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mirror of https://github.com/vcmi/vcmi.git synced 2025-07-01 00:45:26 +02:00

Applied suggestions from review

This commit is contained in:
Ivan Savenko
2022-12-13 13:58:16 +02:00
parent 602e52127b
commit 264f5c91e8
23 changed files with 481 additions and 489 deletions

View File

@ -60,7 +60,7 @@ static void onAnimationFinished(const CStack *stack, std::weak_ptr<CreatureAnima
animation->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
}
BattleStacksController::BattleStacksController(BattleInterface * owner):
BattleStacksController::BattleStacksController(BattleInterface & owner):
owner(owner),
activeStack(nullptr),
mouseHoveredStack(nullptr),
@ -86,7 +86,7 @@ BattleStacksController::BattleStacksController(BattleInterface * owner):
amountNegative->adjustPalette(&shifterNegative);
amountEffNeutral->adjustPalette(&shifterNeutral);
std::vector<const CStack*> stacks = owner->curInt->cb->battleGetAllStacks(true);
std::vector<const CStack*> stacks = owner.curInt->cb->battleGetAllStacks(true);
for(const CStack * s : stacks)
{
stackAdded(s);
@ -118,7 +118,7 @@ BattleHex BattleStacksController::getStackCurrentPosition(const CStack * stack)
void BattleStacksController::collectRenderableObjects(BattleRenderer & renderer)
{
auto stacks = owner->curInt->cb->battleGetAllStacks(false);
auto stacks = owner.curInt->cb->battleGetAllStacks(false);
for (auto stack : stacks)
{
@ -178,14 +178,14 @@ void BattleStacksController::stackAdded(const CStack * stack)
if(stack->initialPosition < 0) //turret
{
assert(owner->siegeController);
assert(owner.siegeController);
const CCreature *turretCreature = owner->siegeController->getTurretCreature();
const CCreature *turretCreature = owner.siegeController->getTurretCreature();
stackAnimation[stack->ID] = AnimationControls::getAnimation(turretCreature);
stackAnimation[stack->ID]->pos.h = 235;
coords = owner->siegeController->getTurretCreaturePosition(stack->initialPosition);
coords = owner.siegeController->getTurretCreaturePosition(stack->initialPosition);
}
else
{
@ -209,7 +209,7 @@ void BattleStacksController::setActiveStack(const CStack *stack)
if (activeStack) // update UI
stackAnimation[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());
owner->controlPanel->blockUI(activeStack == nullptr);
owner.controlPanel->blockUI(activeStack == nullptr);
}
void BattleStacksController::setHoveredStack(const CStack *stack)
@ -239,9 +239,9 @@ void BattleStacksController::setHoveredStack(const CStack *stack)
bool BattleStacksController::stackNeedsAmountBox(const CStack * stack)
{
BattleHex currentActionTarget;
if(owner->curInt->curAction)
if(owner.curInt->curAction)
{
auto target = owner->curInt->curAction->getTarget(owner->curInt->cb.get());
auto target = owner.curInt->curAction->getTarget(owner.curInt->cb.get());
if(!target.empty())
currentActionTarget = target.at(0).hexValue;
}
@ -249,7 +249,7 @@ bool BattleStacksController::stackNeedsAmountBox(const CStack * stack)
if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->getCount() == 1) //do not show box for singular war machines, stacked war machines with box shown are supported as extension feature
return false;
if (!owner->battleActionsStarted) // do not perform any further checks since they are related to actions that will only occur after intro music
if (!owner.battleActionsStarted) // do not perform any further checks since they are related to actions that will only occur after intro music
return true;
if(!stack->alive())
@ -265,18 +265,18 @@ bool BattleStacksController::stackNeedsAmountBox(const CStack * stack)
return false;
}
if(owner->curInt->curAction)
if(owner.curInt->curAction)
{
if(owner->curInt->curAction->stackNumber == stack->ID) //stack is currently taking action (is not a target of another creature's action etc)
if(owner.curInt->curAction->stackNumber == stack->ID) //stack is currently taking action (is not a target of another creature's action etc)
{
if(owner->curInt->curAction->actionType == EActionType::WALK || owner->curInt->curAction->actionType == EActionType::SHOOT) //hide when stack walks or shoots
if(owner.curInt->curAction->actionType == EActionType::WALK || owner.curInt->curAction->actionType == EActionType::SHOOT) //hide when stack walks or shoots
return false;
else if(owner->curInt->curAction->actionType == EActionType::WALK_AND_ATTACK && currentActionTarget != stack->getPosition()) //when attacking, hide until walk phase finished
else if(owner.curInt->curAction->actionType == EActionType::WALK_AND_ATTACK && currentActionTarget != stack->getPosition()) //when attacking, hide until walk phase finished
return false;
}
if(owner->curInt->curAction->actionType == EActionType::SHOOT && currentActionTarget == stack->getPosition()) //hide if we are ranged attack target
if(owner.curInt->curAction->actionType == EActionType::SHOOT && currentActionTarget == stack->getPosition()) //hide if we are ranged attack target
return false;
}
return true;
@ -312,7 +312,7 @@ void BattleStacksController::showStackAmountBox(Canvas & canvas, const CStack *
const int reverseSideShift = stack->side == BattleSide::ATTACKER ? -1 : 1;
const BattleHex nextPos = stack->getPosition() + sideShift;
const bool edge = stack->getPosition() % GameConstants::BFIELD_WIDTH == (stack->side == BattleSide::ATTACKER ? GameConstants::BFIELD_WIDTH - 2 : 1);
const bool moveInside = !edge && !owner->fieldController->stackCountOutsideHex(nextPos);
const bool moveInside = !edge && !owner.fieldController->stackCountOutsideHex(nextPos);
int xAdd = (stack->side == BattleSide::ATTACKER ? 220 : 202) +
(stack->doubleWide() ? 44 : 0) * sideShift +
@ -358,23 +358,23 @@ void BattleStacksController::updateBattleAnimations()
if (hadAnimations && currentAnimations.empty())
{
//anims ended
owner->controlPanel->blockUI(activeStack == nullptr);
owner->animsAreDisplayed.setn(false);
owner.controlPanel->blockUI(activeStack == nullptr);
owner.animsAreDisplayed.setn(false);
}
}
void BattleStacksController::addNewAnim(CBattleAnimation *anim)
{
currentAnimations.push_back(anim);
owner->animsAreDisplayed.setn(true);
owner.animsAreDisplayed.setn(true);
}
void BattleStacksController::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities
{
stackToActivate = stack;
owner->waitForAnims();
owner.waitForAnims();
if (stackToActivate) //during waiting stack may have gotten activated through show
owner->activateStack();
owner.activateStack();
}
void BattleStacksController::stackRemoved(uint32_t stackID)
@ -384,10 +384,10 @@ void BattleStacksController::stackRemoved(uint32_t stackID)
if (getActiveStack()->ID == stackID)
{
BattleAction *action = new BattleAction();
action->side = owner->defendingHeroInstance ? (owner->curInt->playerID == owner->defendingHeroInstance->tempOwner) : false;
action->side = owner.defendingHeroInstance ? (owner.curInt->playerID == owner.defendingHeroInstance->tempOwner) : false;
action->actionType = EActionType::CANCEL;
action->stackNumber = getActiveStack()->ID;
owner->givenCommand.setn(action);
owner.givenCommand.setn(action);
setActiveStack(nullptr);
}
}
@ -403,10 +403,10 @@ void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> at
if(attackedInfo.rebirth)
{
owner->effectsController->displayEffect(EBattleEffect::RESURRECT, soundBase::RESURECT, attackedInfo.defender->getPosition()); //TODO: play reverse death animation
owner.effectsController->displayEffect(EBattleEffect::RESURRECT, soundBase::RESURECT, attackedInfo.defender->getPosition()); //TODO: play reverse death animation
}
}
owner->waitForAnims();
owner.waitForAnims();
for (auto & attackedInfo : attackedInfos)
{
@ -420,7 +420,7 @@ void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> at
void BattleStacksController::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
{
addNewAnim(new CMovementAnimation(owner, stack, destHex, distance));
owner->waitForAnims();
owner.waitForAnims();
}
void BattleStacksController::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting )
@ -454,7 +454,7 @@ void BattleStacksController::endAction(const BattleAction* action)
{
//check if we should reverse stacks
//for some strange reason, it's not enough
TStacks stacks = owner->curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
TStacks stacks = owner.curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
for (const CStack *s : stacks)
{
@ -469,16 +469,16 @@ void BattleStacksController::endAction(const BattleAction* action)
void BattleStacksController::startAction(const BattleAction* action)
{
const CStack *stack = owner->curInt->cb->battleGetStackByID(action->stackNumber);
const CStack *stack = owner.curInt->cb->battleGetStackByID(action->stackNumber);
setHoveredStack(nullptr);
auto actionTarget = action->getTarget(owner->curInt->cb.get());
auto actionTarget = action->getTarget(owner.curInt->cb.get());
if(action->actionType == EActionType::WALK
|| (action->actionType == EActionType::WALK_AND_ATTACK && actionTarget.at(0).hexValue != stack->getPosition()))
{
assert(stack);
owner->moveStarted = true;
owner.moveStarted = true;
if (stackAnimation[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
addNewAnim(new CMovementStartAnimation(owner, stack));
@ -495,7 +495,7 @@ void BattleStacksController::activateStack()
if ( !stackToActivate)
return;
owner->trySetActivePlayer(stackToActivate->owner);
owner.trySetActivePlayer(stackToActivate->owner);
setActiveStack(stackToActivate);
stackToActivate = nullptr;
@ -513,7 +513,7 @@ void BattleStacksController::activateStack()
if(randomSpellcaster)
creatureSpellToCast = -1; //spell will be set later on cast
else
creatureSpellToCast = owner->curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
creatureSpellToCast = owner.curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
//TODO: what if creature can cast BOTH random genie spell and aimed spell?
//TODO: faerie dragon type spell should be selected by server
}
@ -560,7 +560,7 @@ Point BattleStacksController::getStackPositionAtHex(BattleHex hexNum, const CSta
{
Point ret(-500, -500); //returned value
if(stack && stack->initialPosition < 0) //creatures in turrets
return owner->siegeController->getTurretCreaturePosition(stack->initialPosition);
return owner.siegeController->getTurretCreaturePosition(stack->initialPosition);
static const Point basePos(-190, -139); // position of creature in topleft corner
static const int imageShiftX = 30; // X offset to base pos for facing right stacks, negative for facing left
@ -591,6 +591,6 @@ Point BattleStacksController::getStackPositionAtHex(BattleHex hexNum, const CSta
}
}
//returning
return ret + owner->pos.topLeft();
return ret + owner.pos.topLeft();
}