mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
Petrify will freeze stack animations
This commit is contained in:
parent
8665f36778
commit
733f21f8dc
@ -93,6 +93,58 @@ BattleStackAnimation::BattleStackAnimation(BattleInterface & owner, const CStack
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assert(myAnim);
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}
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StackActionAnimation::StackActionAnimation(BattleInterface & owner, const CStack * stack)
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: BattleStackAnimation(owner, stack)
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, nextGroup(ECreatureAnimType::HOLDING)
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, currGroup(ECreatureAnimType::HOLDING)
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{
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}
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ECreatureAnimType::Type StackActionAnimation::getGroup() const
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{
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return currGroup;
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}
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void StackActionAnimation::setNextGroup( ECreatureAnimType::Type group )
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{
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nextGroup = group;
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}
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void StackActionAnimation::setGroup( ECreatureAnimType::Type group )
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{
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currGroup = group;
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}
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void StackActionAnimation::setSound( std::string sound )
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{
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this->sound = sound;
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}
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bool StackActionAnimation::init()
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{
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if (!sound.empty())
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CCS->soundh->playSound(sound);
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if (myAnim->framesInGroup(currGroup) > 0)
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{
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myAnim->playOnce(currGroup);
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myAnim->onAnimationReset += [&](){ delete this; };
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}
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else
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delete this;
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return true;
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}
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StackActionAnimation::~StackActionAnimation()
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{
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if (stack->isFrozen())
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myAnim->setType(ECreatureAnimType::HOLDING);
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else
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myAnim->setType(nextGroup);
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}
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ECreatureAnimType::Type AttackAnimation::findValidGroup( const std::vector<ECreatureAnimType::Type> candidates ) const
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{
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for ( auto group : candidates)
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@ -105,26 +157,6 @@ ECreatureAnimType::Type AttackAnimation::findValidGroup( const std::vector<ECrea
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return ECreatureAnimType::HOLDING;
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}
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void AttackAnimation::nextFrame()
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{
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if(myAnim->getType() != group)
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{
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myAnim->setType(group);
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myAnim->onAnimationReset += [&](){ delete this; };
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}
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if(!soundPlayed)
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{
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playSound();
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soundPlayed = true;
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}
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}
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AttackAnimation::~AttackAnimation()
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{
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myAnim->setType(ECreatureAnimType::HOLDING);
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}
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const CCreature * AttackAnimation::getCreature() const
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{
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if (attackingStack->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
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@ -135,9 +167,7 @@ const CCreature * AttackAnimation::getCreature() const
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AttackAnimation::AttackAnimation(BattleInterface & owner, const CStack *attacker, BattleHex _dest, const CStack *defender)
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: BattleStackAnimation(owner, attacker),
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group(ECreatureAnimType::SHOOT_FRONT),
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soundPlayed(false),
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: StackActionAnimation(owner, attacker),
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dest(_dest),
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defendingStack(defender),
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attackingStack(attacker)
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@ -146,61 +176,34 @@ AttackAnimation::AttackAnimation(BattleInterface & owner, const CStack *attacker
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attackingStackPosBeforeReturn = attackingStack->getPosition();
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}
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bool HittedAnimation::init()
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{
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CCS->soundh->playSound(battle_sound(stack->getCreature(), wince));
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myAnim->playOnce(ECreatureAnimType::HITTED);
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myAnim->onAnimationReset += [&](){ delete this; };
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return true;
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}
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HittedAnimation::HittedAnimation(BattleInterface & owner, const CStack * stack)
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: BattleStackAnimation(owner, stack)
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: StackActionAnimation(owner, stack)
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{
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setGroup(ECreatureAnimType::HITTED);
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setSound(battle_sound(stack->getCreature(), wince));
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}
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DefenceAnimation::DefenceAnimation(BattleInterface & owner, const CStack * stack)
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: BattleStackAnimation(owner, stack)
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: StackActionAnimation(owner, stack)
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{
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}
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bool DefenceAnimation::init()
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{
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CCS->soundh->playSound(battle_sound(stack->getCreature(), defend));
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myAnim->playOnce(ECreatureAnimType::DEFENCE);
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myAnim->onAnimationReset += [&](){ delete this; };
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return true; //initialized successfuly
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}
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ECreatureAnimType::Type DeathAnimation::getMyAnimType()
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{
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if(rangedAttack && myAnim->framesInGroup(ECreatureAnimType::DEATH_RANGED) > 0)
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return ECreatureAnimType::DEATH_RANGED;
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else
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return ECreatureAnimType::DEATH;
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}
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bool DeathAnimation::init()
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{
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CCS->soundh->playSound(battle_sound(stack->getCreature(), killed));
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myAnim->playOnce(getMyAnimType());
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myAnim->onAnimationReset += [&](){ delete this; };
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return true;
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setGroup(ECreatureAnimType::DEFENCE);
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setSound(battle_sound(stack->getCreature(), defend));
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}
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DeathAnimation::DeathAnimation(BattleInterface & owner, const CStack * stack, bool ranged):
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BattleStackAnimation(owner, stack),
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rangedAttack(ranged)
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StackActionAnimation(owner, stack)
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{
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}
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setSound(battle_sound(stack->getCreature(), killed));
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DeathAnimation::~DeathAnimation()
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{
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if(rangedAttack && myAnim->framesInGroup(ECreatureAnimType::DEAD_RANGED) > 0)
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myAnim->setType(ECreatureAnimType::DEAD_RANGED);
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if(ranged && myAnim->framesInGroup(ECreatureAnimType::DEATH_RANGED) > 0)
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setGroup(ECreatureAnimType::DEATH_RANGED);
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else
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myAnim->setType(ECreatureAnimType::DEAD);
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setGroup(ECreatureAnimType::DEATH);
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if(ranged && myAnim->framesInGroup(ECreatureAnimType::DEAD_RANGED) > 0)
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setNextGroup(ECreatureAnimType::DEAD_RANGED);
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else
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setNextGroup(ECreatureAnimType::DEAD);
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}
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DummyAnimation::DummyAnimation(BattleInterface & owner, int howManyFrames)
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@ -223,7 +226,7 @@ void DummyAnimation::nextFrame()
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delete this;
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}
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ECreatureAnimType::Type MeleeAttackAnimation::getUpwardsGroup() const
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ECreatureAnimType::Type MeleeAttackAnimation::getUpwardsGroup(bool multiAttack) const
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{
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if (!multiAttack)
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return ECreatureAnimType::ATTACK_UP;
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@ -235,7 +238,7 @@ ECreatureAnimType::Type MeleeAttackAnimation::getUpwardsGroup() const
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});
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}
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ECreatureAnimType::Type MeleeAttackAnimation::getForwardGroup() const
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ECreatureAnimType::Type MeleeAttackAnimation::getForwardGroup(bool multiAttack) const
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{
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if (!multiAttack)
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return ECreatureAnimType::ATTACK_FRONT;
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@ -247,7 +250,7 @@ ECreatureAnimType::Type MeleeAttackAnimation::getForwardGroup() const
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});
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}
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ECreatureAnimType::Type MeleeAttackAnimation::getDownwardsGroup() const
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ECreatureAnimType::Type MeleeAttackAnimation::getDownwardsGroup(bool multiAttack) const
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{
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if (!multiAttack)
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return ECreatureAnimType::ATTACK_DOWN;
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@ -259,27 +262,16 @@ ECreatureAnimType::Type MeleeAttackAnimation::getDownwardsGroup() const
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});
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}
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bool MeleeAttackAnimation::init()
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ECreatureAnimType::Type MeleeAttackAnimation::selectGroup(bool multiAttack)
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{
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assert(attackingStack);
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assert(!myAnim->isDeadOrDying());
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if(!attackingStack || myAnim->isDeadOrDying())
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{
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delete this;
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return false;
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}
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logAnim->info("CMeleeAttackAnimation::init: stack %s -> stack %s", stack->getName(), defendingStack->getName());
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const ECreatureAnimType::Type mutPosToGroup[] =
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{
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getUpwardsGroup(),
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getUpwardsGroup(),
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getForwardGroup(),
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getDownwardsGroup(),
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getDownwardsGroup(),
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getForwardGroup()
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getUpwardsGroup (multiAttack),
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getUpwardsGroup (multiAttack),
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getForwardGroup (multiAttack),
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getDownwardsGroup(multiAttack),
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getDownwardsGroup(multiAttack),
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getForwardGroup (multiAttack)
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};
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int revShiftattacker = (attackingStack->side == BattleSide::ATTACKER ? -1 : 1);
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@ -300,14 +292,13 @@ bool MeleeAttackAnimation::init()
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assert(mutPos >= 0 && mutPos <=5);
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group = mutPosToGroup[mutPos];
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return true;
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return mutPosToGroup[mutPos];
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}
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void MeleeAttackAnimation::nextFrame()
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{
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size_t currentFrame = stackAnimation(attackingStack)->getCurrentFrame();
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size_t totalFrames = stackAnimation(attackingStack)->framesInGroup(group);
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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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@ -317,23 +308,18 @@ void MeleeAttackAnimation::nextFrame()
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AttackAnimation::nextFrame();
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}
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void MeleeAttackAnimation::playSound()
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{
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CCS->soundh->playSound(battle_sound(getCreature(), attack));
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}
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MeleeAttackAnimation::MeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, bool multiAttack)
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: AttackAnimation(owner, attacker, _dest, _attacked),
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multiAttack(multiAttack)
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: AttackAnimation(owner, attacker, _dest, _attacked)
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{
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logAnim->debug("Created melee attack anim for %s", attacker->getName());
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setSound(battle_sound(getCreature(), attack));
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setGroup(selectGroup(multiAttack));
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}
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StackMoveAnimation::StackMoveAnimation(BattleInterface & owner, const CStack * _stack, BattleHex _currentHex):
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BattleStackAnimation(owner, _stack),
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currentHex(_currentHex)
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{
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}
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bool MovementAnimation::init()
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@ -585,32 +571,10 @@ void ReverseAnimation::setupSecondPart()
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delete this;
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}
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bool ResurrectionAnimation::init()
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{
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assert(stack);
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if(!stack)
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{
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delete this;
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return false;
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}
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logAnim->info("CResurrectionAnimation::init: stack %s", stack->getName());
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myAnim->playOnce(ECreatureAnimType::RESURRECTION);
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myAnim->onAnimationReset += [&](){ delete this; };
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return true;
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}
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ResurrectionAnimation::ResurrectionAnimation(BattleInterface & owner, const CStack * _stack):
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BattleStackAnimation(owner, _stack)
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StackActionAnimation(owner, _stack)
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{
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}
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bool ColorTransformAnimation::init()
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{
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return true;
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setGroup(ECreatureAnimType::RESURRECTION);
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}
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void ColorTransformAnimation::nextFrame()
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@ -651,7 +615,7 @@ void ColorTransformAnimation::nextFrame()
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}
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ColorTransformAnimation::ColorTransformAnimation(BattleInterface & owner, const CStack * _stack, const CSpell * spell):
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BattleStackAnimation(owner, _stack),
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StackActionAnimation(owner, _stack),
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spell(spell),
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totalProgress(0.f)
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{
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@ -716,31 +680,15 @@ RangedAttackAnimation::RangedAttackAnimation(BattleInterface & owner_, const CSt
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: AttackAnimation(owner_, attacker, dest_, defender),
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projectileEmitted(false)
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{
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}
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void RangedAttackAnimation::playSound()
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{
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CCS->soundh->playSound(battle_sound(getCreature(), shoot));
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setSound(battle_sound(getCreature(), shoot));
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}
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bool RangedAttackAnimation::init()
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{
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assert(attackingStack);
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assert(!myAnim->isDeadOrDying());
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if(!attackingStack || myAnim->isDeadOrDying())
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{
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//FIXME: how is this possible?
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logAnim->warn("Shooting animation has not started yet but attacker is dead! Aborting...");
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delete this;
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return false;
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}
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logAnim->info("CRangedAttackAnimation::init: stack %s", stack->getName());
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setAnimationGroup();
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initializeProjectile();
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return true;
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return AttackAnimation::init();
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}
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void RangedAttackAnimation::setAnimationGroup()
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@ -755,11 +703,11 @@ void RangedAttackAnimation::setAnimationGroup()
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// Calculate projectile start position. Offsets are read out of the CRANIM.TXT.
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if (projectileAngle > straightAngle)
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group = getUpwardsGroup();
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setGroup(getUpwardsGroup());
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else if (projectileAngle < -straightAngle)
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group = getDownwardsGroup();
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setGroup(getDownwardsGroup());
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else
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group = getForwardGroup();
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setGroup(getForwardGroup());
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}
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void RangedAttackAnimation::initializeProjectile()
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@ -769,17 +717,17 @@ void RangedAttackAnimation::initializeProjectile()
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Point shotOrigin = stackAnimation(attackingStack)->pos.topLeft() + Point(222, 265);
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int multiplier = stackFacingRight(attackingStack) ? 1 : -1;
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if (group == getUpwardsGroup())
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if (getGroup() == getUpwardsGroup())
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{
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shotOrigin.x += ( -25 + shooterInfo->animation.upperRightMissleOffsetX ) * multiplier;
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shotOrigin.y += shooterInfo->animation.upperRightMissleOffsetY;
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}
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else if (group == getDownwardsGroup())
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else if (getGroup() == getDownwardsGroup())
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{
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shotOrigin.x += ( -25 + shooterInfo->animation.lowerRightMissleOffsetX ) * multiplier;
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shotOrigin.y += shooterInfo->animation.lowerRightMissleOffsetY;
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}
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else if (group == getForwardGroup())
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else if (getGroup() == getForwardGroup())
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{
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shotOrigin.x += ( -25 + shooterInfo->animation.rightMissleOffsetX ) * multiplier;
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shotOrigin.y += shooterInfo->animation.rightMissleOffsetY;
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@ -953,11 +901,9 @@ void CastAnimation::createProjectile(const Point & from, const Point & dest) con
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uint32_t CastAnimation::getAttackClimaxFrame() const
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{
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//TODO: allow defining this parameter in config file, separately from attackClimaxFrame of missile attacks
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uint32_t maxFrames = stackAnimation(attackingStack)->framesInGroup(group);
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uint32_t maxFrames = stackAnimation(attackingStack)->framesInGroup(getGroup());
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if (maxFrames > 2)
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return maxFrames - 2;
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return 0;
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return maxFrames / 2;
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}
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PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, int effects):
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@ -63,86 +63,73 @@ public:
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const CStack * stack; //id of stack whose animation it is
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BattleStackAnimation(BattleInterface & owner, const CStack * _stack);
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void rotateStack(BattleHex hex);
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};
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/// This class is responsible for managing the battle attack animation
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class AttackAnimation : public BattleStackAnimation
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class StackActionAnimation : public BattleStackAnimation
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{
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bool soundPlayed;
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protected:
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BattleHex dest; //attacked hex
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ECreatureAnimType::Type group;
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const CStack *defendingStack;
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const CStack *attackingStack;
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int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature
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const CCreature * getCreature() const;
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ECreatureAnimType::Type findValidGroup( const std::vector<ECreatureAnimType::Type> candidates ) const;
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ECreatureAnimType::Type nextGroup;
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ECreatureAnimType::Type currGroup;
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std::string sound;
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public:
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virtual void playSound() = 0;
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void setNextGroup( ECreatureAnimType::Type group );
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void setGroup( ECreatureAnimType::Type group );
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void setSound( std::string sound );
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void nextFrame() override;
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AttackAnimation(BattleInterface & owner, const CStack *attacker, BattleHex _dest, const CStack *defender);
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~AttackAnimation();
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ECreatureAnimType::Type getGroup() const;
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StackActionAnimation(BattleInterface & owner, const CStack * _stack);
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~StackActionAnimation();
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bool init() override;
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};
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/// Animation of a defending unit
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class DefenceAnimation : public BattleStackAnimation
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class DefenceAnimation : public StackActionAnimation
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{
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public:
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bool init() override;
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DefenceAnimation(BattleInterface & owner, const CStack * stack);
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};
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/// Animation of a hit unit
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class HittedAnimation : public BattleStackAnimation
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class HittedAnimation : public StackActionAnimation
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{
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public:
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HittedAnimation(BattleInterface & owner, const CStack * stack);
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bool init() override;
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};
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/// Animation of a dying unit
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class DeathAnimation : public BattleStackAnimation
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class DeathAnimation : public StackActionAnimation
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{
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bool rangedAttack;
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ECreatureAnimType::Type getMyAnimType();
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public:
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bool init() override;
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DeathAnimation(BattleInterface & owner, const CStack * stack, bool ranged);
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~DeathAnimation();
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};
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class DummyAnimation : public BattleAnimation
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/// Resurrects stack from dead state
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class ResurrectionAnimation : public StackActionAnimation
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{
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private:
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int counter;
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int howMany;
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public:
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bool init() override;
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void nextFrame() override;
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||||
DummyAnimation(BattleInterface & owner, int howManyFrames);
|
||||
ResurrectionAnimation(BattleInterface & owner, const CStack * _stack);
|
||||
};
|
||||
|
||||
/// Hand-to-hand attack
|
||||
class MeleeAttackAnimation : public AttackAnimation
|
||||
class ColorTransformAnimation : public StackActionAnimation
|
||||
{
|
||||
bool multiAttack;
|
||||
std::vector<ColorFilter> steps;
|
||||
std::vector<float> timePoints;
|
||||
const CSpell * spell;
|
||||
|
||||
ECreatureAnimType::Type getUpwardsGroup() const;
|
||||
ECreatureAnimType::Type getForwardGroup() const;
|
||||
ECreatureAnimType::Type getDownwardsGroup() const;
|
||||
float totalProgress;
|
||||
|
||||
public:
|
||||
bool init() override;
|
||||
void nextFrame() override;
|
||||
void playSound() override;
|
||||
|
||||
MeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, bool multiAttack);
|
||||
ColorTransformAnimation(BattleInterface & owner, const CStack * _stack, const CSpell * spell);
|
||||
public:
|
||||
|
||||
static ColorTransformAnimation * petrifyAnimation (BattleInterface & owner, const CStack * _stack, const CSpell * spell);
|
||||
static ColorTransformAnimation * cloneAnimation (BattleInterface & owner, const CStack * _stack, const CSpell * spell);
|
||||
static ColorTransformAnimation * bloodlustAnimation(BattleInterface & owner, const CStack * _stack, const CSpell * spell);
|
||||
static ColorTransformAnimation * fadeInAnimation (BattleInterface & owner, const CStack * _stack);
|
||||
static ColorTransformAnimation * fadeOutAnimation (BattleInterface & owner, const CStack * _stack);
|
||||
};
|
||||
|
||||
/// Base class for all animations that play during stack movement
|
||||
@ -207,36 +194,38 @@ public:
|
||||
ReverseAnimation(BattleInterface & owner, const CStack * stack, BattleHex dest);
|
||||
};
|
||||
|
||||
/// Resurrects stack from dead state
|
||||
class ResurrectionAnimation : public BattleStackAnimation
|
||||
/// This class is responsible for managing the battle attack animation
|
||||
class AttackAnimation : public StackActionAnimation
|
||||
{
|
||||
public:
|
||||
bool init() override;
|
||||
protected:
|
||||
BattleHex dest; //attacked hex
|
||||
const CStack *defendingStack;
|
||||
const CStack *attackingStack;
|
||||
int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature
|
||||
|
||||
ResurrectionAnimation(BattleInterface & owner, const CStack * _stack);
|
||||
const CCreature * getCreature() const;
|
||||
ECreatureAnimType::Type findValidGroup( const std::vector<ECreatureAnimType::Type> candidates ) const;
|
||||
|
||||
public:
|
||||
AttackAnimation(BattleInterface & owner, const CStack *attacker, BattleHex _dest, const CStack *defender);
|
||||
};
|
||||
|
||||
class ColorTransformAnimation : public BattleStackAnimation
|
||||
/// Hand-to-hand attack
|
||||
class MeleeAttackAnimation : public AttackAnimation
|
||||
{
|
||||
std::vector<ColorFilter> steps;
|
||||
std::vector<float> timePoints;
|
||||
const CSpell * spell;
|
||||
ECreatureAnimType::Type getUpwardsGroup(bool multiAttack) const;
|
||||
ECreatureAnimType::Type getForwardGroup(bool multiAttack) const;
|
||||
ECreatureAnimType::Type getDownwardsGroup(bool multiAttack) const;
|
||||
|
||||
float totalProgress;
|
||||
ECreatureAnimType::Type selectGroup(bool multiAttack);
|
||||
|
||||
public:
|
||||
MeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, bool multiAttack);
|
||||
|
||||
bool init() override;
|
||||
void nextFrame() override;
|
||||
|
||||
ColorTransformAnimation(BattleInterface & owner, const CStack * _stack, const CSpell * spell);
|
||||
public:
|
||||
|
||||
static ColorTransformAnimation * petrifyAnimation (BattleInterface & owner, const CStack * _stack, const CSpell * spell);
|
||||
static ColorTransformAnimation * cloneAnimation (BattleInterface & owner, const CStack * _stack, const CSpell * spell);
|
||||
static ColorTransformAnimation * bloodlustAnimation(BattleInterface & owner, const CStack * _stack, const CSpell * spell);
|
||||
static ColorTransformAnimation * fadeInAnimation (BattleInterface & owner, const CStack * _stack);
|
||||
static ColorTransformAnimation * fadeOutAnimation (BattleInterface & owner, const CStack * _stack);
|
||||
};
|
||||
|
||||
|
||||
class RangedAttackAnimation : public AttackAnimation
|
||||
{
|
||||
void setAnimationGroup();
|
||||
@ -260,7 +249,6 @@ public:
|
||||
|
||||
bool init() override;
|
||||
void nextFrame() override;
|
||||
void playSound() override;
|
||||
};
|
||||
|
||||
/// Shooting attack
|
||||
@ -307,6 +295,18 @@ public:
|
||||
CastAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest_, const CStack * defender, const CSpell * spell);
|
||||
};
|
||||
|
||||
class DummyAnimation : public BattleAnimation
|
||||
{
|
||||
private:
|
||||
int counter;
|
||||
int howMany;
|
||||
public:
|
||||
bool init() override;
|
||||
void nextFrame() override;
|
||||
|
||||
DummyAnimation(BattleInterface & owner, int howManyFrames);
|
||||
};
|
||||
|
||||
/// Class that plays effect at one or more positions along with (single) sound effect
|
||||
class PointEffectAnimation : public BattleAnimation
|
||||
{
|
||||
|
@ -56,6 +56,8 @@ namespace ECreatureAnimType
|
||||
{
|
||||
enum Type // list of creature animations, numbers were taken from def files
|
||||
{
|
||||
INVALID = -1,
|
||||
|
||||
MOVING = 0,
|
||||
MOUSEON = 1,
|
||||
HOLDING = 2, // base idling animation
|
||||
@ -82,6 +84,7 @@ enum Type // list of creature animations, numbers were taken from def files
|
||||
DEAD = 22, // new group, used to show dead stacks. If empty - last frame from "DEATH" will be copied here
|
||||
DEAD_RANGED = 23, // new group, used to show dead stacks (if DEATH_RANGED was used). If empty - last frame from "DEATH_RANGED" will be copied here
|
||||
RESURRECTION = 24, // new group, used for animating resurrection, if empty - reversed "DEATH" animation will be copiend here
|
||||
FROZEN = 25, // new group, used when stack animation is paused (e.g. petrified). If empty - consist of first frame from HOLDING animation
|
||||
|
||||
CAST_UP = 30,
|
||||
CAST_FRONT = 31,
|
||||
|
@ -40,8 +40,14 @@ static void onAnimationFinished(const CStack *stack, std::weak_ptr<CreatureAnima
|
||||
if(!animation)
|
||||
return;
|
||||
|
||||
if (!stack->isFrozen() && animation->getType() == ECreatureAnimType::FROZEN)
|
||||
animation->setType(ECreatureAnimType::HOLDING);
|
||||
|
||||
if (animation->isIdle())
|
||||
{
|
||||
if (stack->isFrozen())
|
||||
animation->setType(ECreatureAnimType::FROZEN);
|
||||
|
||||
const CCreature *creature = stack->getCreature();
|
||||
|
||||
if (animation->framesInGroup(ECreatureAnimType::MOUSEON) > 0)
|
||||
@ -249,7 +255,7 @@ void BattleStacksController::setHoveredStack(const CStack *stack)
|
||||
{
|
||||
mouseHoveredStack = stack;
|
||||
|
||||
if (mouseHoveredStack)
|
||||
if (mouseHoveredStack && !mouseHoveredStack->isFrozen())
|
||||
{
|
||||
stackAnimation[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder());
|
||||
if (stackAnimation[mouseHoveredStack->ID]->framesInGroup(ECreatureAnimType::MOUSEON) > 0)
|
||||
@ -361,8 +367,6 @@ void BattleStacksController::showStack(Canvas & canvas, const CStack * stack)
|
||||
}
|
||||
|
||||
bool stackHasProjectile = owner.projectilesController->hasActiveProjectile(stack, true);
|
||||
//bool stackPetrified = stack->hasBonus(Selector::source(Bonus::SPELL_EFFECT, SpellID::STONE_GAZE));
|
||||
//bool stackFrozen = stackHasProjectile || stackPetrified;
|
||||
|
||||
if (stackHasProjectile)
|
||||
stackAnimation[stack->ID]->pause();
|
||||
|
@ -190,6 +190,12 @@ CreatureAnimation::CreatureAnimation(const std::string & name_, TSpeedController
|
||||
reverse->duplicateImage(ECreatureAnimType::DEATH_RANGED, reverse->size(ECreatureAnimType::DEATH_RANGED)-1, ECreatureAnimType::DEAD_RANGED);
|
||||
}
|
||||
|
||||
if(forward->size(ECreatureAnimType::FROZEN) == 0)
|
||||
{
|
||||
forward->duplicateImage(ECreatureAnimType::HOLDING, 0, ECreatureAnimType::FROZEN);
|
||||
reverse->duplicateImage(ECreatureAnimType::HOLDING, 0, ECreatureAnimType::FROZEN);
|
||||
}
|
||||
|
||||
if(forward->size(ECreatureAnimType::RESURRECTION) == 0)
|
||||
{
|
||||
for (size_t i = 0; i < forward->size(ECreatureAnimType::DEATH); ++i)
|
||||
|
@ -547,6 +547,11 @@ bool CUnitState::isGhost() const
|
||||
return ghost;
|
||||
}
|
||||
|
||||
bool CUnitState::isFrozen() const
|
||||
{
|
||||
return hasBonus(Selector::source(Bonus::SPELL_EFFECT, SpellID::STONE_GAZE));
|
||||
}
|
||||
|
||||
bool CUnitState::isValidTarget(bool allowDead) const
|
||||
{
|
||||
return (alive() || (allowDead && isDead())) && getPosition().isValid() && !isTurret();
|
||||
|
@ -195,6 +195,7 @@ public:
|
||||
bool ableToRetaliate() const override;
|
||||
bool alive() const override;
|
||||
bool isGhost() const override;
|
||||
bool isFrozen() const override;
|
||||
bool isValidTarget(bool allowDead = false) const override;
|
||||
|
||||
bool isClone() const override;
|
||||
|
@ -43,6 +43,7 @@ public:
|
||||
virtual bool ableToRetaliate() const = 0;
|
||||
virtual bool alive() const = 0;
|
||||
virtual bool isGhost() const = 0;
|
||||
virtual bool isFrozen() const = 0;
|
||||
|
||||
bool isDead() const;
|
||||
bool isTurret() const;
|
||||
|
Loading…
Reference in New Issue
Block a user