1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
vcmi/client/battle/BattleObstacleController.cpp
Ivan Savenko 428fb832c6 Implemented foreground/background obstacles:
- obstacles now have "foreground" field
- if "foreground" field set, obstacle will appear on top of other
objects, such as units
- if "foreground" is not set, obstacle will appear below units
- updated schema and cleared up obstacles config
2023-06-06 15:53:14 +03:00

216 lines
6.5 KiB
C++

/*
* BattleObstacleController.cpp, 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
*
*/
#include "StdInc.h"
#include "BattleObstacleController.h"
#include "BattleInterface.h"
#include "BattleFieldController.h"
#include "BattleAnimationClasses.h"
#include "BattleStacksController.h"
#include "BattleRenderer.h"
#include "CreatureAnimation.h"
#include "../CMusicHandler.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../gui/CGuiHandler.h"
#include "../render/Canvas.h"
#include "../../CCallback.h"
#include "../../lib/battle/CObstacleInstance.h"
#include "../../lib/ObstacleHandler.h"
BattleObstacleController::BattleObstacleController(BattleInterface & owner):
owner(owner),
timePassed(0.f)
{
auto obst = owner.curInt->cb->battleGetAllObstacles();
for(auto & elem : obst)
{
if ( elem->obstacleType == CObstacleInstance::MOAT )
continue; // handled by siege controller;
loadObstacleImage(*elem);
}
}
void BattleObstacleController::loadObstacleImage(const CObstacleInstance & oi)
{
std::string animationName = oi.getAnimation();
if (animationsCache.count(animationName) == 0)
{
if (oi.obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
{
// obstacle uses single bitmap image for animations
auto animation = std::make_shared<CAnimation>();
animation->setCustom(animationName, 0, 0);
animationsCache[animationName] = animation;
animation->preload();
}
else
{
auto animation = std::make_shared<CAnimation>(animationName);
animationsCache[animationName] = animation;
animation->preload();
}
}
obstacleAnimations[oi.uniqueID] = animationsCache[animationName];
}
void BattleObstacleController::obstacleRemoved(const std::vector<ObstacleChanges> & obstacles)
{
for(const auto & oi : obstacles)
{
auto & obstacle = oi.data["obstacle"];
if (!obstacle.isStruct())
{
logGlobal->error("I don't know how to animate removal of this obstacle");
continue;
}
auto animation = std::make_shared<CAnimation>(obstacle["appearAnimation"].String());
animation->preload();
auto first = animation->getImage(0, 0);
if(!first)
continue;
//we assume here that effect graphics have the same size as the usual obstacle image
// -> if we know how to blit obstacle, let's blit the effect in the same place
Point whereTo = getObstaclePosition(first, obstacle);
//AFAIK, in H3 there is no sound of obstacle removal
owner.stacksController->addNewAnim(new EffectAnimation(owner, obstacle["appearAnimation"].String(), whereTo, obstacle["position"].Integer(), 0, true));
obstacleAnimations.erase(oi.id);
//so when multiple obstacles are removed, they show up one after another
owner.waitForAnimations();
}
}
void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> & obstacles)
{
for(const auto & oi : obstacles)
{
auto side = owner.curInt->cb->playerToSide(owner.curInt->playerID);
if(!oi->visibleForSide(side.value(), owner.curInt->cb->battleHasNativeStack(side.value())))
continue;
auto animation = std::make_shared<CAnimation>(oi->getAppearAnimation());
animation->preload();
auto first = animation->getImage(0, 0);
if(!first)
continue;
//we assume here that effect graphics have the same size as the usual obstacle image
// -> if we know how to blit obstacle, let's blit the effect in the same place
Point whereTo = getObstaclePosition(first, *oi);
CCS->soundh->playSound( oi->getAppearSound() );
owner.stacksController->addNewAnim(new EffectAnimation(owner, oi->getAppearAnimation(), whereTo, oi->pos));
//so when multiple obstacles are added, they show up one after another
owner.waitForAnimations();
loadObstacleImage(*oi);
}
}
void BattleObstacleController::showAbsoluteObstacles(Canvas & canvas)
{
//Blit absolute obstacles
for(auto & oi : owner.curInt->cb->battleGetAllObstacles())
{
if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
{
auto img = getObstacleImage(*oi);
if(img)
canvas.draw(img, Point(oi->getInfo().width, oi->getInfo().height));
}
}
}
void BattleObstacleController::collectRenderableObjects(BattleRenderer & renderer)
{
for (auto obstacle : owner.curInt->cb->battleGetAllObstacles())
{
if (obstacle->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
continue;
if (obstacle->obstacleType == CObstacleInstance::MOAT)
continue;
bool isForeground = obstacle->obstacleType == CObstacleInstance::USUAL && obstacle->getInfo().isForegroundObstacle;
auto layer = isForeground ? EBattleFieldLayer::OBSTACLES_FG : EBattleFieldLayer::OBSTACLES_BG;
renderer.insert(layer, obstacle->pos, [this, obstacle]( BattleRenderer::RendererRef canvas ){
auto img = getObstacleImage(*obstacle);
if(img)
{
Point p = getObstaclePosition(img, *obstacle);
canvas.draw(img, p);
}
});
}
}
void BattleObstacleController::tick(uint32_t msPassed)
{
timePassed += msPassed / 1000.f;
}
std::shared_ptr<IImage> BattleObstacleController::getObstacleImage(const CObstacleInstance & oi)
{
int framesCount = timePassed * AnimationControls::getObstaclesSpeed();
std::shared_ptr<CAnimation> animation;
// obstacle is not loaded yet, don't show anything
if (obstacleAnimations.count(oi.uniqueID) == 0)
return nullptr;
animation = obstacleAnimations[oi.uniqueID];
assert(animation);
if(animation)
{
int frameIndex = framesCount % animation->size(0);
return animation->getImage(frameIndex, 0);
}
return nullptr;
}
Point BattleObstacleController::getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle)
{
int offset = obstacle.getAnimationYOffset(image->height());
Rect r = owner.fieldController->hexPositionLocal(obstacle.pos);
r.y += 42 - image->height() + offset;
return r.topLeft();
}
Point BattleObstacleController::getObstaclePosition(std::shared_ptr<IImage> image, const JsonNode & obstacle)
{
auto animationYOffset = obstacle["animationYOffset"].Integer();
auto offset = image->height() % 42;
if(obstacle["needAnimationOffsetFix"].Bool() && offset > 37)
animationYOffset -= 42;
offset += animationYOffset;
Rect r = owner.fieldController->hexPositionLocal(obstacle["position"].Integer());
r.y += 42 - image->height() + offset;
return r.topLeft();
}