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	Renamed PointEffectAnimation -> EffectAnimation
This commit is contained in:
		| @@ -801,7 +801,7 @@ void CatapultAnimation::nextFrame() | ||||
| 	std::string effectFilename = (catapultDamage > 0) ? "SGEXPL" : "CSGRCK"; | ||||
|  | ||||
| 	CCS->soundh->playSound( soundFilename ); | ||||
| 	owner.stacksController->addNewAnim( new PointEffectAnimation(owner, effectFilename, shotTarget)); | ||||
| 	owner.stacksController->addNewAnim( new EffectAnimation(owner, effectFilename, shotTarget)); | ||||
| } | ||||
|  | ||||
| void CatapultAnimation::createProjectile(const Point & from, const Point & dest) const | ||||
| @@ -865,7 +865,7 @@ uint32_t CastAnimation::getAttackClimaxFrame() const | ||||
| 	return maxFrames / 2; | ||||
| } | ||||
|  | ||||
| PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string animationName, int effects): | ||||
| EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, int effects): | ||||
| 	BattleAnimation(owner), | ||||
| 	animation(std::make_shared<CAnimation>(animationName)), | ||||
| 	effectFlags(effects), | ||||
| @@ -874,40 +874,40 @@ PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string | ||||
| 	logAnim->debug("CPointEffectAnimation::init: effect %s", animationName); | ||||
| } | ||||
|  | ||||
| PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string animationName, std::vector<BattleHex> hex, int effects): | ||||
| 	PointEffectAnimation(owner, animationName, effects) | ||||
| EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<BattleHex> hex, int effects): | ||||
| 	EffectAnimation(owner, animationName, effects) | ||||
| { | ||||
| 	battlehexes = hex; | ||||
| } | ||||
|  | ||||
| PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string animationName, BattleHex hex, int effects): | ||||
| 	PointEffectAnimation(owner, animationName, effects) | ||||
| EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, BattleHex hex, int effects): | ||||
| 	EffectAnimation(owner, animationName, effects) | ||||
| { | ||||
| 	assert(hex.isValid()); | ||||
| 	battlehexes.push_back(hex); | ||||
| } | ||||
|  | ||||
| PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string animationName, std::vector<Point> pos, int effects): | ||||
| 	PointEffectAnimation(owner, animationName, effects) | ||||
| EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<Point> pos, int effects): | ||||
| 	EffectAnimation(owner, animationName, effects) | ||||
| { | ||||
| 	positions = pos; | ||||
| } | ||||
|  | ||||
| PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string animationName, Point pos, int effects): | ||||
| 	PointEffectAnimation(owner, animationName, effects) | ||||
| EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, Point pos, int effects): | ||||
| 	EffectAnimation(owner, animationName, effects) | ||||
| { | ||||
| 	positions.push_back(pos); | ||||
| } | ||||
|  | ||||
| PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string animationName, Point pos, BattleHex hex,   int effects): | ||||
| 	PointEffectAnimation(owner, animationName, effects) | ||||
| EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, Point pos, BattleHex hex,   int effects): | ||||
| 	EffectAnimation(owner, animationName, effects) | ||||
| { | ||||
| 	assert(hex.isValid()); | ||||
| 	battlehexes.push_back(hex); | ||||
| 	positions.push_back(pos); | ||||
| } | ||||
|  | ||||
| bool PointEffectAnimation::init() | ||||
| bool EffectAnimation::init() | ||||
| { | ||||
| 	animation->preload(); | ||||
|  | ||||
| @@ -965,7 +965,7 @@ bool PointEffectAnimation::init() | ||||
| 	return true; | ||||
| } | ||||
|  | ||||
| void PointEffectAnimation::nextFrame() | ||||
| void EffectAnimation::nextFrame() | ||||
| { | ||||
| 	playEffect(); | ||||
|  | ||||
| @@ -977,27 +977,27 @@ void PointEffectAnimation::nextFrame() | ||||
| 	} | ||||
| } | ||||
|  | ||||
| bool PointEffectAnimation::alignToBottom() const | ||||
| bool EffectAnimation::alignToBottom() const | ||||
| { | ||||
| 	return effectFlags & ALIGN_TO_BOTTOM; | ||||
| } | ||||
|  | ||||
| bool PointEffectAnimation::forceOnTop() const | ||||
| bool EffectAnimation::forceOnTop() const | ||||
| { | ||||
| 	return effectFlags & FORCE_ON_TOP; | ||||
| } | ||||
|  | ||||
| bool PointEffectAnimation::screenFill() const | ||||
| bool EffectAnimation::screenFill() const | ||||
| { | ||||
| 	return effectFlags & SCREEN_FILL; | ||||
| } | ||||
|  | ||||
| void PointEffectAnimation::onEffectFinished() | ||||
| void EffectAnimation::onEffectFinished() | ||||
| { | ||||
| 	effectFinished = true; | ||||
| } | ||||
|  | ||||
| void PointEffectAnimation::playEffect() | ||||
| void EffectAnimation::playEffect() | ||||
| { | ||||
| 	if ( effectFinished ) | ||||
| 		return; | ||||
| @@ -1018,7 +1018,7 @@ void PointEffectAnimation::playEffect() | ||||
| 	} | ||||
| } | ||||
|  | ||||
| void PointEffectAnimation::clearEffect() | ||||
| void EffectAnimation::clearEffect() | ||||
| { | ||||
| 	auto & effects = owner.effectsController->battleEffects; | ||||
|  | ||||
| @@ -1027,7 +1027,7 @@ void PointEffectAnimation::clearEffect() | ||||
| 	}); | ||||
| } | ||||
|  | ||||
| PointEffectAnimation::~PointEffectAnimation() | ||||
| EffectAnimation::~EffectAnimation() | ||||
| { | ||||
| 	assert(effectFinished); | ||||
| } | ||||
|   | ||||
| @@ -302,7 +302,7 @@ public: | ||||
| }; | ||||
|  | ||||
| /// Class that plays effect at one or more positions along with (single) sound effect | ||||
| class PointEffectAnimation : public BattleAnimation | ||||
| class EffectAnimation : public BattleAnimation | ||||
| { | ||||
| 	std::string soundName; | ||||
| 	bool effectFinished; | ||||
| @@ -330,18 +330,18 @@ public: | ||||
| 	}; | ||||
|  | ||||
| 	/// Create animation with screen-wide effect | ||||
| 	PointEffectAnimation(BattleInterface & owner, std::string animationName, int effects = 0); | ||||
| 	EffectAnimation(BattleInterface & owner, std::string animationName, int effects = 0); | ||||
|  | ||||
| 	/// Create animation positioned at point(s). Note that positions must be are absolute, including battleint position offset | ||||
| 	PointEffectAnimation(BattleInterface & owner, std::string animationName, Point pos                 , int effects = 0); | ||||
| 	PointEffectAnimation(BattleInterface & owner, std::string animationName, std::vector<Point> pos    , int effects = 0); | ||||
| 	EffectAnimation(BattleInterface & owner, std::string animationName, Point pos                 , int effects = 0); | ||||
| 	EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<Point> pos    , int effects = 0); | ||||
|  | ||||
| 	/// Create animation positioned at certain hex(es) | ||||
| 	PointEffectAnimation(BattleInterface & owner, std::string animationName, BattleHex hex             , int effects = 0); | ||||
| 	PointEffectAnimation(BattleInterface & owner, std::string animationName, std::vector<BattleHex> hex, int effects = 0); | ||||
| 	EffectAnimation(BattleInterface & owner, std::string animationName, BattleHex hex             , int effects = 0); | ||||
| 	EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<BattleHex> hex, int effects = 0); | ||||
|  | ||||
| 	PointEffectAnimation(BattleInterface & owner, std::string animationName, Point pos, BattleHex hex,   int effects = 0); | ||||
| 	 ~PointEffectAnimation(); | ||||
| 	EffectAnimation(BattleInterface & owner, std::string animationName, Point pos, BattleHex hex,   int effects = 0); | ||||
| 	 ~EffectAnimation(); | ||||
|  | ||||
| 	bool init() override; | ||||
| 	void nextFrame() override; | ||||
|   | ||||
| @@ -51,7 +51,7 @@ void BattleEffectsController::displayEffect(EBattleEffect effect, std::string so | ||||
|  | ||||
| 	CCS->soundh->playSound( soundFile ); | ||||
|  | ||||
| 	owner.stacksController->addNewAnim(new PointEffectAnimation(owner, customAnim, destTile)); | ||||
| 	owner.stacksController->addNewAnim(new EffectAnimation(owner, customAnim, destTile)); | ||||
| } | ||||
|  | ||||
| void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bte) | ||||
|   | ||||
| @@ -24,7 +24,7 @@ class CAnimation; | ||||
| class Canvas; | ||||
| class BattleInterface; | ||||
| class BattleRenderer; | ||||
| class PointEffectAnimation; | ||||
| class EffectAnimation; | ||||
|  | ||||
| /// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,... | ||||
| struct BattleEffect | ||||
| @@ -62,5 +62,5 @@ public: | ||||
|  | ||||
| 	void collectRenderableObjects(BattleRenderer & renderer); | ||||
|  | ||||
| 	friend class PointEffectAnimation; | ||||
| 	friend class EffectAnimation; | ||||
| }; | ||||
|   | ||||
| @@ -413,8 +413,8 @@ void BattleInterface::spellCast(const BattleSpellCast * sc) | ||||
| 		bool side = sc->side; | ||||
|  | ||||
| 		executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=](){ | ||||
| 			stacksController->addNewAnim(new PointEffectAnimation(*this, side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero)); | ||||
| 			stacksController->addNewAnim(new PointEffectAnimation(*this, side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero)); | ||||
| 			stacksController->addNewAnim(new EffectAnimation(*this, side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero)); | ||||
| 			stacksController->addNewAnim(new EffectAnimation(*this, side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero)); | ||||
| 		}); | ||||
| 	} | ||||
| } | ||||
| @@ -469,18 +469,18 @@ void BattleInterface::displaySpellAnimationQueue(const CSpell * spell, const CSp | ||||
| 			int flags = 0; | ||||
|  | ||||
| 			if (isHit) | ||||
| 				flags |= PointEffectAnimation::FORCE_ON_TOP; | ||||
| 				flags |= EffectAnimation::FORCE_ON_TOP; | ||||
|  | ||||
| 			if (animation.verticalPosition == VerticalPosition::BOTTOM) | ||||
| 				flags |= PointEffectAnimation::ALIGN_TO_BOTTOM; | ||||
| 				flags |= EffectAnimation::ALIGN_TO_BOTTOM; | ||||
|  | ||||
| 			if (!destinationTile.isValid()) | ||||
| 				flags |= PointEffectAnimation::SCREEN_FILL; | ||||
| 				flags |= EffectAnimation::SCREEN_FILL; | ||||
|  | ||||
| 			if (!destinationTile.isValid()) | ||||
| 				stacksController->addNewAnim(new PointEffectAnimation(*this, animation.resourceName, flags)); | ||||
| 				stacksController->addNewAnim(new EffectAnimation(*this, animation.resourceName, flags)); | ||||
| 			else | ||||
| 				stacksController->addNewAnim(new PointEffectAnimation(*this, animation.resourceName, destinationTile, flags)); | ||||
| 				stacksController->addNewAnim(new EffectAnimation(*this, animation.resourceName, destinationTile, flags)); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|   | ||||
| @@ -98,7 +98,7 @@ void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr< | ||||
| 		// -> if we know how to blit obstacle, let's blit the effect in the same place | ||||
| 		Point whereTo = getObstaclePosition(first, *oi); | ||||
| 		CCS->soundh->playSound( spellObstacle->appearSound ); | ||||
| 		owner.stacksController->addNewAnim(new PointEffectAnimation(owner, spellObstacle->appearAnimation, whereTo, oi->pos)); | ||||
| 		owner.stacksController->addNewAnim(new EffectAnimation(owner, spellObstacle->appearAnimation, whereTo, oi->pos)); | ||||
|  | ||||
| 		//so when multiple obstacles are added, they show up one after another | ||||
| 		owner.waitForAnimationCondition(EAnimationEvents::ACTION, false); | ||||
|   | ||||
| @@ -346,7 +346,7 @@ void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca) | ||||
| 			positions.push_back(owner.stacksController->getStackPositionAtHex(attackInfo.destinationTile, nullptr) + Point(99, 120)); | ||||
|  | ||||
| 		CCS->soundh->playSound( "WALLHIT" ); | ||||
| 		owner.stacksController->addNewAnim(new PointEffectAnimation(owner, "SGEXPL.DEF", positions)); | ||||
| 		owner.stacksController->addNewAnim(new EffectAnimation(owner, "SGEXPL.DEF", positions)); | ||||
| 	} | ||||
|  | ||||
| 	owner.waitForAnimationCondition(EAnimationEvents::ACTION, false); | ||||
|   | ||||
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