mirror of
https://github.com/vcmi/vcmi.git
synced 2025-09-16 09:26:28 +02:00
Removed delays due to thread waits from battle animations
This commit is contained in:
@@ -306,10 +306,8 @@ void MeleeAttackAnimation::nextFrame()
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size_t totalFrames = stackAnimation(attackingStack)->framesInGroup(getGroup());
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if ( currentFrame * 2 >= totalFrames )
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{
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if(owner.getAnimationCondition(EAnimationEvents::HIT) == false)
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owner.setAnimationCondition(EAnimationEvents::HIT, true);
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}
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owner.executeAnimationStage(EAnimationEvents::HIT);
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AttackAnimation::nextFrame();
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}
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@@ -709,10 +707,8 @@ void RangedAttackAnimation::nextFrame()
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if (projectileEmitted)
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{
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if (!owner.projectilesController->hasActiveProjectile(attackingStack, false))
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{
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if(owner.getAnimationCondition(EAnimationEvents::HIT) == false)
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owner.setAnimationCondition(EAnimationEvents::HIT, true);
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}
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owner.executeAnimationStage(EAnimationEvents::HIT);
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}
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AttackAnimation::nextFrame();
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@@ -1052,7 +1048,6 @@ bool HeroCastAnimation::init()
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hero->setPhase(EHeroAnimType::CAST_SPELL);
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hero->onPhaseFinished([&](){
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assert(owner.getAnimationCondition(EAnimationEvents::HIT) == true);
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delete this;
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});
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@@ -1093,8 +1088,7 @@ void HeroCastAnimation::emitProjectile()
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void HeroCastAnimation::emitAnimationEvent()
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{
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if(owner.getAnimationCondition(EAnimationEvents::HIT) == false)
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owner.setAnimationCondition(EAnimationEvents::HIT, true);
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owner.executeAnimationStage(EAnimationEvents::HIT);
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}
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void HeroCastAnimation::nextFrame()
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@@ -30,14 +30,22 @@ enum class EBattleEffect
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INVALID = -1,
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};
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enum class EAnimationEvents {
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OPENING = 0, // battle opening sound is playing
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ACTION = 1, // there are any ongoing animations
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MOVEMENT = 2, // stacks are moving or turning around
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BEFORE_HIT = 3, // effects played before all attack/defence/hit animations
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ATTACK = 4, // attack and defence animations are playing
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HIT = 5, // hit & death animations are playing
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AFTER_HIT = 6, // after all hit & death animations are over
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enum class EAnimationEvents
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{
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// any action
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ROTATE, // stacks rotate before action
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// movement action
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MOVE_START, // stack starts movement
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MOVEMENT, // movement animation loop starts
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MOVE_END, // stack end movement
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// attack/spellcast action
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BEFORE_HIT, // attack and defence effects play, e.g. luck/death blow
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ATTACK, // attack and defence animations are playing
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HIT, // hit & death animations are playing
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AFTER_HIT, // post-attack effect, e.g. phoenix rebirth
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COUNT
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};
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@@ -56,7 +56,7 @@ void BattleEffectsController::displayEffect(EBattleEffect effect, std::string so
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void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bte)
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{
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assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
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owner.checkForAnimations();
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const CStack * stack = owner.curInt->cb->battleGetStackByID(bte.stackID);
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if(!stack)
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@@ -90,12 +90,12 @@ void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bt
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default:
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return;
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}
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owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
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owner.waitForAnimations();
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}
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void BattleEffectsController::startAction(const BattleAction* action)
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{
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assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
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owner.checkForAnimations();
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const CStack *stack = owner.curInt->cb->battleGetStackByID(action->stackNumber);
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@@ -110,7 +110,7 @@ void BattleEffectsController::startAction(const BattleAction* action)
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break;
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}
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owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
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owner.waitForAnimations();
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}
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void BattleEffectsController::collectRenderableObjects(BattleRenderer & renderer)
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@@ -56,9 +56,6 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
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, curInt(att)
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, moveSoundHander(-1)
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{
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for ( auto & event : animationEvents)
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event.setn(false);
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if(spectatorInt)
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{
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curInt = spectatorInt;
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@@ -96,7 +93,7 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
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obstacleController.reset(new BattleObstacleController(*this));
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adventureInt->onAudioPaused();
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setAnimationCondition(EAnimationEvents::OPENING, true);
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ongoingAnimationsState.set(true);
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GH.pushInt(windowObject);
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windowObject->blockUI(true);
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@@ -131,7 +128,7 @@ void BattleInterface::playIntroSoundAndUnlockInterface()
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void BattleInterface::onIntroSoundPlayed()
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{
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setAnimationCondition(EAnimationEvents::OPENING, false);
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onAnimationsFinished();
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CCS->musich->playMusicFromSet("battle", true, true);
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if(tacticsMode)
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tacticNextStack(nullptr);
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@@ -147,10 +144,7 @@ BattleInterface::~BattleInterface()
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if (adventureInt)
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adventureInt->onAudioResumed();
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// may happen if user decided to close game while in battle
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if (getAnimationCondition(EAnimationEvents::ACTION) == true)
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logGlobal->error("Shutting down BattleInterface during animation playback!");
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setAnimationCondition(EAnimationEvents::ACTION, false);
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onAnimationsFinished();
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}
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void BattleInterface::redrawBattlefield()
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@@ -217,7 +211,7 @@ void BattleInterface::stackAttacking( const StackAttackInfo & attackInfo )
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void BattleInterface::newRoundFirst( int round )
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{
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waitForAnimationCondition(EAnimationEvents::OPENING, false);
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waitForAnimations();
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}
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void BattleInterface::newRound(int number)
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@@ -299,8 +293,7 @@ void BattleInterface::gateStateChanged(const EGateState state)
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void BattleInterface::battleFinished(const BattleResult& br)
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{
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assert(getAnimationCondition(EAnimationEvents::ACTION) == false);
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waitForAnimationCondition(EAnimationEvents::ACTION, false);
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checkForAnimations();
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stacksController->setActiveStack(nullptr);
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CCS->curh->set(Cursor::Map::POINTER);
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@@ -337,7 +330,7 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
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EAnimationEvents::HIT:
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EAnimationEvents::BEFORE_HIT;//FIXME: recheck whether this should be on projectile spawning
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executeOnAnimationCondition(group, true, [=]() {
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addToAnimationStage(group, [=]() {
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CCS->soundh->playSound(castSoundPath);
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});
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}
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@@ -348,7 +341,7 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
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if(casterStack != nullptr )
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{
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executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]()
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addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]()
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{
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stacksController->addNewAnim(new CastAnimation(*this, casterStack, targetedTile, curInt->cb->battleGetStackByPos(targetedTile), spell));
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displaySpellCast(spell, casterStack->getPosition());
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@@ -359,14 +352,14 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
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auto hero = sc->side ? defendingHero : attackingHero;
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assert(hero);
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executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]()
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addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]()
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{
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stacksController->addNewAnim(new HeroCastAnimation(*this, hero, targetedTile, curInt->cb->battleGetStackByPos(targetedTile), spell));
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});
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}
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}
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executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
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addToAnimationStage(EAnimationEvents::HIT, [=](){
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displaySpellHit(spell, targetedTile);
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});
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@@ -377,7 +370,7 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
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assert(stack);
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if(stack)
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{
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executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
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addToAnimationStage(EAnimationEvents::HIT, [=](){
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displaySpellEffect(spell, stack->getPosition());
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});
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}
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@@ -387,14 +380,14 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
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{
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auto stack = curInt->cb->battleGetStackByID(elem, false);
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assert(stack);
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executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
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addToAnimationStage(EAnimationEvents::HIT, [=](){
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effectsController->displayEffect(EBattleEffect::MAGIC_MIRROR, stack->getPosition());
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});
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}
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if (!sc->resistedCres.empty())
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{
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executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
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addToAnimationStage(EAnimationEvents::HIT, [=](){
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CCS->soundh->playSound("MAGICRES");
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});
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}
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@@ -403,7 +396,7 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
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{
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auto stack = curInt->cb->battleGetStackByID(elem, false);
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assert(stack);
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executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
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addToAnimationStage(EAnimationEvents::HIT, [=](){
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effectsController->displayEffect(EBattleEffect::RESISTANCE, stack->getPosition());
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});
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}
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@@ -415,7 +408,7 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
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Point rightHero = Point(755, 30);
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bool side = sc->side;
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executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=](){
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addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){
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stacksController->addNewAnim(new EffectAnimation(*this, side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero));
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stacksController->addNewAnim(new EffectAnimation(*this, side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero));
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});
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@@ -611,8 +604,7 @@ void BattleInterface::tacticNextStack(const CStack * current)
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current = stacksController->getActiveStack();
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//no switching stacks when the current one is moving
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assert(getAnimationCondition(EAnimationEvents::ACTION) == false);
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waitForAnimationCondition(EAnimationEvents::ACTION, false);
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checkForAnimations();
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TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
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vstd::erase_if (stacksOfMine, &immobile);
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@@ -698,18 +690,24 @@ void BattleInterface::castThisSpell(SpellID spellID)
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actionsController->castThisSpell(spellID);
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}
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void BattleInterface::setAnimationCondition( EAnimationEvents event, bool state)
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void BattleInterface::executeStagedAnimations()
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{
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logAnim->debug("setAnimationCondition: %d -> %s", static_cast<int>(event), state ? "ON" : "OFF");
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EAnimationEvents earliestStage = EAnimationEvents::COUNT;
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size_t index = static_cast<size_t>(event);
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animationEvents[index].setn(state);
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for(const auto & event : awaitingEvents)
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earliestStage = std::min(earliestStage, event.event);
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if(earliestStage != EAnimationEvents::COUNT)
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executeAnimationStage(earliestStage);
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}
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void BattleInterface::executeAnimationStage(EAnimationEvents event)
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{
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decltype(awaitingEvents) executingEvents;
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for (auto it = awaitingEvents.begin(); it != awaitingEvents.end();)
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for(auto it = awaitingEvents.begin(); it != awaitingEvents.end();)
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{
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if (it->event == event && it->eventState == state)
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if(it->event == event)
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{
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executingEvents.push_back(*it);
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it = awaitingEvents.erase(it);
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@@ -717,27 +715,43 @@ void BattleInterface::setAnimationCondition( EAnimationEvents event, bool state)
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else
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++it;
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}
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for (auto const & event : executingEvents)
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for(const auto & event : executingEvents)
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event.action();
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}
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bool BattleInterface::getAnimationCondition( EAnimationEvents event)
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void BattleInterface::onAnimationsStarted()
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{
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size_t index = static_cast<size_t>(event);
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return animationEvents[index].get();
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ongoingAnimationsState.setn(true);
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}
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void BattleInterface::waitForAnimationCondition( EAnimationEvents event, bool state)
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void BattleInterface::onAnimationsFinished()
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{
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ongoingAnimationsState.setn(false);
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}
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void BattleInterface::waitForAnimations()
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{
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auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
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size_t index = static_cast<size_t>(event);
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animationEvents[index].waitUntil(state);
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ongoingAnimationsState.waitUntil(false);
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}
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void BattleInterface::executeOnAnimationCondition( EAnimationEvents event, bool state, const AwaitingAnimationAction & action)
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bool BattleInterface::hasAnimations()
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{
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awaitingEvents.push_back({action, event, state});
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return ongoingAnimationsState.get();
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}
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void BattleInterface::checkForAnimations()
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{
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assert(!hasAnimations());
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if(hasAnimations())
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logGlobal->error("Unexpected animations state: expected all animations to be over, but some are still ongoing!");
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waitForAnimations();
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}
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void BattleInterface::addToAnimationStage(EAnimationEvents event, const AwaitingAnimationAction & action)
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{
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awaitingEvents.push_back({action, event});
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}
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void BattleInterface::setBattleQueueVisibility(bool visible)
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@@ -94,11 +94,10 @@ class BattleInterface
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struct AwaitingAnimationEvents {
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AwaitingAnimationAction action;
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EAnimationEvents event;
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bool eventState;
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};
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/// Conditional variables that are set depending on ongoing animations on the battlefield
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std::array< CondSh<bool>, static_cast<size_t>(EAnimationEvents::COUNT)> animationEvents;
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CondSh<bool> ongoingAnimationsState;
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/// List of events that are waiting to be triggered
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std::vector<AwaitingAnimationEvents> awaitingEvents;
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@@ -178,17 +177,14 @@ public:
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void setBattleQueueVisibility(bool visible);
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/// sets condition to targeted state and executes any awaiting actions
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void setAnimationCondition( EAnimationEvents event, bool state);
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/// returns current state of condition
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bool getAnimationCondition( EAnimationEvents event);
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/// locks execution until selected condition reached targeted state
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void waitForAnimationCondition( EAnimationEvents event, bool state);
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/// adds action that will be executed one selected condition reached targeted state
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void executeOnAnimationCondition( EAnimationEvents event, bool state, const AwaitingAnimationAction & action);
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void executeStagedAnimations();
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void executeAnimationStage( EAnimationEvents event);
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void onAnimationsStarted();
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void onAnimationsFinished();
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void waitForAnimations();
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bool hasAnimations();
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void checkForAnimations();
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void addToAnimationStage( EAnimationEvents event, const AwaitingAnimationAction & action);
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//call-ins
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void startAction(const BattleAction* action);
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|
@@ -100,7 +100,7 @@ void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<
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owner.stacksController->addNewAnim(new EffectAnimation(owner, spellObstacle->appearAnimation, whereTo, oi->pos));
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//so when multiple obstacles are added, they show up one after another
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owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
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owner.waitForAnimations();
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loadObstacleImage(*spellObstacle);
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}
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|
@@ -330,7 +330,7 @@ bool BattleSiegeController::isAttackableByCatapult(BattleHex hex) const
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void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
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{
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assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
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owner.checkForAnimations();
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if (ca.attacker != -1)
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{
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@@ -352,8 +352,7 @@ void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
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owner.stacksController->addNewAnim(new EffectAnimation(owner, "SGEXPL.DEF", positions));
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}
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owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
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owner.setAnimationCondition(EAnimationEvents::HIT, false);
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owner.waitForAnimations();
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for (auto attackInfo : ca.attackedParts)
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{
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|
@@ -160,7 +160,7 @@ void BattleStacksController::collectRenderableObjects(BattleRenderer & renderer)
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void BattleStacksController::stackReset(const CStack * stack)
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{
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assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
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owner.checkForAnimations();
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//reset orientation?
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//stackFacingRight[stack->ID] = stack->side == BattleSide::ATTACKER;
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@@ -177,7 +177,7 @@ void BattleStacksController::stackReset(const CStack * stack)
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if(stack->alive() && animation->isDeadOrDying())
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{
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owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=]()
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owner.addToAnimationStage(EAnimationEvents::HIT, [=]()
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{
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addNewAnim(new ResurrectionAnimation(owner, stack));
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});
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@@ -221,7 +221,7 @@ void BattleStacksController::stackAdded(const CStack * stack, bool instant)
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auto shifterFade = ColorFilter::genAlphaShifter(0);
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setStackColorFilter(shifterFade, stack, nullptr, true);
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owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=]()
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owner.addToAnimationStage(EAnimationEvents::HIT, [=]()
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{
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addNewAnim(new ColorTransformAnimation(owner, stack, "summonFadeIn", nullptr));
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if (stack->isClone())
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@@ -372,15 +372,19 @@ void BattleStacksController::updateBattleAnimations()
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vstd::erase(currentAnimations, nullptr);
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||||
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||||
if (hadAnimations && currentAnimations.empty())
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||||
owner.setAnimationCondition(EAnimationEvents::ACTION, false);
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||||
{
|
||||
owner.executeStagedAnimations();
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if (currentAnimations.empty())
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||||
owner.onAnimationsFinished();
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||||
}
|
||||
|
||||
initializeBattleAnimations();
|
||||
}
|
||||
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||||
void BattleStacksController::addNewAnim(BattleAnimation *anim)
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||||
{
|
||||
owner.onAnimationsStarted();
|
||||
currentAnimations.push_back(anim);
|
||||
owner.setAnimationCondition(EAnimationEvents::ACTION, true);
|
||||
}
|
||||
|
||||
void BattleStacksController::stackRemoved(uint32_t stackID)
|
||||
@@ -398,7 +402,7 @@ void BattleStacksController::stackRemoved(uint32_t stackID)
|
||||
|
||||
void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
|
||||
owner.addToAnimationStage(EAnimationEvents::HIT, [=](){
|
||||
// remove any potentially erased petrification effect
|
||||
removeExpiredColorFilters();
|
||||
});
|
||||
@@ -423,7 +427,7 @@ void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> at
|
||||
// if (needsReverse && !attackedInfo.defender->isFrozen())
|
||||
if (needsReverse && stackAnimation[attackedInfo.defender->ID]->getType() != ECreatureAnimType::FROZEN)
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::MOVEMENT, true, [=]()
|
||||
owner.addToAnimationStage(EAnimationEvents::MOVEMENT, [=]()
|
||||
{
|
||||
addNewAnim(new ReverseAnimation(owner, attackedInfo.defender, attackedInfo.defender->getPosition()));
|
||||
});
|
||||
@@ -437,7 +441,7 @@ void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> at
|
||||
|
||||
EAnimationEvents usedEvent = useDefenceAnim ? EAnimationEvents::ATTACK : EAnimationEvents::HIT;
|
||||
|
||||
owner.executeOnAnimationCondition(usedEvent, true, [=]()
|
||||
owner.addToAnimationStage(usedEvent, [=]()
|
||||
{
|
||||
if (useDeathAnim)
|
||||
addNewAnim(new DeathAnimation(owner, attackedInfo.defender, attackedInfo.indirectAttack));
|
||||
@@ -465,7 +469,7 @@ void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> at
|
||||
{
|
||||
if (attackedInfo.rebirth)
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=](){
|
||||
owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){
|
||||
owner.effectsController->displayEffect(EBattleEffect::RESURRECT, "RESURECT", attackedInfo.defender->getPosition());
|
||||
addNewAnim(new ResurrectionAnimation(owner, attackedInfo.defender));
|
||||
});
|
||||
@@ -473,25 +477,26 @@ void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> at
|
||||
|
||||
if (attackedInfo.killed && attackedInfo.defender->summoned)
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=](){
|
||||
owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){
|
||||
addNewAnim(new ColorTransformAnimation(owner, attackedInfo.defender, "summonFadeOut", nullptr));
|
||||
stackRemoved(attackedInfo.defender->ID);
|
||||
});
|
||||
}
|
||||
}
|
||||
executeAttackAnimations();
|
||||
owner.executeStagedAnimations();
|
||||
owner.waitForAnimations();
|
||||
}
|
||||
|
||||
void BattleStacksController::stackTeleported(const CStack *stack, std::vector<BattleHex> destHex, int distance)
|
||||
{
|
||||
assert(destHex.size() > 0);
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
|
||||
owner.checkForAnimations();
|
||||
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
|
||||
owner.addToAnimationStage(EAnimationEvents::HIT, [=](){
|
||||
addNewAnim( new ColorTransformAnimation(owner, stack, "teleportFadeOut", nullptr) );
|
||||
});
|
||||
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=](){
|
||||
owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){
|
||||
stackAnimation[stack->ID]->pos.moveTo(getStackPositionAtHex(destHex.back(), stack));
|
||||
addNewAnim( new ColorTransformAnimation(owner, stack, "teleportFadeIn", nullptr) );
|
||||
});
|
||||
@@ -502,42 +507,36 @@ void BattleStacksController::stackTeleported(const CStack *stack, std::vector<Ba
|
||||
void BattleStacksController::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
|
||||
{
|
||||
assert(destHex.size() > 0);
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
|
||||
|
||||
bool stackTeleports = stack->hasBonus(Selector::typeSubtype(Bonus::FLYING, 1));
|
||||
owner.setAnimationCondition(EAnimationEvents::MOVEMENT, true);
|
||||
|
||||
auto enqueMoveEnd = [&](){
|
||||
addNewAnim(new MovementEndAnimation(owner, stack, destHex.back()));
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::ACTION, false, [&](){
|
||||
owner.setAnimationCondition(EAnimationEvents::MOVEMENT, false);
|
||||
});
|
||||
};
|
||||
|
||||
auto enqueMove = [&](){
|
||||
if (!stackTeleports)
|
||||
{
|
||||
addNewAnim(new MovementAnimation(owner, stack, destHex, distance));
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::ACTION, false, enqueMoveEnd);
|
||||
}
|
||||
else
|
||||
enqueMoveEnd();
|
||||
};
|
||||
|
||||
auto enqueMoveStart = [&](){
|
||||
addNewAnim(new MovementStartAnimation(owner, stack));
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::ACTION, false, enqueMove);
|
||||
};
|
||||
owner.checkForAnimations();
|
||||
|
||||
if(shouldRotate(stack, stack->getPosition(), destHex[0]))
|
||||
{
|
||||
owner.addToAnimationStage(EAnimationEvents::ROTATE, [&]()
|
||||
{
|
||||
addNewAnim(new ReverseAnimation(owner, stack, stack->getPosition()));
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::ACTION, false, enqueMoveStart);
|
||||
});
|
||||
}
|
||||
else
|
||||
enqueMoveStart();
|
||||
|
||||
owner.waitForAnimationCondition(EAnimationEvents::MOVEMENT, false);
|
||||
owner.addToAnimationStage(EAnimationEvents::MOVE_START, [&]()
|
||||
{
|
||||
addNewAnim(new MovementStartAnimation(owner, stack));
|
||||
});
|
||||
|
||||
if (!stack->hasBonus(Selector::typeSubtype(Bonus::FLYING, 1)))
|
||||
{
|
||||
owner.addToAnimationStage(EAnimationEvents::MOVEMENT, [&]()
|
||||
{
|
||||
addNewAnim(new MovementAnimation(owner, stack, destHex, distance));
|
||||
});
|
||||
}
|
||||
|
||||
owner.addToAnimationStage(EAnimationEvents::MOVE_END, [&]()
|
||||
{
|
||||
addNewAnim(new MovementEndAnimation(owner, stack, destHex.back()));
|
||||
});
|
||||
|
||||
owner.executeStagedAnimations();
|
||||
owner.waitForAnimations();
|
||||
}
|
||||
|
||||
bool BattleStacksController::shouldAttackFacingRight(const CStack * attacker, const CStack * defender)
|
||||
@@ -554,7 +553,7 @@ bool BattleStacksController::shouldAttackFacingRight(const CStack * attacker, co
|
||||
|
||||
void BattleStacksController::stackAttacking( const StackAttackInfo & info )
|
||||
{
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
|
||||
owner.checkForAnimations();
|
||||
|
||||
auto attacker = info.attacker;
|
||||
auto defender = info.defender;
|
||||
@@ -574,7 +573,7 @@ void BattleStacksController::stackAttacking( const StackAttackInfo & info )
|
||||
|
||||
if (needsReverse)
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::MOVEMENT, true, [=]()
|
||||
owner.addToAnimationStage(EAnimationEvents::MOVEMENT, [=]()
|
||||
{
|
||||
addNewAnim(new ReverseAnimation(owner, attacker, attacker->getPosition()));
|
||||
});
|
||||
@@ -582,7 +581,7 @@ void BattleStacksController::stackAttacking( const StackAttackInfo & info )
|
||||
|
||||
if(info.lucky)
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]() {
|
||||
owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() {
|
||||
owner.appendBattleLog(info.attacker->formatGeneralMessage(-45));
|
||||
owner.effectsController->displayEffect(EBattleEffect::GOOD_LUCK, "GOODLUCK", attacker->getPosition());
|
||||
});
|
||||
@@ -590,7 +589,7 @@ void BattleStacksController::stackAttacking( const StackAttackInfo & info )
|
||||
|
||||
if(info.unlucky)
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]() {
|
||||
owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() {
|
||||
owner.appendBattleLog(info.attacker->formatGeneralMessage(-44));
|
||||
owner.effectsController->displayEffect(EBattleEffect::BAD_LUCK, "BADLUCK", attacker->getPosition());
|
||||
});
|
||||
@@ -598,20 +597,20 @@ void BattleStacksController::stackAttacking( const StackAttackInfo & info )
|
||||
|
||||
if(info.deathBlow)
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]() {
|
||||
owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() {
|
||||
owner.appendBattleLog(info.attacker->formatGeneralMessage(365));
|
||||
owner.effectsController->displayEffect(EBattleEffect::DEATH_BLOW, "DEATHBLO", defender->getPosition());
|
||||
});
|
||||
|
||||
for(auto elem : info.secondaryDefender)
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]() {
|
||||
owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() {
|
||||
owner.effectsController->displayEffect(EBattleEffect::DEATH_BLOW, elem->getPosition());
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::ATTACK, true, [=]()
|
||||
owner.addToAnimationStage(EAnimationEvents::ATTACK, [=]()
|
||||
{
|
||||
if (info.indirectAttack)
|
||||
{
|
||||
@@ -625,7 +624,7 @@ void BattleStacksController::stackAttacking( const StackAttackInfo & info )
|
||||
|
||||
if (info.spellEffect != SpellID::NONE)
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=]()
|
||||
owner.addToAnimationStage(EAnimationEvents::HIT, [=]()
|
||||
{
|
||||
owner.displaySpellHit(spellEffect.toSpell(), tile);
|
||||
});
|
||||
@@ -633,7 +632,7 @@ void BattleStacksController::stackAttacking( const StackAttackInfo & info )
|
||||
|
||||
if (info.lifeDrain)
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=]()
|
||||
owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=]()
|
||||
{
|
||||
owner.effectsController->displayEffect(EBattleEffect::DRAIN_LIFE, "DRAINLIF", attacker->getPosition());
|
||||
});
|
||||
@@ -642,32 +641,6 @@ void BattleStacksController::stackAttacking( const StackAttackInfo & info )
|
||||
//return, animation playback will be handled by stacksAreAttacked
|
||||
}
|
||||
|
||||
void BattleStacksController::executeAttackAnimations()
|
||||
{
|
||||
owner.setAnimationCondition(EAnimationEvents::MOVEMENT, true);
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
owner.setAnimationCondition(EAnimationEvents::MOVEMENT, false);
|
||||
|
||||
owner.setAnimationCondition(EAnimationEvents::BEFORE_HIT, true);
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
owner.setAnimationCondition(EAnimationEvents::BEFORE_HIT, false);
|
||||
|
||||
owner.setAnimationCondition(EAnimationEvents::ATTACK, true);
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
owner.setAnimationCondition(EAnimationEvents::ATTACK, false);
|
||||
|
||||
// Note that HIT event can also be emitted by attack animation
|
||||
owner.setAnimationCondition(EAnimationEvents::HIT, true);
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
owner.setAnimationCondition(EAnimationEvents::HIT, false);
|
||||
|
||||
owner.setAnimationCondition(EAnimationEvents::AFTER_HIT, true);
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
owner.setAnimationCondition(EAnimationEvents::AFTER_HIT, false);
|
||||
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
}
|
||||
|
||||
bool BattleStacksController::shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex) const
|
||||
{
|
||||
Point begPosition = getStackPositionAtHex(oldPos,stack);
|
||||
@@ -683,7 +656,7 @@ bool BattleStacksController::shouldRotate(const CStack * stack, const BattleHex
|
||||
|
||||
void BattleStacksController::endAction(const BattleAction* action)
|
||||
{
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
|
||||
owner.checkForAnimations();
|
||||
|
||||
//check if we should reverse stacks
|
||||
TStacks stacks = owner.curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
|
||||
@@ -697,14 +670,8 @@ void BattleStacksController::endAction(const BattleAction* action)
|
||||
addNewAnim(new ReverseAnimation(owner, s, s->getPosition()));
|
||||
}
|
||||
}
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
|
||||
//Ensure that all animation flags were reset
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::OPENING) == false);
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::MOVEMENT) == false);
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::ATTACK) == false);
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::HIT) == false);
|
||||
owner.executeStagedAnimations();
|
||||
owner.waitForAnimations();
|
||||
|
||||
owner.windowObject->blockUI(activeStack == nullptr);
|
||||
removeExpiredColorFilters();
|
||||
@@ -718,7 +685,8 @@ void BattleStacksController::startAction(const BattleAction* action)
|
||||
void BattleStacksController::stackActivated(const CStack *stack)
|
||||
{
|
||||
stackToActivate = stack;
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
owner.waitForAnimations();
|
||||
logAnim->debug("Activating next stack");
|
||||
owner.activateStack();
|
||||
}
|
||||
|
||||
@@ -850,7 +818,6 @@ void BattleStacksController::updateHoveredStacks()
|
||||
stackAnimation[stack->ID]->setBorderColor(AnimationControls::getBlueBorder());
|
||||
if (stackAnimation[stack->ID]->framesInGroup(ECreatureAnimType::MOUSEON) > 0 && stack->alive() && !stack->isFrozen())
|
||||
stackAnimation[stack->ID]->playOnce(ECreatureAnimType::MOUSEON);
|
||||
|
||||
}
|
||||
|
||||
mouseHoveredStacks = newStacks;
|
||||
@@ -862,7 +829,7 @@ std::vector<const CStack *> BattleStacksController::selectHoveredStacks()
|
||||
if (!activeStack)
|
||||
return {};
|
||||
|
||||
if(owner.getAnimationCondition(EAnimationEvents::ACTION) == true)
|
||||
if(owner.hasAnimations())
|
||||
return {};
|
||||
|
||||
auto hoveredQueueUnitId = owner.windowObject->getQueueHoveredUnitId();
|
||||
|
@@ -88,7 +88,6 @@ class BattleStacksController
|
||||
|
||||
std::shared_ptr<IImage> getStackAmountBox(const CStack * stack);
|
||||
|
||||
void executeAttackAnimations();
|
||||
void removeExpiredColorFilters();
|
||||
|
||||
void initializeBattleAnimations();
|
||||
|
@@ -179,6 +179,12 @@ void BattleWindow::deactivate()
|
||||
|
||||
void BattleWindow::keyPressed(const SDL_Keycode & key)
|
||||
{
|
||||
if(owner.battleIntroSoundChannel != -1)
|
||||
{
|
||||
CCS->soundh->stopSound(owner.battleIntroSoundChannel);
|
||||
return;
|
||||
}
|
||||
|
||||
if(key == SDLK_q)
|
||||
{
|
||||
toggleQueueVisibility();
|
||||
@@ -189,9 +195,6 @@ void BattleWindow::keyPressed(const SDL_Keycode & key)
|
||||
}
|
||||
else if(key == SDLK_ESCAPE)
|
||||
{
|
||||
if(owner.getAnimationCondition(EAnimationEvents::OPENING) == true)
|
||||
CCS->soundh->stopSound(owner.battleIntroSoundChannel);
|
||||
else
|
||||
owner.actionsController->endCastingSpell();
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user