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mirror of https://github.com/vcmi/vcmi.git synced 2025-07-01 00:45:26 +02:00
Changes were reviewed manually
This commit is contained in:
Alexander Wilms
2024-06-24 03:23:26 +02:00
parent 820b1b446e
commit 02e429e973
277 changed files with 815 additions and 815 deletions

View File

@ -355,9 +355,9 @@ bool MovementAnimation::init()
myAnim->setType(ECreatureAnimType::MOVING);
}
if (moveSoundHander == -1)
if (moveSoundHandler == -1)
{
moveSoundHander = CCS->soundh->playSound(stack->unitType()->sounds.move, -1);
moveSoundHandler = CCS->soundh->playSound(stack->unitType()->sounds.move, -1);
}
Point begPosition = owner.stacksController->getStackPositionAtHex(prevHex, stack);
@ -398,12 +398,12 @@ void MovementAnimation::tick(uint32_t msPassed)
myAnim->pos.moveTo(coords);
// true if creature haven't reached the final destination hex
if ((curentMoveIndex + 1) < destTiles.size())
if ((currentMoveIndex + 1) < destTiles.size())
{
// update the next hex field which has to be reached by the stack
curentMoveIndex++;
currentMoveIndex++;
prevHex = nextHex;
nextHex = destTiles[curentMoveIndex];
nextHex = destTiles[currentMoveIndex];
// request re-initialization
initialized = false;
@ -417,18 +417,18 @@ MovementAnimation::~MovementAnimation()
{
assert(stack);
if(moveSoundHander != -1)
CCS->soundh->stopSound(moveSoundHander);
if(moveSoundHandler != -1)
CCS->soundh->stopSound(moveSoundHandler);
}
MovementAnimation::MovementAnimation(BattleInterface & owner, const CStack *stack, std::vector<BattleHex> _destTiles, int _distance)
: StackMoveAnimation(owner, stack, stack->getPosition(), _destTiles.front()),
destTiles(_destTiles),
curentMoveIndex(0),
currentMoveIndex(0),
begX(0), begY(0),
distanceX(0), distanceY(0),
progressPerSecond(0.0),
moveSoundHander(-1),
moveSoundHandler(-1),
progress(0.0)
{
logAnim->debug("Created MovementAnimation for %s", stack->getName());
@ -649,7 +649,7 @@ void RangedAttackAnimation::setAnimationGroup()
Point shooterPos = stackAnimation(attackingStack)->pos.topLeft();
Point shotTarget = owner.stacksController->getStackPositionAtHex(dest, defendingStack);
//maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value)
//maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absolute value)
static const double straightAngle = 0.2;
double projectileAngle = -atan2(shotTarget.y - shooterPos.y, std::abs(shotTarget.x - shooterPos.x));
@ -672,18 +672,18 @@ void RangedAttackAnimation::initializeProjectile()
if (getGroup() == getUpwardsGroup())
{
shotOrigin.x += ( -25 + shooterInfo->animation.upperRightMissleOffsetX ) * multiplier;
shotOrigin.y += shooterInfo->animation.upperRightMissleOffsetY;
shotOrigin.x += ( -25 + shooterInfo->animation.upperRightMissileOffsetX ) * multiplier;
shotOrigin.y += shooterInfo->animation.upperRightMissileOffsetY;
}
else if (getGroup() == getDownwardsGroup())
{
shotOrigin.x += ( -25 + shooterInfo->animation.lowerRightMissleOffsetX ) * multiplier;
shotOrigin.y += shooterInfo->animation.lowerRightMissleOffsetY;
shotOrigin.x += ( -25 + shooterInfo->animation.lowerRightMissileOffsetX ) * multiplier;
shotOrigin.y += shooterInfo->animation.lowerRightMissileOffsetY;
}
else if (getGroup() == getForwardGroup())
{
shotOrigin.x += ( -25 + shooterInfo->animation.rightMissleOffsetX ) * multiplier;
shotOrigin.y += shooterInfo->animation.rightMissleOffsetY;
shotOrigin.x += ( -25 + shooterInfo->animation.rightMissileOffsetX ) * multiplier;
shotOrigin.y += shooterInfo->animation.rightMissileOffsetY;
}
else
{