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https://github.com/vcmi/vcmi.git
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* minor refactoring
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4ae4b998a3
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@ -564,7 +564,7 @@ bool CMovementStartAnimation::init()
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return false;
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if(!stack || myAnim()->getType() == 5)
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if(!stack || myAnim()->getType() == CCreatureAnim::DEATH)
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{
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CMovementStartAnimation::endAnim();
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return false;
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@ -602,7 +602,7 @@ CReverseAnimation::CReverseAnimation(CBattleInterface * _owner, const CStack * s
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bool CReverseAnimation::init()
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{
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if(myAnim() == NULL || myAnim()->getType() == 5)
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if(myAnim() == NULL || myAnim()->getType() == CCreatureAnim::DEATH)
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{
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endAnim();
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@ -699,7 +699,7 @@ bool CShootingAnimation::init()
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const CStack * shooter = attackingStack;
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if(!shooter || myAnim()->getType() == 5)
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if(!shooter || myAnim()->getType() == CCreatureAnim::DEATH)
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{
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endAnim();
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return false;
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@ -581,7 +581,7 @@ void CBattleInterface::show(SDL_Surface * to)
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SDL_SetClipRect(to, &pos);
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//printing background and hexes
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if(activeStack != NULL && creAnims[activeStack->ID]->getType() != 0) //show everything with range
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if(activeStack != NULL && creAnims[activeStack->ID]->getType() != CCreatureAnim::MOVING) //show everything with range
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{
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blitAt(backgroundWithHexes, pos.x, pos.y, to);
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}
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@ -711,7 +711,7 @@ void CBattleInterface::show(SDL_Surface * to)
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const CStack *s = stacks[i];
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if(creAnims.find(s->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
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continue;
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if(creAnims[s->ID]->getType() != 5 && s->position >= 0) //don't show turrets here
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if(creAnims[s->ID]->getType() != CCreatureAnim::DEATH && s->position >= 0) //don't show turrets here
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stackAliveByHex[s->position].push_back(s);
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}
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std::vector<const CStack *> stackDeadByHex[GameConstants::BFIELD_SIZE];
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@ -720,7 +720,7 @@ void CBattleInterface::show(SDL_Surface * to)
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const CStack *s = stacks[i];
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if(creAnims.find(s->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
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continue;
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if(creAnims[s->ID]->getType() == 5)
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if(creAnims[s->ID]->getType() == CCreatureAnim::DEATH)
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stackDeadByHex[s->position].push_back(s);
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}
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@ -956,7 +956,7 @@ void CBattleInterface::showAliveStacks(std::vector<const CStack *> *aliveStacks,
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{
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const CStack *s = aliveStacks[hex][v];
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if(!s->hasBonusOfType(Bonus::FLYING) || creAnims[s->ID]->getType() != 0)
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if(!s->hasBonusOfType(Bonus::FLYING) || creAnims[s->ID]->getType() != CCreatureAnim::DEATH)
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showAliveStack(s, to);
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else
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flyingStacks->push_back(s);
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@ -2171,12 +2171,13 @@ void CBattleInterface::showAliveStack(const CStack *stack, SDL_Surface * to)
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const CCreature *creature = stack->getCreature();
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SDL_Rect unitRect = {creAnims[ID]->pos.x, creAnims[ID]->pos.y, uint16_t(creAnims[ID]->fullWidth), uint16_t(creAnims[ID]->fullHeight)};
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int animType = creAnims[ID]->getType();
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CCreatureAnim::EAnimType animType = creAnims[ID]->getType();
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int affectingSpeed = getAnimSpeed();
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if(animType == 1 || animType == 2) //standing stacks should not stand faster :)
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if(animType == CCreatureAnim::MOUSEON || animType == CCreatureAnim::HOLDING) //standing stacks should not stand faster :)
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affectingSpeed = 2;
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bool incrementFrame = (animCount%(4/affectingSpeed)==0) && animType!=5 && animType!=20 && animType!=2;
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bool incrementFrame = (animCount%(4/affectingSpeed)==0) && animType!=CCreatureAnim::DEATH &&
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animType!=CCreatureAnim::MOVE_START && animType!=CCreatureAnim::HOLDING;
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if (creature->idNumber == 149)
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{
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@ -2186,7 +2187,7 @@ void CBattleInterface::showAliveStack(const CStack *stack, SDL_Surface * to)
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else
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{
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// standing animation
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if(animType == 2)
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if(animType == CCreatureAnim::HOLDING)
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{
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if(standingFrame.find(ID)!=standingFrame.end())
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{
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@ -2521,7 +2522,8 @@ void CBattleInterface::endAction(const BattleAction* action)
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attackingHero->setPhase(0);
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}
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if(stack && action->actionType == BattleAction::WALK && creAnims[action->stackNumber]->getType() != 2) //walk or walk & attack
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if(stack && action->actionType == BattleAction::WALK &&
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creAnims[action->stackNumber]->getType() != CCreatureAnim::HOLDING) //walk or walk & attack
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{
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pendingAnims.push_back(std::make_pair(new CMovementEndAnimation(this, stack, action->destinationTile), false));
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}
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@ -1141,7 +1141,7 @@ void CAdvMapInt::tileLClicked(const int3 &mapPos)
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switch(spellBeingCasted->id)
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{
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case Spells::SCUTTLE_BOAT: //Scuttle Boat
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if(topBlocking && topBlocking->ID == 8)
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if(topBlocking && topBlocking->ID == Obj::BOAT)
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leaveCastingMode(true, mapPos);
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break;
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case Spells::DIMENSION_DOOR:
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@ -2586,9 +2586,9 @@ CMarketplaceWindow::CMarketplaceWindow(const IMarket *Market, const CGHeroInstan
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{
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switch (market->o->ID)
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{
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break; case 7: title = CGI->generaltexth->allTexts[349];
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break; case 99: title = CGI->generaltexth->allTexts[159];
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break; case 221: title = CGI->generaltexth->allTexts[159];
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break; case Obj::BLACK_MARKET: title = CGI->generaltexth->allTexts[349];
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break; case Obj::TRADING_POST: title = CGI->generaltexth->allTexts[159];
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break; case Obj::TRADING_POST_SNOW: title = CGI->generaltexth->allTexts[159];
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break; default: title = market->o->getHoverText();
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}
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}
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@ -547,7 +547,7 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
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: static_cast<const CGHeroInstance*>(obj));
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//print hero / boat and flag
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if((themp && themp->moveDir && themp->type) || (obj->ID == 8)) //it's hero or boat
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if((themp && themp->moveDir && themp->type) || (obj->ID == Obj::BOAT)) //it's hero or boat
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{
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const int IMGVAL = 8; //frames per group of movement animation
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ui8 dir;
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@ -1123,7 +1123,7 @@ void CGHeroInstance::initObj() //TODO: use bonus system
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//initialize bonuses
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BOOST_FOREACH(auto skill_info, secSkills)
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updateSkill(skill_info.first, skill_info.second);
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updateSkill(static_cast<CGHeroInstance::SecondarySkill>(skill_info.first), skill_info.second);
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Updatespecialty();
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mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
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@ -1184,7 +1184,7 @@ void CGHeroInstance::Updatespecialty() //TODO: calculate special value of bonuse
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}
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}
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}
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void CGHeroInstance::updateSkill(int which, int val)
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void CGHeroInstance::updateSkill(SecondarySkill which, int val)
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{
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if(which == LEADERSHIP || which == LUCK)
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{ //luck-> VLC->generaltexth->arraytxt[73+luckSkill]; VLC->generaltexth->arraytxt[104+moraleSkill]
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@ -417,7 +417,7 @@ public:
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void initHeroDefInfo();
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void pushPrimSkill(int which, int val);
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void Updatespecialty();
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void updateSkill(int which, int val);
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void updateSkill(SecondarySkill which, int val);
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CGHeroInstance();
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virtual ~CGHeroInstance();
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@ -1669,7 +1669,7 @@ bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*
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//OR hero is on land and dest is water and (there is not present only one object - boat)
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if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
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&& complain("Cannot move hero, destination tile is blocked!"))
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|| ((!h->boat && !h->canWalkOnSea() && t.terType == ETerrainType::WATER && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != 8 && t.visitableObjects.back()->ID != Obj::HERO))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
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|| ((!h->boat && !h->canWalkOnSea() && t.terType == ETerrainType::WATER && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::BOAT && t.visitableObjects.back()->ID != Obj::HERO))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
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&& complain("Cannot move hero, destination tile is on water!"))
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|| ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
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&& complain("Cannot disembark hero, tile is blocked!"))
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