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Use CAnimation fro custom battle effects
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882e279818
commit
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@ -21,6 +21,7 @@
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#include "../CMusicHandler.h"
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#include "../CPlayerInterface.h"
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#include "../Graphics.h"
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#include "../gui/CAnimation.h"
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#include "../gui/CCursorHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/SDL_Extensions.h"
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@ -909,91 +910,82 @@ bool CSpellEffectAnimation::init()
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const bool areaEffect = (!destTile.isValid() && x == -1 && y == -1);
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std::shared_ptr<CAnimation> animation = std::make_shared<CAnimation>(customAnim);
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animation->preload();
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if(Vflip)
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animation->verticalFlip();
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IImage * first = animation->getImage(0, 0, true);
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if(!first)
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{
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endAnim();
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return false;
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}
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if(areaEffect) //f.e. armageddon
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{
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CDefHandler * anim = CDefHandler::giveDef(customAnim);
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for(int i=0; i * anim->width < owner->pos.w ; ++i)
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for(int i=0; i * first->width() < owner->pos.w ; ++i)
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{
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for(int j=0; j * anim->height < owner->pos.h ; ++j)
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for(int j=0; j * first->height() < owner->pos.h ; ++j)
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{
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BattleEffect be;
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be.effectID = ID;
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be.anim = CDefHandler::giveDef(customAnim);
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if (Vflip)
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{
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for (auto & elem : be.anim->ourImages)
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{
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CSDL_Ext::VflipSurf(elem.bitmap);
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}
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}
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be.animation = animation;
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be.currentFrame = 0;
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be.maxFrame = be.anim->ourImages.size();
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be.x = i * anim->width + owner->pos.x;
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be.y = j * anim->height + owner->pos.y;
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be.x = i * first->width() + owner->pos.x;
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be.y = j * first->height() + owner->pos.y;
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be.position = BattleHex::INVALID;
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owner->battleEffects.push_back(be);
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}
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}
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delete anim;
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}
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else // Effects targeted at a specific creature/hex.
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{
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const CStack * destStack = owner->getCurrentPlayerInterface()->cb->battleGetStackByPos(destTile, false);
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Rect & tilePos = owner->bfield[destTile]->pos;
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BattleEffect be;
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be.effectID = ID;
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be.animation = animation;
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be.currentFrame = 0;
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const CStack* destStack = owner->getCurrentPlayerInterface()->cb->battleGetStackByPos(destTile, false);
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Rect & tilePos = owner->bfield[destTile]->pos;
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BattleEffect be;
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be.effectID = ID;
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be.anim = CDefHandler::giveDef(customAnim);
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if (Vflip)
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{
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for (auto & elem : be.anim->ourImages)
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{
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CSDL_Ext::VflipSurf(elem.bitmap);
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}
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}
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be.currentFrame = 0;
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be.maxFrame = be.anim->ourImages.size();
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//todo: lightning anim frame count override
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//todo: lightning anim frame count override
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// if(effect == 1)
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// be.maxFrame = 3;
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if(x == -1)
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{
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be.x = tilePos.x + tilePos.w/2 - be.anim->width/2;
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}
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if(x == -1)
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{
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be.x = tilePos.x + tilePos.w/2 - first->width()/2;
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}
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else
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{
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be.x = x;
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}
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if(y == -1)
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{
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if(alignToBottom)
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be.y = tilePos.y + tilePos.h - first->height();
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else
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{
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be.x = x;
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}
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be.y = tilePos.y - first->height()/2;
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}
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else
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{
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be.y = y;
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}
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if(y == -1)
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{
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if(alignToBottom)
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be.y = tilePos.y + tilePos.h - be.anim->height;
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else
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be.y = tilePos.y - be.anim->height/2;
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}
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else
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{
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be.y = y;
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}
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// Correction for 2-hex creatures.
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if(destStack != nullptr && destStack->doubleWide())
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be.x += (destStack->side == BattleSide::ATTACKER ? -1 : 1)*tilePos.w/2;
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// Correction for 2-hex creatures.
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if (destStack != nullptr && destStack->doubleWide())
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be.x += (destStack->side == BattleSide::ATTACKER ? -1 : 1)*tilePos.w/2;
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//Indicate if effect should be drawn on top of everything or just on top of the hex
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be.position = destTile;
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owner->battleEffects.push_back(be);
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//Indicate if effect should be drawn on top of everything or just on top of the hex
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be.position = destTile;
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owner->battleEffects.push_back(be);
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}
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//battleEffects
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return true;
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@ -1008,7 +1000,7 @@ void CSpellEffectAnimation::nextFrame()
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{
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elem.currentFrame += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
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if(elem.currentFrame >= elem.maxFrame)
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if(elem.currentFrame >= elem.animation->size())
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{
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endAnim();
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break;
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@ -1038,7 +1030,6 @@ void CSpellEffectAnimation::endAnim()
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for(auto & elem : toDel)
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{
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delete elem->anim;
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owner->battleEffects.erase(elem);
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}
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@ -3375,11 +3375,13 @@ void CBattleInterface::showBattleEffects(SDL_Surface *to, const std::vector<cons
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for (auto & elem : battleEffects)
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{
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int currentFrame = floor(elem->currentFrame);
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currentFrame %= elem->anim->ourImages.size();
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currentFrame %= elem->animation->size();
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SDL_Surface *bitmapToBlit = elem->anim->ourImages[currentFrame].bitmap;
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SDL_Rect temp_rect = genRect(bitmapToBlit->h, bitmapToBlit->w, elem->x, elem->y);
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SDL_BlitSurface(bitmapToBlit, nullptr, to, &temp_rect);
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IImage * img = elem->animation->getImage(currentFrame);
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SDL_Rect temp_rect = genRect(img->height(), img->width(), elem->x, elem->y);
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img->draw(to, &temp_rect, nullptr);
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}
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}
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@ -48,6 +48,7 @@ struct BattleHex;
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struct InfoAboutHero;
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struct BattleAction;
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class CBattleGameInterface;
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class CAnimation;
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/// Small struct which contains information about the id of the attacked stack, the damage dealt,...
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struct StackAttackedInfo
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@ -67,8 +68,7 @@ struct BattleEffect
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{
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int x, y; //position on the screen
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float currentFrame;
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int maxFrame;
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CDefHandler *anim; //animation to display
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std::shared_ptr<CAnimation> animation;
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int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
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BattleHex position; //Indicates if effect which hex the effect is drawn on
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};
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