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obstacle: remove trigger animation and sound

It was not working anyway. Now it is handled by trigger ability.
Trigger ability hit animation + trigger ability cast sound.
This commit is contained in:
Konstantin 2023-03-20 11:59:43 +03:00
parent 50dab1f049
commit 1100bc7a5b
6 changed files with 6 additions and 25 deletions

View File

@ -31,7 +31,7 @@ public:
Obstacle obstacle;
si32 iconIndex;
std::string identifier;
std::string appearSound, appearAnimation, triggerAnimation, triggerSound, animation;
std::string appearSound, appearAnimation, animation;
std::vector<TerrainId> allowedTerrains;
std::vector<std::string> allowedSpecialBfields;
@ -62,12 +62,7 @@ public:
h & identifier;
h & animation;
h & appearAnimation;
h & triggerAnimation;
if (version > 806)
{
h & appearSound;
h & triggerSound;
}
h & appearSound;
h & allowedTerrains;
h & allowedSpecialBfields;
h & isAbsoluteObstacle;

View File

@ -173,8 +173,6 @@ void SpellCreatedObstacle::serializeJson(JsonSerializeFormat & handler)
handler.serializeString("appearSound", appearSound);
handler.serializeString("appearAnimation", appearAnimation);
handler.serializeString("triggerSound", triggerSound);
handler.serializeString("triggerAnimation", triggerAnimation);
handler.serializeString("animation", animation);
handler.serializeInt("animationYOffset", animationYOffset);

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@ -82,8 +82,6 @@ struct DLL_LINKAGE SpellCreatedObstacle : CObstacleInstance
std::string appearSound;
std::string appearAnimation;
std::string triggerSound;
std::string triggerAnimation;
std::string animation;
int animationYOffset;

View File

@ -34,7 +34,6 @@ VCMI_REGISTER_SPELL_EFFECT(Moat, EFFECT_NAME);
void Moat::serializeJsonEffect(JsonSerializeFormat & handler)
{
handler.serializeBool("hidden", hidden);
handler.serializeBool("passable", passable);
handler.serializeBool("trigger", trigger);
handler.serializeBool("trap", trap);
handler.serializeBool("removeOnTrigger", removeOnTrigger);
@ -100,13 +99,10 @@ void Moat::placeObstacles(ServerCallback * server, const Mechanics * m, const Ef
obstacle.trap = trap;
obstacle.removeOnTrigger = removeOnTrigger;
obstacle.nativeVisible = false; //Moats is invisible for native terrain
// Moats should not have appear sound and appear animation (they are always exists)
// Only trigger animation may exists
obstacle.triggerSound = sideOptions.triggerSound;
obstacle.triggerAnimation = sideOptions.triggerAnimation;
obstacle.appearSound = sideOptions.appearSound; //For dispellable moats
obstacle.appearAnimation = sideOptions.appearAnimation; //For dispellable moats
obstacle.animation = sideOptions.animation;
obstacle.customSize.emplace_back(obstacle.pos); //All moat hexes are different obstacles
obstacle.animationYOffset = sideOptions.offsetY;
pack.changes.emplace_back();
obstacle.toInfo(pack.changes.back());

View File

@ -91,8 +91,6 @@ void ObstacleSideOptions::serializeJson(JsonSerializeFormat & handler)
handler.serializeString("appearSound", appearSound);
handler.serializeString("appearAnimation", appearAnimation);
handler.serializeString("triggerSound", triggerSound);
handler.serializeString("triggerAnimation", triggerAnimation);
handler.serializeString("animation", animation);
handler.serializeInt("offsetY", offsetY);
@ -307,8 +305,6 @@ void Obstacle::placeObstacles(ServerCallback * server, const Mechanics * m, cons
obstacle.appearSound = options.appearSound;
obstacle.appearAnimation = options.appearAnimation;
obstacle.triggerSound = options.triggerSound;
obstacle.triggerAnimation = options.triggerAnimation;
obstacle.animation = options.animation;
obstacle.animationYOffset = options.offsetY;

View File

@ -32,8 +32,6 @@ public:
std::string appearSound;
std::string appearAnimation;
std::string triggerSound;
std::string triggerAnimation;
std::string animation;
int offsetY = 0;
@ -58,7 +56,6 @@ protected:
virtual void placeObstacles(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const;
bool hidden = false;
bool passable = false;
bool trigger = false;
bool trap = false;
bool removeOnTrigger = false;
@ -66,6 +63,7 @@ protected:
SpellID triggerAbility;
private:
int32_t patchCount = 0; //random patches to place, for massive spells should be >= 1, for non-massive ones if >= 1, then place only this number inside a target (like H5 landMine)
bool passable = false;
int32_t turnsRemaining = -1;
std::array<ObstacleSideOptions, 2> sideOptions;