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Cleaned up BattleAnimationClasses file
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776d00d901
commit
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@ -10,9 +10,6 @@
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#include "StdInc.h"
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#include "BattleAnimationClasses.h"
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#include <boost/math/constants/constants.hpp>
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#include "BattleInterfaceClasses.h"
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#include "BattleInterface.h"
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#include "BattleProjectileController.h"
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#include "BattleSiegeController.h"
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@ -24,17 +21,13 @@
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#include "../CGameInfo.h"
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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 "../../CCallback.h"
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#include "../../lib/CStack.h"
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#include "../../lib/CTownHandler.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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CBattleAnimation::CBattleAnimation(BattleInterface & owner)
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BattleAnimation::BattleAnimation(BattleInterface & owner)
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: owner(owner),
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ID(owner.stacksController->animIDhelper++),
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initialized(false)
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@ -42,7 +35,7 @@ CBattleAnimation::CBattleAnimation(BattleInterface & owner)
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logAnim->trace("Animation #%d created", ID);
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}
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bool CBattleAnimation::tryInitialize()
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bool BattleAnimation::tryInitialize()
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{
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assert(!initialized);
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@ -54,12 +47,12 @@ bool CBattleAnimation::tryInitialize()
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return false;
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}
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bool CBattleAnimation::isInitialized()
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bool BattleAnimation::isInitialized()
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{
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return initialized;
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}
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CBattleAnimation::~CBattleAnimation()
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BattleAnimation::~BattleAnimation()
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{
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logAnim->trace("Animation #%d ended, type is %s", ID, typeid(this).name());
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for(auto & elem : pendingAnimations())
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@ -70,42 +63,37 @@ CBattleAnimation::~CBattleAnimation()
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logAnim->trace("Animation #%d deleted", ID);
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}
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std::vector<CBattleAnimation *> & CBattleAnimation::pendingAnimations()
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std::vector<BattleAnimation *> & BattleAnimation::pendingAnimations()
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{
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return owner.stacksController->currentAnimations;
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}
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std::shared_ptr<CreatureAnimation> CBattleAnimation::stackAnimation(const CStack * stack) const
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std::shared_ptr<CreatureAnimation> BattleAnimation::stackAnimation(const CStack * stack) const
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{
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return owner.stacksController->stackAnimation[stack->ID];
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}
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bool CBattleAnimation::stackFacingRight(const CStack * stack)
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bool BattleAnimation::stackFacingRight(const CStack * stack)
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{
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return owner.stacksController->stackFacingRight[stack->ID];
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}
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void CBattleAnimation::setStackFacingRight(const CStack * stack, bool facingRight)
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void BattleAnimation::setStackFacingRight(const CStack * stack, bool facingRight)
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{
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owner.stacksController->stackFacingRight[stack->ID] = facingRight;
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}
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CBattleStackAnimation::CBattleStackAnimation(BattleInterface & owner, const CStack * stack)
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: CBattleAnimation(owner),
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BattleStackAnimation::BattleStackAnimation(BattleInterface & owner, const CStack * stack)
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: BattleAnimation(owner),
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myAnim(stackAnimation(stack)),
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stack(stack)
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{
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assert(myAnim);
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}
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void CBattleStackAnimation::shiftColor(const ColorShifter * shifter)
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{
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assert(myAnim);
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myAnim->shiftColor(shifter);
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}
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void CAttackAnimation::nextFrame()
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void AttackAnimation::nextFrame()
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{
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assert(myAnim->getType() == group);
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if(myAnim->getType() != group)
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{
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myAnim->setType(group);
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@ -114,20 +102,17 @@ void CAttackAnimation::nextFrame()
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if(!soundPlayed)
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{
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if(shooting)
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CCS->soundh->playSound(battle_sound(getCreature(), shoot));
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else
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CCS->soundh->playSound(battle_sound(getCreature(), attack));
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playSound();
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soundPlayed = true;
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}
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}
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CAttackAnimation::~CAttackAnimation()
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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 * CAttackAnimation::getCreature() const
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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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return owner.siegeController->getTurretCreature();
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@ -135,101 +120,97 @@ const CCreature * CAttackAnimation::getCreature() const
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return attackingStack->getCreature();
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}
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CAttackAnimation::CAttackAnimation(BattleInterface & owner, const CStack *attacker, BattleHex _dest, const CStack *defender)
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: CBattleStackAnimation(owner, attacker),
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shooting(false),
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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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dest(_dest),
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attackedStack(defender),
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defendingStack(defender),
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attackingStack(attacker)
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{
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assert(attackingStack && "attackingStack is nullptr in CBattleAttack::CBattleAttack !\n");
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attackingStackPosBeforeReturn = attackingStack->getPosition();
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}
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CDefenceAnimation::CDefenceAnimation(StackAttackedInfo _attackedInfo, BattleInterface & owner)
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: CBattleStackAnimation(owner, _attackedInfo.defender),
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attacker(_attackedInfo.attacker),
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rangedAttack(_attackedInfo.indirectAttack),
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killed(_attackedInfo.killed)
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bool HittedAnimation::init()
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{
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logAnim->debug("Created defence anim for %s", _attackedInfo.defender->getName());
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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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bool CDefenceAnimation::init()
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HittedAnimation::HittedAnimation(BattleInterface & owner, const CStack * stack)
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: BattleStackAnimation(owner, stack)
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{
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logAnim->info("CDefenceAnimation::init: stack %s", stack->getName());
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}
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CCS->soundh->playSound(getMySound());
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myAnim->setType(getMyAnimType());
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DefenceAnimation::DefenceAnimation(BattleInterface & owner, const CStack * stack)
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: BattleStackAnimation(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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std::string CDefenceAnimation::getMySound()
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ECreatureAnimType::Type DeathAnimation::getMyAnimType()
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{
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if(killed)
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return battle_sound(stack->getCreature(), killed);
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else if(stack->defendingAnim)
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return battle_sound(stack->getCreature(), defend);
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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 battle_sound(stack->getCreature(), wince);
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return ECreatureAnimType::DEATH;
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}
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ECreatureAnimType::Type CDefenceAnimation::getMyAnimType()
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bool DeathAnimation::init()
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{
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if(killed)
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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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if(stack->defendingAnim)
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return ECreatureAnimType::DEFENCE;
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else
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return ECreatureAnimType::HITTED;
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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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}
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CDefenceAnimation::~CDefenceAnimation()
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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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{
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if(killed)
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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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else
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myAnim->setType(ECreatureAnimType::DEAD);
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}
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else
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{
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myAnim->setType(ECreatureAnimType::HOLDING);
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}
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}
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CDummyAnimation::CDummyAnimation(BattleInterface & owner, int howManyFrames)
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: CBattleAnimation(owner),
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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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else
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myAnim->setType(ECreatureAnimType::DEAD);
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}
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DummyAnimation::DummyAnimation(BattleInterface & owner, int howManyFrames)
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: BattleAnimation(owner),
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counter(0),
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howMany(howManyFrames)
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{
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logAnim->debug("Created dummy animation for %d frames", howManyFrames);
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}
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bool CDummyAnimation::init()
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bool DummyAnimation::init()
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{
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return true;
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}
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void CDummyAnimation::nextFrame()
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void DummyAnimation::nextFrame()
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{
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counter++;
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if(counter > howMany)
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delete this;
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}
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bool CMeleeAttackAnimation::init()
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bool MeleeAttackAnimation::init()
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{
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assert(attackingStack);
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assert(!myAnim->isDeadOrDying());
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@ -240,10 +221,7 @@ bool CMeleeAttackAnimation::init()
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return false;
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}
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logAnim->info("CMeleeAttackAnimation::init: stack %s -> stack %s", stack->getName(), attackedStack->getName());
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//reversed
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shooting = false;
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logAnim->info("CMeleeAttackAnimation::init: stack %s -> stack %s", stack->getName(), defendingStack->getName());
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static const ECreatureAnimType::Type mutPosToGroup[] =
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{
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@ -270,15 +248,15 @@ bool CMeleeAttackAnimation::init()
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int mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, dest);
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if(mutPos == -1 && attackingStack->doubleWide())
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{
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mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, attackedStack->getPosition());
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mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, defendingStack->getPosition());
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}
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if (mutPos == -1 && attackedStack->doubleWide())
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if (mutPos == -1 && defendingStack->doubleWide())
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{
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mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, attackedStack->occupiedHex());
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mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, defendingStack->occupiedHex());
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}
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if (mutPos == -1 && attackedStack->doubleWide() && attackingStack->doubleWide())
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if (mutPos == -1 && defendingStack->doubleWide() && attackingStack->doubleWide())
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{
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mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, attackedStack->occupiedHex());
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mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, defendingStack->occupiedHex());
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}
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@ -308,7 +286,7 @@ bool CMeleeAttackAnimation::init()
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return true;
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}
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void CMeleeAttackAnimation::nextFrame()
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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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@ -318,24 +296,28 @@ void CMeleeAttackAnimation::nextFrame()
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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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CAttackAnimation::nextFrame();
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AttackAnimation::nextFrame();
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}
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CMeleeAttackAnimation::CMeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked)
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: CAttackAnimation(owner, attacker, _dest, _attacked)
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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)
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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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}
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CStackMoveAnimation::CStackMoveAnimation(BattleInterface & owner, const CStack * _stack, BattleHex _currentHex):
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CBattleStackAnimation(owner, _stack),
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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 CMovementAnimation::init()
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bool MovementAnimation::init()
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{
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assert(stack);
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assert(!myAnim->isDeadOrDying());
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@ -395,7 +377,7 @@ bool CMovementAnimation::init()
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return true;
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}
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void CMovementAnimation::nextFrame()
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void MovementAnimation::nextFrame()
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{
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progress += float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000 * timeToMove;
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@ -403,7 +385,7 @@ void CMovementAnimation::nextFrame()
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myAnim->pos.x = static_cast<Sint16>(begX + distanceX * progress );
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myAnim->pos.y = static_cast<Sint16>(begY + distanceY * progress );
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CBattleAnimation::nextFrame();
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BattleAnimation::nextFrame();
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if(progress >= 1.0)
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{
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@ -427,7 +409,7 @@ void CMovementAnimation::nextFrame()
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}
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}
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CMovementAnimation::~CMovementAnimation()
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MovementAnimation::~MovementAnimation()
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{
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assert(stack);
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@ -440,8 +422,8 @@ CMovementAnimation::~CMovementAnimation()
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}
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}
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CMovementAnimation::CMovementAnimation(BattleInterface & owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance)
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: CStackMoveAnimation(owner, _stack, _destTiles.front()),
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MovementAnimation::MovementAnimation(BattleInterface & owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance)
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: StackMoveAnimation(owner, _stack, _destTiles.front()),
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destTiles(_destTiles),
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curentMoveIndex(0),
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oldPos(stack->getPosition()),
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@ -453,13 +435,13 @@ CMovementAnimation::CMovementAnimation(BattleInterface & owner, const CStack *_s
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logAnim->debug("Created movement anim for %s", stack->getName());
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}
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CMovementEndAnimation::CMovementEndAnimation(BattleInterface & owner, const CStack * _stack, BattleHex destTile)
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: CStackMoveAnimation(owner, _stack, destTile)
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MovementEndAnimation::MovementEndAnimation(BattleInterface & owner, const CStack * _stack, BattleHex destTile)
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: StackMoveAnimation(owner, _stack, destTile)
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{
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logAnim->debug("Created movement end anim for %s", stack->getName());
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}
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bool CMovementEndAnimation::init()
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bool MovementEndAnimation::init()
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{
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assert(stack);
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assert(!myAnim->isDeadOrDying());
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@ -487,7 +469,7 @@ bool CMovementEndAnimation::init()
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return true;
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}
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CMovementEndAnimation::~CMovementEndAnimation()
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MovementEndAnimation::~MovementEndAnimation()
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{
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if(myAnim->getType() != ECreatureAnimType::DEAD)
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myAnim->setType(ECreatureAnimType::HOLDING); //resetting to default
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@ -495,13 +477,13 @@ CMovementEndAnimation::~CMovementEndAnimation()
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CCS->curh->show();
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}
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CMovementStartAnimation::CMovementStartAnimation(BattleInterface & owner, const CStack * _stack)
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: CStackMoveAnimation(owner, _stack, _stack->getPosition())
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MovementStartAnimation::MovementStartAnimation(BattleInterface & owner, const CStack * _stack)
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: StackMoveAnimation(owner, _stack, _stack->getPosition())
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{
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logAnim->debug("Created movement start anim for %s", stack->getName());
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}
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bool CMovementStartAnimation::init()
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bool MovementStartAnimation::init()
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{
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assert(stack);
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assert(!myAnim->isDeadOrDying());
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@ -526,13 +508,13 @@ bool CMovementStartAnimation::init()
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return true;
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}
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CReverseAnimation::CReverseAnimation(BattleInterface & owner, const CStack * stack, BattleHex dest)
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: CStackMoveAnimation(owner, stack, dest)
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ReverseAnimation::ReverseAnimation(BattleInterface & owner, const CStack * stack, BattleHex dest)
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: StackMoveAnimation(owner, stack, dest)
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{
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logAnim->debug("Created reverse anim for %s", stack->getName());
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}
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bool CReverseAnimation::init()
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bool ReverseAnimation::init()
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{
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assert(myAnim);
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assert(!myAnim->isDeadOrDying());
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@ -547,7 +529,7 @@ bool CReverseAnimation::init()
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if(myAnim->framesInGroup(ECreatureAnimType::TURN_L))
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{
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myAnim->playOnce(ECreatureAnimType::TURN_L);
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myAnim->onAnimationReset += std::bind(&CReverseAnimation::setupSecondPart, this);
|
||||
myAnim->onAnimationReset += std::bind(&ReverseAnimation::setupSecondPart, this);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -556,14 +538,14 @@ bool CReverseAnimation::init()
|
||||
return true;
|
||||
}
|
||||
|
||||
void CBattleStackAnimation::rotateStack(BattleHex hex)
|
||||
void BattleStackAnimation::rotateStack(BattleHex hex)
|
||||
{
|
||||
setStackFacingRight(stack, !stackFacingRight(stack));
|
||||
|
||||
stackAnimation(stack)->pos = owner.stacksController->getStackPositionAtHex(hex, stack);
|
||||
}
|
||||
|
||||
void CReverseAnimation::setupSecondPart()
|
||||
void ReverseAnimation::setupSecondPart()
|
||||
{
|
||||
assert(stack);
|
||||
|
||||
@ -584,7 +566,7 @@ void CReverseAnimation::setupSecondPart()
|
||||
delete this;
|
||||
}
|
||||
|
||||
bool CResurrectionAnimation::init()
|
||||
bool ResurrectionAnimation::init()
|
||||
{
|
||||
assert(stack);
|
||||
|
||||
@ -601,19 +583,24 @@ bool CResurrectionAnimation::init()
|
||||
return true;
|
||||
}
|
||||
|
||||
CResurrectionAnimation::CResurrectionAnimation(BattleInterface & owner, const CStack * stack):
|
||||
CBattleStackAnimation(owner, stack)
|
||||
ResurrectionAnimation::ResurrectionAnimation(BattleInterface & owner, const CStack * _stack):
|
||||
BattleStackAnimation(owner, _stack)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
CRangedAttackAnimation::CRangedAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest_, const CStack * defender)
|
||||
: CAttackAnimation(owner, attacker, dest_, defender),
|
||||
RangedAttackAnimation::RangedAttackAnimation(BattleInterface & owner_, const CStack * attacker, BattleHex dest_, const CStack * defender)
|
||||
: AttackAnimation(owner_, attacker, dest_, defender),
|
||||
projectileEmitted(false)
|
||||
{
|
||||
}
|
||||
|
||||
bool CRangedAttackAnimation::init()
|
||||
void RangedAttackAnimation::playSound()
|
||||
{
|
||||
CCS->soundh->playSound(battle_sound(getCreature(), shoot));
|
||||
}
|
||||
|
||||
bool RangedAttackAnimation::init()
|
||||
{
|
||||
assert(attackingStack);
|
||||
assert(!myAnim->isDeadOrDying());
|
||||
@ -630,14 +617,13 @@ bool CRangedAttackAnimation::init()
|
||||
|
||||
setAnimationGroup();
|
||||
initializeProjectile();
|
||||
shooting = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void CRangedAttackAnimation::setAnimationGroup()
|
||||
void RangedAttackAnimation::setAnimationGroup()
|
||||
{
|
||||
Point shooterPos = stackAnimation(attackingStack)->pos.topLeft();
|
||||
Point shotTarget = owner.stacksController->getStackPositionAtHex(dest, attackedStack);
|
||||
Point shotTarget = owner.stacksController->getStackPositionAtHex(dest, defendingStack);
|
||||
|
||||
//maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value)
|
||||
static const double straightAngle = 0.2;
|
||||
@ -653,10 +639,10 @@ void CRangedAttackAnimation::setAnimationGroup()
|
||||
group = getForwardGroup();
|
||||
}
|
||||
|
||||
void CRangedAttackAnimation::initializeProjectile()
|
||||
void RangedAttackAnimation::initializeProjectile()
|
||||
{
|
||||
const CCreature *shooterInfo = getCreature();
|
||||
Point shotTarget = owner.stacksController->getStackPositionAtHex(dest, attackedStack) + Point(225, 225);
|
||||
Point shotTarget = owner.stacksController->getStackPositionAtHex(dest, defendingStack) + Point(225, 225);
|
||||
Point shotOrigin = stackAnimation(attackingStack)->pos.topLeft() + Point(222, 265);
|
||||
int multiplier = stackFacingRight(attackingStack) ? 1 : -1;
|
||||
|
||||
@ -683,14 +669,14 @@ void CRangedAttackAnimation::initializeProjectile()
|
||||
createProjectile(shotOrigin, shotTarget);
|
||||
}
|
||||
|
||||
void CRangedAttackAnimation::emitProjectile()
|
||||
void RangedAttackAnimation::emitProjectile()
|
||||
{
|
||||
logAnim->info("Ranged attack projectile emitted");
|
||||
owner.projectilesController->emitStackProjectile(attackingStack);
|
||||
projectileEmitted = true;
|
||||
}
|
||||
|
||||
void CRangedAttackAnimation::nextFrame()
|
||||
void RangedAttackAnimation::nextFrame()
|
||||
{
|
||||
// animation should be paused if there is an active projectile
|
||||
if (projectileEmitted)
|
||||
@ -705,7 +691,7 @@ void CRangedAttackAnimation::nextFrame()
|
||||
}
|
||||
}
|
||||
|
||||
CAttackAnimation::nextFrame();
|
||||
AttackAnimation::nextFrame();
|
||||
|
||||
if (!projectileEmitted)
|
||||
{
|
||||
@ -719,7 +705,7 @@ void CRangedAttackAnimation::nextFrame()
|
||||
}
|
||||
}
|
||||
|
||||
CRangedAttackAnimation::~CRangedAttackAnimation()
|
||||
RangedAttackAnimation::~RangedAttackAnimation()
|
||||
{
|
||||
//FIXME: this assert triggers under some unclear, rare conditions. Possibly - if game window is inactive and/or in foreground/minimized?
|
||||
assert(!owner.projectilesController->hasActiveProjectile(attackingStack));
|
||||
@ -733,49 +719,49 @@ CRangedAttackAnimation::~CRangedAttackAnimation()
|
||||
}
|
||||
}
|
||||
|
||||
CShootingAnimation::CShootingAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked)
|
||||
: CRangedAttackAnimation(owner, attacker, _dest, _attacked)
|
||||
ShootingAnimation::ShootingAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked)
|
||||
: RangedAttackAnimation(owner, attacker, _dest, _attacked)
|
||||
{
|
||||
logAnim->debug("Created shooting anim for %s", stack->getName());
|
||||
}
|
||||
|
||||
void CShootingAnimation::createProjectile(const Point & from, const Point & dest) const
|
||||
void ShootingAnimation::createProjectile(const Point & from, const Point & dest) const
|
||||
{
|
||||
owner.projectilesController->createProjectile(attackingStack, from, dest);
|
||||
}
|
||||
|
||||
uint32_t CShootingAnimation::getAttackClimaxFrame() const
|
||||
uint32_t ShootingAnimation::getAttackClimaxFrame() const
|
||||
{
|
||||
const CCreature *shooterInfo = getCreature();
|
||||
return shooterInfo->animation.attackClimaxFrame;
|
||||
}
|
||||
|
||||
ECreatureAnimType::Type CShootingAnimation::getUpwardsGroup() const
|
||||
ECreatureAnimType::Type ShootingAnimation::getUpwardsGroup() const
|
||||
{
|
||||
return ECreatureAnimType::SHOOT_UP;
|
||||
}
|
||||
|
||||
ECreatureAnimType::Type CShootingAnimation::getForwardGroup() const
|
||||
ECreatureAnimType::Type ShootingAnimation::getForwardGroup() const
|
||||
{
|
||||
return ECreatureAnimType::SHOOT_FRONT;
|
||||
}
|
||||
|
||||
ECreatureAnimType::Type CShootingAnimation::getDownwardsGroup() const
|
||||
ECreatureAnimType::Type ShootingAnimation::getDownwardsGroup() const
|
||||
{
|
||||
return ECreatureAnimType::SHOOT_DOWN;
|
||||
}
|
||||
|
||||
CCatapultAnimation::CCatapultAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, int _catapultDmg)
|
||||
: CShootingAnimation(owner, attacker, _dest, _attacked),
|
||||
CatapultAnimation::CatapultAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, int _catapultDmg)
|
||||
: ShootingAnimation(owner, attacker, _dest, _attacked),
|
||||
catapultDamage(_catapultDmg),
|
||||
explosionEmitted(false)
|
||||
{
|
||||
logAnim->debug("Created shooting anim for %s", stack->getName());
|
||||
}
|
||||
|
||||
void CCatapultAnimation::nextFrame()
|
||||
void CatapultAnimation::nextFrame()
|
||||
{
|
||||
CShootingAnimation::nextFrame();
|
||||
ShootingAnimation::nextFrame();
|
||||
|
||||
if ( explosionEmitted)
|
||||
return;
|
||||
@ -787,21 +773,21 @@ void CCatapultAnimation::nextFrame()
|
||||
return;
|
||||
|
||||
explosionEmitted = true;
|
||||
Point shotTarget = owner.stacksController->getStackPositionAtHex(dest, attackedStack) + Point(225, 225) - Point(126, 105);
|
||||
Point shotTarget = owner.stacksController->getStackPositionAtHex(dest, defendingStack) + Point(225, 225) - Point(126, 105);
|
||||
|
||||
if(catapultDamage > 0)
|
||||
owner.stacksController->addNewAnim( new CPointEffectAnimation(owner, "WALLHIT", "SGEXPL.DEF", shotTarget));
|
||||
owner.stacksController->addNewAnim( new PointEffectAnimation(owner, "WALLHIT", "SGEXPL.DEF", shotTarget));
|
||||
else
|
||||
owner.stacksController->addNewAnim( new CPointEffectAnimation(owner, "WALLMISS", "CSGRCK.DEF", shotTarget));
|
||||
owner.stacksController->addNewAnim( new PointEffectAnimation(owner, "WALLMISS", "CSGRCK.DEF", shotTarget));
|
||||
}
|
||||
|
||||
void CCatapultAnimation::createProjectile(const Point & from, const Point & dest) const
|
||||
void CatapultAnimation::createProjectile(const Point & from, const Point & dest) const
|
||||
{
|
||||
owner.projectilesController->createCatapultProjectile(attackingStack, from, dest);
|
||||
}
|
||||
|
||||
CCastAnimation::CCastAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest_, const CStack * defender, const CSpell * spell)
|
||||
: CRangedAttackAnimation(owner, attacker, dest_, defender),
|
||||
CastAnimation::CastAnimation(BattleInterface & owner_, const CStack * attacker, BattleHex dest_, const CStack * defender, const CSpell * spell)
|
||||
: RangedAttackAnimation(owner_, attacker, dest_, defender),
|
||||
spell(spell)
|
||||
{
|
||||
assert(dest.isValid());// FIXME: when?
|
||||
@ -810,7 +796,7 @@ CCastAnimation::CCastAnimation(BattleInterface & owner, const CStack * attacker,
|
||||
dest = defender->getPosition();
|
||||
}
|
||||
|
||||
ECreatureAnimType::Type CCastAnimation::findValidGroup( const std::vector<ECreatureAnimType::Type> candidates ) const
|
||||
ECreatureAnimType::Type CastAnimation::findValidGroup( const std::vector<ECreatureAnimType::Type> candidates ) const
|
||||
{
|
||||
for ( auto group : candidates)
|
||||
{
|
||||
@ -822,7 +808,7 @@ ECreatureAnimType::Type CCastAnimation::findValidGroup( const std::vector<ECreat
|
||||
return ECreatureAnimType::HOLDING;
|
||||
}
|
||||
|
||||
ECreatureAnimType::Type CCastAnimation::getUpwardsGroup() const
|
||||
ECreatureAnimType::Type CastAnimation::getUpwardsGroup() const
|
||||
{
|
||||
return findValidGroup({
|
||||
ECreatureAnimType::VCMI_CAST_UP,
|
||||
@ -832,7 +818,7 @@ ECreatureAnimType::Type CCastAnimation::getUpwardsGroup() const
|
||||
});
|
||||
}
|
||||
|
||||
ECreatureAnimType::Type CCastAnimation::getForwardGroup() const
|
||||
ECreatureAnimType::Type CastAnimation::getForwardGroup() const
|
||||
{
|
||||
return findValidGroup({
|
||||
ECreatureAnimType::VCMI_CAST_FRONT,
|
||||
@ -842,7 +828,7 @@ ECreatureAnimType::Type CCastAnimation::getForwardGroup() const
|
||||
});
|
||||
}
|
||||
|
||||
ECreatureAnimType::Type CCastAnimation::getDownwardsGroup() const
|
||||
ECreatureAnimType::Type CastAnimation::getDownwardsGroup() const
|
||||
{
|
||||
return findValidGroup({
|
||||
ECreatureAnimType::VCMI_CAST_DOWN,
|
||||
@ -852,13 +838,13 @@ ECreatureAnimType::Type CCastAnimation::getDownwardsGroup() const
|
||||
});
|
||||
}
|
||||
|
||||
void CCastAnimation::createProjectile(const Point & from, const Point & dest) const
|
||||
void CastAnimation::createProjectile(const Point & from, const Point & dest) const
|
||||
{
|
||||
if (!spell->animationInfo.projectile.empty())
|
||||
owner.projectilesController->createSpellProjectile(attackingStack, from, dest, spell);
|
||||
}
|
||||
|
||||
uint32_t CCastAnimation::getAttackClimaxFrame() const
|
||||
uint32_t CastAnimation::getAttackClimaxFrame() const
|
||||
{
|
||||
//FIXME: allow defining this parameter in config file, separately from attackClimaxFrame of missile attacks
|
||||
uint32_t maxFrames = stackAnimation(attackingStack)->framesInGroup(group);
|
||||
@ -868,8 +854,8 @@ uint32_t CCastAnimation::getAttackClimaxFrame() const
|
||||
return 0;
|
||||
}
|
||||
|
||||
CPointEffectAnimation::CPointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, int effects):
|
||||
CBattleAnimation(owner),
|
||||
PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, int effects):
|
||||
BattleAnimation(owner),
|
||||
animation(std::make_shared<CAnimation>(animationName)),
|
||||
soundName(soundName),
|
||||
effectFlags(effects),
|
||||
@ -880,40 +866,40 @@ CPointEffectAnimation::CPointEffectAnimation(BattleInterface & owner, std::strin
|
||||
logAnim->info("CPointEffectAnimation::init: effect %s", animationName);
|
||||
}
|
||||
|
||||
CPointEffectAnimation::CPointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, std::vector<BattleHex> hex, int effects):
|
||||
CPointEffectAnimation(owner, soundName, animationName, effects)
|
||||
PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, std::vector<BattleHex> hex, int effects):
|
||||
PointEffectAnimation(owner, soundName, animationName, effects)
|
||||
{
|
||||
battlehexes = hex;
|
||||
}
|
||||
|
||||
CPointEffectAnimation::CPointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, BattleHex hex, int effects):
|
||||
CPointEffectAnimation(owner, soundName, animationName, effects)
|
||||
PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, BattleHex hex, int effects):
|
||||
PointEffectAnimation(owner, soundName, animationName, effects)
|
||||
{
|
||||
assert(hex.isValid());
|
||||
battlehexes.push_back(hex);
|
||||
}
|
||||
|
||||
CPointEffectAnimation::CPointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, std::vector<Point> pos, int effects):
|
||||
CPointEffectAnimation(owner, soundName, animationName, effects)
|
||||
PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, std::vector<Point> pos, int effects):
|
||||
PointEffectAnimation(owner, soundName, animationName, effects)
|
||||
{
|
||||
positions = pos;
|
||||
}
|
||||
|
||||
CPointEffectAnimation::CPointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, Point pos, int effects):
|
||||
CPointEffectAnimation(owner, soundName, animationName, effects)
|
||||
PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, Point pos, int effects):
|
||||
PointEffectAnimation(owner, soundName, animationName, effects)
|
||||
{
|
||||
positions.push_back(pos);
|
||||
}
|
||||
|
||||
CPointEffectAnimation::CPointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, Point pos, BattleHex hex, int effects):
|
||||
CPointEffectAnimation(owner, soundName, animationName, effects)
|
||||
PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, Point pos, BattleHex hex, int effects):
|
||||
PointEffectAnimation(owner, soundName, animationName, effects)
|
||||
{
|
||||
assert(hex.isValid());
|
||||
battlehexes.push_back(hex);
|
||||
positions.push_back(pos);
|
||||
}
|
||||
|
||||
bool CPointEffectAnimation::init()
|
||||
bool PointEffectAnimation::init()
|
||||
{
|
||||
animation->preload();
|
||||
|
||||
@ -971,7 +957,7 @@ bool CPointEffectAnimation::init()
|
||||
return true;
|
||||
}
|
||||
|
||||
void CPointEffectAnimation::nextFrame()
|
||||
void PointEffectAnimation::nextFrame()
|
||||
{
|
||||
playSound();
|
||||
playEffect();
|
||||
@ -984,37 +970,37 @@ void CPointEffectAnimation::nextFrame()
|
||||
}
|
||||
}
|
||||
|
||||
bool CPointEffectAnimation::alignToBottom() const
|
||||
bool PointEffectAnimation::alignToBottom() const
|
||||
{
|
||||
return effectFlags & ALIGN_TO_BOTTOM;
|
||||
}
|
||||
|
||||
bool CPointEffectAnimation::waitForSound() const
|
||||
bool PointEffectAnimation::waitForSound() const
|
||||
{
|
||||
return effectFlags & WAIT_FOR_SOUND;
|
||||
}
|
||||
|
||||
bool CPointEffectAnimation::forceOnTop() const
|
||||
bool PointEffectAnimation::forceOnTop() const
|
||||
{
|
||||
return effectFlags & FORCE_ON_TOP;
|
||||
}
|
||||
|
||||
bool CPointEffectAnimation::screenFill() const
|
||||
bool PointEffectAnimation::screenFill() const
|
||||
{
|
||||
return effectFlags & SCREEN_FILL;
|
||||
}
|
||||
|
||||
void CPointEffectAnimation::onEffectFinished()
|
||||
void PointEffectAnimation::onEffectFinished()
|
||||
{
|
||||
effectFinished = true;
|
||||
}
|
||||
|
||||
void CPointEffectAnimation::onSoundFinished()
|
||||
void PointEffectAnimation::onSoundFinished()
|
||||
{
|
||||
soundFinished = true;
|
||||
}
|
||||
|
||||
void CPointEffectAnimation::playSound()
|
||||
void PointEffectAnimation::playSound()
|
||||
{
|
||||
if (soundPlayed)
|
||||
return;
|
||||
@ -1034,7 +1020,7 @@ void CPointEffectAnimation::playSound()
|
||||
CCS->soundh->setCallback(channel, [&](){ onSoundFinished(); });
|
||||
}
|
||||
|
||||
void CPointEffectAnimation::playEffect()
|
||||
void PointEffectAnimation::playEffect()
|
||||
{
|
||||
if ( effectFinished )
|
||||
return;
|
||||
@ -1055,7 +1041,7 @@ void CPointEffectAnimation::playEffect()
|
||||
}
|
||||
}
|
||||
|
||||
void CPointEffectAnimation::clearEffect()
|
||||
void PointEffectAnimation::clearEffect()
|
||||
{
|
||||
auto & effects = owner.effectsController->battleEffects;
|
||||
|
||||
@ -1064,17 +1050,13 @@ void CPointEffectAnimation::clearEffect()
|
||||
});
|
||||
}
|
||||
|
||||
CPointEffectAnimation::~CPointEffectAnimation()
|
||||
PointEffectAnimation::~PointEffectAnimation()
|
||||
{
|
||||
assert(effectFinished);
|
||||
assert(soundFinished);
|
||||
}
|
||||
|
||||
CWaitingAnimation::CWaitingAnimation(BattleInterface & owner):
|
||||
CBattleAnimation(owner)
|
||||
{}
|
||||
|
||||
void CWaitingAnimation::nextFrame()
|
||||
void WaitingProjectileAnimation::nextFrame()
|
||||
{
|
||||
// initialization conditions fulfilled, delay is over
|
||||
if(owner.getAnimationCondition(EAnimationEvents::HIT) == false)
|
||||
@ -1083,16 +1065,16 @@ void CWaitingAnimation::nextFrame()
|
||||
delete this;
|
||||
}
|
||||
|
||||
CWaitingProjectileAnimation::CWaitingProjectileAnimation(BattleInterface & owner, const CStack * shooter):
|
||||
CWaitingAnimation(owner),
|
||||
WaitingProjectileAnimation::WaitingProjectileAnimation(BattleInterface & owner_, const CStack * shooter):
|
||||
BattleAnimation(owner_),
|
||||
shooter(shooter)
|
||||
{}
|
||||
|
||||
bool CWaitingProjectileAnimation::init()
|
||||
bool WaitingProjectileAnimation::init()
|
||||
{
|
||||
for(auto & elem : pendingAnimations())
|
||||
{
|
||||
auto * attackAnim = dynamic_cast<CRangedAttackAnimation *>(elem);
|
||||
auto * attackAnim = dynamic_cast<RangedAttackAnimation *>(elem);
|
||||
|
||||
if( attackAnim && shooter && attackAnim->stack->ID == shooter->ID && !attackAnim->isInitialized() )
|
||||
{
|
||||
|
@ -10,7 +10,6 @@
|
||||
#pragma once
|
||||
|
||||
#include "../../lib/battle/BattleHex.h"
|
||||
#include "../../lib/CSoundBase.h"
|
||||
#include "BattleConstants.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
@ -24,21 +23,17 @@ VCMI_LIB_NAMESPACE_END
|
||||
class CAnimation;
|
||||
class BattleInterface;
|
||||
class CreatureAnimation;
|
||||
class CBattleAnimation;
|
||||
struct CatapultProjectileInfo;
|
||||
struct StackAttackedInfo;
|
||||
struct Point;
|
||||
class ColorShifter;
|
||||
|
||||
/// Base class of battle animations
|
||||
class CBattleAnimation
|
||||
class BattleAnimation
|
||||
{
|
||||
|
||||
protected:
|
||||
BattleInterface & owner;
|
||||
bool initialized;
|
||||
|
||||
std::vector<CBattleAnimation *> & pendingAnimations();
|
||||
std::vector<BattleAnimation *> & pendingAnimations();
|
||||
std::shared_ptr<CreatureAnimation> stackAnimation(const CStack * stack) const;
|
||||
bool stackFacingRight(const CStack * stack);
|
||||
void setStackFacingRight(const CStack * stack, bool facingRight);
|
||||
@ -51,63 +46,71 @@ public:
|
||||
bool isInitialized();
|
||||
bool tryInitialize();
|
||||
virtual void nextFrame() {} //call every new frame
|
||||
virtual ~CBattleAnimation();
|
||||
virtual ~BattleAnimation();
|
||||
|
||||
CBattleAnimation(BattleInterface & owner);
|
||||
BattleAnimation(BattleInterface & owner);
|
||||
};
|
||||
|
||||
/// Sub-class which is responsible for managing the battle stack animation.
|
||||
class CBattleStackAnimation : public CBattleAnimation
|
||||
class BattleStackAnimation : public BattleAnimation
|
||||
{
|
||||
public:
|
||||
std::shared_ptr<CreatureAnimation> myAnim; //animation for our stack, managed by BattleInterface
|
||||
const CStack * stack; //id of stack whose animation it is
|
||||
|
||||
CBattleStackAnimation(BattleInterface & owner, const CStack * _stack);
|
||||
BattleStackAnimation(BattleInterface & owner, const CStack * _stack);
|
||||
|
||||
void shiftColor(const ColorShifter * shifter);
|
||||
void rotateStack(BattleHex hex);
|
||||
};
|
||||
|
||||
/// This class is responsible for managing the battle attack animation
|
||||
class CAttackAnimation : public CBattleStackAnimation
|
||||
class AttackAnimation : public BattleStackAnimation
|
||||
{
|
||||
bool soundPlayed;
|
||||
|
||||
protected:
|
||||
BattleHex dest; //attacked hex
|
||||
bool shooting;
|
||||
ECreatureAnimType::Type group; //if shooting is true, print this animation group
|
||||
const CStack *attackedStack;
|
||||
ECreatureAnimType::Type group;
|
||||
const CStack *defendingStack;
|
||||
const CStack *attackingStack;
|
||||
int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature
|
||||
|
||||
const CCreature * getCreature() const;
|
||||
public:
|
||||
void nextFrame() override;
|
||||
virtual void playSound() = 0;
|
||||
|
||||
CAttackAnimation(BattleInterface & owner, const CStack *attacker, BattleHex _dest, const CStack *defender);
|
||||
~CAttackAnimation();
|
||||
void nextFrame() override;
|
||||
AttackAnimation(BattleInterface & owner, const CStack *attacker, BattleHex _dest, const CStack *defender);
|
||||
~AttackAnimation();
|
||||
};
|
||||
|
||||
/// Animation of a defending unit
|
||||
class CDefenceAnimation : public CBattleStackAnimation
|
||||
class DefenceAnimation : public BattleStackAnimation
|
||||
{
|
||||
ECreatureAnimType::Type getMyAnimType();
|
||||
std::string getMySound();
|
||||
|
||||
const CStack * attacker; //attacking stack
|
||||
bool rangedAttack; //if true, stack has been attacked by shooting
|
||||
bool killed; //if true, stack has been killed
|
||||
|
||||
public:
|
||||
bool init() override;
|
||||
|
||||
CDefenceAnimation(StackAttackedInfo _attackedInfo, BattleInterface & owner);
|
||||
~CDefenceAnimation();
|
||||
DefenceAnimation(BattleInterface & owner, const CStack * stack);
|
||||
};
|
||||
|
||||
class CDummyAnimation : public CBattleAnimation
|
||||
/// Animation of a hit unit
|
||||
class HittedAnimation : public BattleStackAnimation
|
||||
{
|
||||
public:
|
||||
HittedAnimation(BattleInterface & owner, const CStack * stack);
|
||||
bool init() override;
|
||||
};
|
||||
|
||||
/// Animation of a dying unit
|
||||
class DeathAnimation : public BattleStackAnimation
|
||||
{
|
||||
bool rangedAttack;
|
||||
ECreatureAnimType::Type getMyAnimType();
|
||||
public:
|
||||
bool init() override;
|
||||
DeathAnimation(BattleInterface & owner, const CStack * stack, bool ranged);
|
||||
~DeathAnimation();
|
||||
};
|
||||
|
||||
class DummyAnimation : public BattleAnimation
|
||||
{
|
||||
private:
|
||||
int counter;
|
||||
@ -116,31 +119,32 @@ public:
|
||||
bool init() override;
|
||||
void nextFrame() override;
|
||||
|
||||
CDummyAnimation(BattleInterface & owner, int howManyFrames);
|
||||
DummyAnimation(BattleInterface & owner, int howManyFrames);
|
||||
};
|
||||
|
||||
/// Hand-to-hand attack
|
||||
class CMeleeAttackAnimation : public CAttackAnimation
|
||||
class MeleeAttackAnimation : public AttackAnimation
|
||||
{
|
||||
public:
|
||||
bool init() override;
|
||||
void nextFrame() override;
|
||||
void playSound() override;
|
||||
|
||||
CMeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked);
|
||||
MeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked);
|
||||
};
|
||||
|
||||
/// Base class for all animations that play during stack movement
|
||||
class CStackMoveAnimation : public CBattleStackAnimation
|
||||
class StackMoveAnimation : public BattleStackAnimation
|
||||
{
|
||||
public:
|
||||
BattleHex currentHex;
|
||||
|
||||
protected:
|
||||
CStackMoveAnimation(BattleInterface & owner, const CStack * _stack, BattleHex _currentHex);
|
||||
StackMoveAnimation(BattleInterface & owner, const CStack * _stack, BattleHex _currentHex);
|
||||
};
|
||||
|
||||
/// Move animation of a creature
|
||||
class CMovementAnimation : public CStackMoveAnimation
|
||||
class MovementAnimation : public StackMoveAnimation
|
||||
{
|
||||
private:
|
||||
std::vector<BattleHex> destTiles; //full path, includes already passed hexes
|
||||
@ -158,49 +162,49 @@ public:
|
||||
bool init() override;
|
||||
void nextFrame() override;
|
||||
|
||||
CMovementAnimation(BattleInterface & owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance);
|
||||
~CMovementAnimation();
|
||||
MovementAnimation(BattleInterface & owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance);
|
||||
~MovementAnimation();
|
||||
};
|
||||
|
||||
/// Move end animation of a creature
|
||||
class CMovementEndAnimation : public CStackMoveAnimation
|
||||
class MovementEndAnimation : public StackMoveAnimation
|
||||
{
|
||||
public:
|
||||
bool init() override;
|
||||
|
||||
CMovementEndAnimation(BattleInterface & owner, const CStack * _stack, BattleHex destTile);
|
||||
~CMovementEndAnimation();
|
||||
MovementEndAnimation(BattleInterface & owner, const CStack * _stack, BattleHex destTile);
|
||||
~MovementEndAnimation();
|
||||
};
|
||||
|
||||
/// Move start animation of a creature
|
||||
class CMovementStartAnimation : public CStackMoveAnimation
|
||||
class MovementStartAnimation : public StackMoveAnimation
|
||||
{
|
||||
public:
|
||||
bool init() override;
|
||||
|
||||
CMovementStartAnimation(BattleInterface & owner, const CStack * _stack);
|
||||
MovementStartAnimation(BattleInterface & owner, const CStack * _stack);
|
||||
};
|
||||
|
||||
/// Class responsible for animation of stack chaning direction (left <-> right)
|
||||
class CReverseAnimation : public CStackMoveAnimation
|
||||
class ReverseAnimation : public StackMoveAnimation
|
||||
{
|
||||
void setupSecondPart();
|
||||
public:
|
||||
bool init() override;
|
||||
|
||||
CReverseAnimation(BattleInterface & owner, const CStack * stack, BattleHex dest);
|
||||
ReverseAnimation(BattleInterface & owner, const CStack * stack, BattleHex dest);
|
||||
};
|
||||
|
||||
/// Resurrects stack from dead state
|
||||
class CResurrectionAnimation : public CBattleStackAnimation
|
||||
class ResurrectionAnimation : public BattleStackAnimation
|
||||
{
|
||||
public:
|
||||
bool init() override;
|
||||
|
||||
CResurrectionAnimation(BattleInterface & owner, const CStack * _stack);
|
||||
ResurrectionAnimation(BattleInterface & owner, const CStack * _stack);
|
||||
};
|
||||
|
||||
class CRangedAttackAnimation : public CAttackAnimation
|
||||
class RangedAttackAnimation : public AttackAnimation
|
||||
{
|
||||
|
||||
void setAnimationGroup();
|
||||
@ -219,15 +223,16 @@ protected:
|
||||
virtual uint32_t getAttackClimaxFrame() const = 0;
|
||||
|
||||
public:
|
||||
CRangedAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender);
|
||||
~CRangedAttackAnimation();
|
||||
RangedAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender);
|
||||
~RangedAttackAnimation();
|
||||
|
||||
bool init() override;
|
||||
void nextFrame() override;
|
||||
void playSound() override;
|
||||
};
|
||||
|
||||
/// Shooting attack
|
||||
class CShootingAnimation : public CRangedAttackAnimation
|
||||
class ShootingAnimation : public RangedAttackAnimation
|
||||
{
|
||||
ECreatureAnimType::Type getUpwardsGroup() const override;
|
||||
ECreatureAnimType::Type getForwardGroup() const override;
|
||||
@ -237,25 +242,25 @@ class CShootingAnimation : public CRangedAttackAnimation
|
||||
uint32_t getAttackClimaxFrame() const override;
|
||||
|
||||
public:
|
||||
CShootingAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender);
|
||||
ShootingAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender);
|
||||
|
||||
};
|
||||
|
||||
/// Catapult attack
|
||||
class CCatapultAnimation : public CShootingAnimation
|
||||
class CatapultAnimation : public ShootingAnimation
|
||||
{
|
||||
private:
|
||||
bool explosionEmitted;
|
||||
int catapultDamage;
|
||||
|
||||
public:
|
||||
CCatapultAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender, int _catapultDmg = 0);
|
||||
CatapultAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender, int _catapultDmg = 0);
|
||||
|
||||
void createProjectile(const Point & from, const Point & dest) const override;
|
||||
void nextFrame() override;
|
||||
};
|
||||
|
||||
class CCastAnimation : public CRangedAttackAnimation
|
||||
class CastAnimation : public RangedAttackAnimation
|
||||
{
|
||||
const CSpell * spell;
|
||||
|
||||
@ -268,24 +273,11 @@ class CCastAnimation : public CRangedAttackAnimation
|
||||
uint32_t getAttackClimaxFrame() const override;
|
||||
|
||||
public:
|
||||
CCastAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest_, const CStack * defender, const CSpell * spell);
|
||||
};
|
||||
|
||||
struct CPointEffectParameters
|
||||
{
|
||||
std::vector<Point> positions;
|
||||
std::vector<BattleHex> tiles;
|
||||
std::string animation;
|
||||
|
||||
soundBase::soundID sound = soundBase::invalid;
|
||||
BattleHex boundHex = BattleHex::INVALID;
|
||||
bool aligntoBottom = false;
|
||||
bool waitForSound = false;
|
||||
bool screenFill = false;
|
||||
CastAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest_, const CStack * defender, const CSpell * spell);
|
||||
};
|
||||
|
||||
/// Class that plays effect at one or more positions along with (single) sound effect
|
||||
class CPointEffectAnimation : public CBattleAnimation
|
||||
class PointEffectAnimation : public BattleAnimation
|
||||
{
|
||||
std::string soundName;
|
||||
bool soundPlayed;
|
||||
@ -313,44 +305,36 @@ public:
|
||||
enum EEffectFlags
|
||||
{
|
||||
ALIGN_TO_BOTTOM = 1,
|
||||
WAIT_FOR_SOUND = 2,
|
||||
WAIT_FOR_SOUND = 2, // Unused, can be removed
|
||||
FORCE_ON_TOP = 4,
|
||||
SCREEN_FILL = 8,
|
||||
};
|
||||
|
||||
/// Create animation with screen-wide effect
|
||||
CPointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, int effects = 0);
|
||||
PointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, int effects = 0);
|
||||
|
||||
/// Create animation positioned at point(s). Note that positions must be are absolute, including battleint position offset
|
||||
CPointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, Point pos , int effects = 0);
|
||||
CPointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, std::vector<Point> pos , int effects = 0);
|
||||
PointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, Point pos , int effects = 0);
|
||||
PointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, std::vector<Point> pos , int effects = 0);
|
||||
|
||||
/// Create animation positioned at certain hex(es)
|
||||
CPointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, BattleHex hex , int effects = 0);
|
||||
CPointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, std::vector<BattleHex> hex, int effects = 0);
|
||||
PointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, BattleHex hex , int effects = 0);
|
||||
PointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, std::vector<BattleHex> hex, int effects = 0);
|
||||
|
||||
CPointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, Point pos, BattleHex hex, int effects = 0);
|
||||
~CPointEffectAnimation();
|
||||
PointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, Point pos, BattleHex hex, int effects = 0);
|
||||
~PointEffectAnimation();
|
||||
|
||||
bool init() override;
|
||||
void nextFrame() override;
|
||||
};
|
||||
|
||||
/// Base class (e.g. for use in dynamic_cast's) for "animations" that wait for certain event
|
||||
class CWaitingAnimation : public CBattleAnimation
|
||||
{
|
||||
protected:
|
||||
CWaitingAnimation(BattleInterface & owner);
|
||||
public:
|
||||
void nextFrame() override;
|
||||
};
|
||||
|
||||
/// Class that waits till projectile of certain shooter hits a target
|
||||
class CWaitingProjectileAnimation : public CWaitingAnimation
|
||||
class WaitingProjectileAnimation : public BattleAnimation
|
||||
{
|
||||
const CStack * shooter;
|
||||
public:
|
||||
CWaitingProjectileAnimation(BattleInterface & owner, const CStack * shooter);
|
||||
WaitingProjectileAnimation(BattleInterface & owner, const CStack * shooter);
|
||||
|
||||
void nextFrame() override;
|
||||
bool init() override;
|
||||
};
|
||||
|
@ -44,7 +44,7 @@ void BattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect,
|
||||
{
|
||||
std::string customAnim = graphics->battleACToDef[effect][0];
|
||||
|
||||
owner.stacksController->addNewAnim(new CPointEffectAnimation(owner, soundBase::stringsList()[soundID], customAnim, destTile));
|
||||
owner.stacksController->addNewAnim(new PointEffectAnimation(owner, soundBase::stringsList()[soundID], customAnim, destTile));
|
||||
}
|
||||
|
||||
void BattleEffectsController::displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects)
|
||||
|
@ -24,7 +24,7 @@ class CAnimation;
|
||||
class Canvas;
|
||||
class BattleInterface;
|
||||
class BattleRenderer;
|
||||
class CPointEffectAnimation;
|
||||
class PointEffectAnimation;
|
||||
|
||||
/// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
|
||||
struct BattleEffect
|
||||
@ -59,5 +59,5 @@ public:
|
||||
|
||||
void collectRenderableObjects(BattleRenderer & renderer);
|
||||
|
||||
friend class CPointEffectAnimation;
|
||||
friend class PointEffectAnimation;
|
||||
};
|
||||
|
@ -514,7 +514,7 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
|
||||
{
|
||||
executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]()
|
||||
{
|
||||
stacksController->addNewAnim(new CCastAnimation(*this, casterStack, targetedTile, curInt->cb->battleGetStackByPos(targetedTile), spell));
|
||||
stacksController->addNewAnim(new CastAnimation(*this, casterStack, targetedTile, curInt->cb->battleGetStackByPos(targetedTile), spell));
|
||||
displaySpellCast(spellID, casterStack->getPosition());
|
||||
});
|
||||
}
|
||||
@ -533,7 +533,7 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
|
||||
{
|
||||
projectilesController->createSpellProjectile( nullptr, srccoord, destcoord, spell);
|
||||
projectilesController->emitStackProjectile( nullptr );
|
||||
stacksController->addNewAnim(new CWaitingProjectileAnimation(*this, nullptr));
|
||||
stacksController->addNewAnim(new WaitingProjectileAnimation(*this, nullptr));
|
||||
});
|
||||
}
|
||||
}
|
||||
@ -576,8 +576,8 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
|
||||
bool side = sc->side;
|
||||
|
||||
executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=](){
|
||||
stacksController->addNewAnim(new CPointEffectAnimation(*this, "", side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero));
|
||||
stacksController->addNewAnim(new CPointEffectAnimation(*this, "", side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero));
|
||||
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));
|
||||
});
|
||||
}
|
||||
}
|
||||
@ -618,24 +618,24 @@ void BattleInterface::displaySpellAnimationQueue(const CSpell::TAnimationQueue &
|
||||
for(const CSpell::TAnimation & animation : q)
|
||||
{
|
||||
if(animation.pause > 0)
|
||||
stacksController->addNewAnim(new CDummyAnimation(*this, animation.pause));
|
||||
stacksController->addNewAnim(new DummyAnimation(*this, animation.pause));
|
||||
else
|
||||
{
|
||||
int flags = 0;
|
||||
|
||||
if (isHit)
|
||||
flags |= CPointEffectAnimation::FORCE_ON_TOP;
|
||||
flags |= PointEffectAnimation::FORCE_ON_TOP;
|
||||
|
||||
if (animation.verticalPosition == VerticalPosition::BOTTOM)
|
||||
flags |= CPointEffectAnimation::ALIGN_TO_BOTTOM;
|
||||
flags |= PointEffectAnimation::ALIGN_TO_BOTTOM;
|
||||
|
||||
if (!destinationTile.isValid())
|
||||
flags |= CPointEffectAnimation::SCREEN_FILL;
|
||||
flags |= PointEffectAnimation::SCREEN_FILL;
|
||||
|
||||
if (!destinationTile.isValid())
|
||||
stacksController->addNewAnim(new CPointEffectAnimation(*this, "", animation.resourceName, flags));
|
||||
stacksController->addNewAnim(new PointEffectAnimation(*this, "", animation.resourceName, flags));
|
||||
else
|
||||
stacksController->addNewAnim(new CPointEffectAnimation(*this, "", animation.resourceName, destinationTile, flags));
|
||||
stacksController->addNewAnim(new PointEffectAnimation(*this, "", animation.resourceName, destinationTile, flags));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -100,7 +100,7 @@ void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<
|
||||
//we assume here that effect graphics have the same size as the usual obstacle image
|
||||
// -> if we know how to blit obstacle, let's blit the effect in the same place
|
||||
Point whereTo = getObstaclePosition(first, *oi);
|
||||
owner.stacksController->addNewAnim(new CPointEffectAnimation(owner, spellObstacle->appearSound, spellObstacle->appearAnimation, whereTo, oi->pos));
|
||||
owner.stacksController->addNewAnim(new PointEffectAnimation(owner, spellObstacle->appearSound, spellObstacle->appearAnimation, whereTo, oi->pos));
|
||||
|
||||
//so when multiple obstacles are added, they show up one after another
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
|
@ -336,7 +336,7 @@ void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
|
||||
const CStack *stack = owner.curInt->cb->battleGetStackByID(ca.attacker);
|
||||
for (auto attackInfo : ca.attackedParts)
|
||||
{
|
||||
owner.stacksController->addNewAnim(new CCatapultAnimation(owner, stack, attackInfo.destinationTile, nullptr, attackInfo.damageDealt));
|
||||
owner.stacksController->addNewAnim(new CatapultAnimation(owner, stack, attackInfo.destinationTile, nullptr, attackInfo.damageDealt));
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -347,7 +347,7 @@ void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
|
||||
for (auto attackInfo : ca.attackedParts)
|
||||
positions.push_back(owner.stacksController->getStackPositionAtHex(attackInfo.destinationTile, nullptr) + Point(99, 120));
|
||||
|
||||
owner.stacksController->addNewAnim(new CPointEffectAnimation(owner, "WALLHIT", "SGEXPL.DEF", positions));
|
||||
owner.stacksController->addNewAnim(new PointEffectAnimation(owner, "WALLHIT", "SGEXPL.DEF", positions));
|
||||
}
|
||||
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
|
@ -107,7 +107,7 @@ BattleHex BattleStacksController::getStackCurrentPosition(const CStack * stack)
|
||||
// stack position will be updated only *after* movement is finished
|
||||
// before this - stack is always at its initial position. Thus we need to find
|
||||
// its current position. Which can be found only in this class
|
||||
if (CStackMoveAnimation *move = dynamic_cast<CStackMoveAnimation*>(anim))
|
||||
if (StackMoveAnimation *move = dynamic_cast<StackMoveAnimation*>(anim))
|
||||
{
|
||||
if (move->stack == stack)
|
||||
return move->currentHex;
|
||||
@ -168,7 +168,7 @@ void BattleStacksController::stackReset(const CStack * stack)
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=]()
|
||||
{
|
||||
addNewAnim(new CResurrectionAnimation(owner, stack));
|
||||
addNewAnim(new ResurrectionAnimation(owner, stack));
|
||||
});
|
||||
}
|
||||
|
||||
@ -275,7 +275,7 @@ bool BattleStacksController::stackNeedsAmountBox(const CStack * stack) const
|
||||
|
||||
for(auto anim : currentAnimations) //no matter what other conditions below are, hide box when creature is playing hit animation
|
||||
{
|
||||
auto hitAnimation = dynamic_cast<CDefenceAnimation*>(anim);
|
||||
auto hitAnimation = dynamic_cast<DefenceAnimation*>(anim);
|
||||
if(hitAnimation && (hitAnimation->stack->ID == stack->ID))
|
||||
return false;
|
||||
}
|
||||
@ -372,7 +372,7 @@ void BattleStacksController::updateBattleAnimations()
|
||||
}
|
||||
}
|
||||
|
||||
void BattleStacksController::addNewAnim(CBattleAnimation *anim)
|
||||
void BattleStacksController::addNewAnim(BattleAnimation *anim)
|
||||
{
|
||||
currentAnimations.push_back(anim);
|
||||
owner.setAnimationCondition(EAnimationEvents::ACTION, true);
|
||||
@ -418,20 +418,26 @@ void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> at
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::MOVEMENT, true, [=]()
|
||||
{
|
||||
addNewAnim(new CReverseAnimation(owner, attackedInfo.defender, attackedInfo.defender->getPosition()));
|
||||
addNewAnim(new ReverseAnimation(owner, attackedInfo.defender, attackedInfo.defender->getPosition()));
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
for(auto & attackedInfo : attackedInfos)
|
||||
{
|
||||
bool useDeathAnim = attackedInfo.killed;
|
||||
bool useDefenceAnim = attackedInfo.defender->defendingAnim && !attackedInfo.indirectAttack && !attackedInfo.killed;
|
||||
|
||||
EAnimationEvents usedEvent = useDefenceAnim ? EAnimationEvents::ATTACK : EAnimationEvents::HIT;
|
||||
|
||||
owner.executeOnAnimationCondition(usedEvent, true, [=]()
|
||||
{
|
||||
addNewAnim(new CDefenceAnimation(attackedInfo, owner));
|
||||
if (useDeathAnim)
|
||||
addNewAnim(new DeathAnimation(owner, attackedInfo.defender, attackedInfo.indirectAttack));
|
||||
else if(useDefenceAnim)
|
||||
addNewAnim(new DefenceAnimation(owner, attackedInfo.defender));
|
||||
else
|
||||
addNewAnim(new HittedAnimation(owner, attackedInfo.defender));
|
||||
|
||||
if (attackedInfo.battleEffect != EBattleEffect::INVALID)
|
||||
owner.effectsController->displayEffect(EBattleEffect::EBattleEffect(attackedInfo.battleEffect), attackedInfo.defender->getPosition());
|
||||
@ -447,7 +453,7 @@ void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> at
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=](){
|
||||
owner.effectsController->displayEffect(EBattleEffect::RESURRECT, soundBase::RESURECT, attackedInfo.defender->getPosition());
|
||||
addNewAnim(new CResurrectionAnimation(owner, attackedInfo.defender));
|
||||
addNewAnim(new ResurrectionAnimation(owner, attackedInfo.defender));
|
||||
});
|
||||
}
|
||||
|
||||
@ -469,16 +475,15 @@ void BattleStacksController::stackMoved(const CStack *stack, std::vector<BattleH
|
||||
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
|
||||
|
||||
if(shouldRotate(stack, stack->getPosition(), destHex[0]))
|
||||
addNewAnim(new CReverseAnimation(owner, stack, destHex[0]));
|
||||
|
||||
addNewAnim(new CMovementStartAnimation(owner, stack));
|
||||
addNewAnim(new ReverseAnimation(owner, stack, destHex[0]));
|
||||
|
||||
addNewAnim(new MovementStartAnimation(owner, stack));
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
|
||||
addNewAnim(new CMovementAnimation(owner, stack, destHex, distance));
|
||||
addNewAnim(new MovementAnimation(owner, stack, destHex, distance));
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
|
||||
addNewAnim(new CMovementEndAnimation(owner, stack, destHex.back()));
|
||||
addNewAnim(new MovementEndAnimation(owner, stack, destHex.back()));
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
}
|
||||
|
||||
@ -504,7 +509,7 @@ void BattleStacksController::stackAttacking( const StackAttackInfo & info )
|
||||
{
|
||||
owner.executeOnAnimationCondition(EAnimationEvents::MOVEMENT, true, [=]()
|
||||
{
|
||||
addNewAnim(new CReverseAnimation(owner, attacker, attacker->getPosition()));
|
||||
addNewAnim(new ReverseAnimation(owner, attacker, attacker->getPosition()));
|
||||
});
|
||||
}
|
||||
|
||||
@ -543,11 +548,11 @@ void BattleStacksController::stackAttacking( const StackAttackInfo & info )
|
||||
{
|
||||
if (info.indirectAttack)
|
||||
{
|
||||
addNewAnim(new CShootingAnimation(owner, attacker, tile, defender));
|
||||
addNewAnim(new ShootingAnimation(owner, attacker, tile, defender));
|
||||
}
|
||||
else
|
||||
{
|
||||
addNewAnim(new CMeleeAttackAnimation(owner, attacker, tile, defender));
|
||||
addNewAnim(new MeleeAttackAnimation(owner, attacker, tile, defender));
|
||||
}
|
||||
});
|
||||
|
||||
@ -609,7 +614,6 @@ bool BattleStacksController::shouldRotate(const CStack * stack, const BattleHex
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
void BattleStacksController::endAction(const BattleAction* action)
|
||||
{
|
||||
//FIXME: there should be no more ongoing animations. If not - then some other method created animations but did not wait for them to end
|
||||
@ -625,7 +629,7 @@ void BattleStacksController::endAction(const BattleAction* action)
|
||||
|
||||
if (s && facingRight(s) != shouldFaceRight && s->alive() && stackAnimation[s->ID]->isIdle())
|
||||
{
|
||||
addNewAnim(new CReverseAnimation(owner, s, s->getPosition()));
|
||||
addNewAnim(new ReverseAnimation(owner, s, s->getPosition()));
|
||||
}
|
||||
}
|
||||
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
||||
|
@ -25,9 +25,9 @@ struct StackAttackInfo;
|
||||
|
||||
class Canvas;
|
||||
class BattleInterface;
|
||||
class CBattleAnimation;
|
||||
class BattleAnimation;
|
||||
class CreatureAnimation;
|
||||
class CBattleAnimation;
|
||||
class BattleAnimation;
|
||||
class BattleRenderer;
|
||||
class IImage;
|
||||
|
||||
@ -45,7 +45,7 @@ class BattleStacksController
|
||||
std::shared_ptr<IImage> amountEffNeutral;
|
||||
|
||||
/// currently displayed animations <anim, initialized>
|
||||
std::vector<CBattleAnimation *> currentAnimations;
|
||||
std::vector<BattleAnimation *> currentAnimations;
|
||||
|
||||
/// animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
|
||||
std::map<int32_t, std::shared_ptr<CreatureAnimation>> stackAnimation;
|
||||
@ -110,7 +110,7 @@ public:
|
||||
|
||||
void collectRenderableObjects(BattleRenderer & renderer);
|
||||
|
||||
void addNewAnim(CBattleAnimation *anim); //adds new anim to pendingAnims
|
||||
void addNewAnim(BattleAnimation *anim); //adds new anim to pendingAnims
|
||||
void updateBattleAnimations();
|
||||
|
||||
const CStack* getActiveStack() const;
|
||||
@ -119,5 +119,5 @@ public:
|
||||
/// returns position of animation needed to place stack in specific hex
|
||||
Point getStackPositionAtHex(BattleHex hexNum, const CStack * creature) const;
|
||||
|
||||
friend class CBattleAnimation; // for exposing pendingAnims/creAnims/creDir to animations
|
||||
friend class BattleAnimation; // for exposing pendingAnims/creAnims/creDir to animations
|
||||
};
|
||||
|
Loading…
x
Reference in New Issue
Block a user