_NAMESPACE_BEGIN
struct BattleHex;
struct CObstacleInstance;
class JsonNode;
class ObstacleChanges;
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;
/// list of all obstacles that are currently being rendered
std::map<si32, std::shared_ptr<CAnimation>> obstacleAnimations;
/// Current images for all present obstacles
std::map<si32, std::shared_ptr<IImage>> obstacleImages;
void loadObstacleImage(const CObstacleInstance & oi);
std::shared_ptr<IImage> getObstacleImage(const CObstacleInstance & oi);
Point getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle);
Point getObstaclePosition(std::shared_ptr<IImage> image, const JsonNode & obstacle);
public:
BattleObstacleController(BattleInterface & owner);
/// called every frame
void tick(uint32_t msPassed);
/// call-in from network pack, add newly placed obstacles with any required animations
void obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> & oi);
/// call-in from network pack, remove required obstacles with any required animations
void obstacleRemoved(const std::vector<ObstacleChanges> & obstacles);
/// renders all "absolute" obstacles
void showAbsoluteObstacles(Canvas & canvas);
/// adds all non-"absolute" visible obstacles for rendering
void collectRenderableObjects(BattleRenderer & renderer);
};