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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-29 23:07:48 +02:00

Cleaned up BattleAnimationClasses file

This commit is contained in:
Ivan Savenko
2022-12-12 22:04:25 +02:00
parent 776d00d901
commit c172e3c8e0
9 changed files with 285 additions and 315 deletions

View File

@@ -10,9 +10,6 @@
#include "StdInc.h"
#include "BattleAnimationClasses.h"
#include <boost/math/constants/constants.hpp>
#include "BattleInterfaceClasses.h"
#include "BattleInterface.h"
#include "BattleProjectileController.h"
#include "BattleSiegeController.h"
@@ -24,17 +21,13 @@
#include "../CGameInfo.h"
#include "../CMusicHandler.h"
#include "../CPlayerInterface.h"
#include "../Graphics.h"
#include "../gui/CAnimation.h"
#include "../gui/CCursorHandler.h"
#include "../gui/CGuiHandler.h"
#include "../../CCallback.h"
#include "../../lib/CStack.h"
#include "../../lib/CTownHandler.h"
#include "../../lib/mapObjects/CGTownInstance.h"
CBattleAnimation::CBattleAnimation(BattleInterface & owner)
BattleAnimation::BattleAnimation(BattleInterface & owner)
: owner(owner),
ID(owner.stacksController->animIDhelper++),
initialized(false)
@@ -42,7 +35,7 @@ CBattleAnimation::CBattleAnimation(BattleInterface & owner)
logAnim->trace("Animation #%d created", ID);
}
bool CBattleAnimation::tryInitialize()
bool BattleAnimation::tryInitialize()
{
assert(!initialized);
@@ -54,12 +47,12 @@ bool CBattleAnimation::tryInitialize()
return false;
}
bool CBattleAnimation::isInitialized()
bool BattleAnimation::isInitialized()
{
return initialized;
}
CBattleAnimation::~CBattleAnimation()
BattleAnimation::~BattleAnimation()
{
logAnim->trace("Animation #%d ended, type is %s", ID, typeid(this).name());
for(auto & elem : pendingAnimations())
@@ -70,42 +63,37 @@ CBattleAnimation::~CBattleAnimation()
logAnim->trace("Animation #%d deleted", ID);
}
std::vector<CBattleAnimation *> & CBattleAnimation::pendingAnimations()
std::vector<BattleAnimation *> & BattleAnimation::pendingAnimations()
{
return owner.stacksController->currentAnimations;
}
std::shared_ptr<CreatureAnimation> CBattleAnimation::stackAnimation(const CStack * stack) const
std::shared_ptr<CreatureAnimation> BattleAnimation::stackAnimation(const CStack * stack) const
{
return owner.stacksController->stackAnimation[stack->ID];
}
bool CBattleAnimation::stackFacingRight(const CStack * stack)
bool BattleAnimation::stackFacingRight(const CStack * stack)
{
return owner.stacksController->stackFacingRight[stack->ID];
}
void CBattleAnimation::setStackFacingRight(const CStack * stack, bool facingRight)
void BattleAnimation::setStackFacingRight(const CStack * stack, bool facingRight)
{
owner.stacksController->stackFacingRight[stack->ID] = facingRight;
}
CBattleStackAnimation::CBattleStackAnimation(BattleInterface & owner, const CStack * stack)
: CBattleAnimation(owner),
BattleStackAnimation::BattleStackAnimation(BattleInterface & owner, const CStack * stack)
: BattleAnimation(owner),
myAnim(stackAnimation(stack)),
stack(stack)
{
assert(myAnim);
}
void CBattleStackAnimation::shiftColor(const ColorShifter * shifter)
{
assert(myAnim);
myAnim->shiftColor(shifter);
}
void CAttackAnimation::nextFrame()
void AttackAnimation::nextFrame()
{
assert(myAnim->getType() == group);
if(myAnim->getType() != group)
{
myAnim->setType(group);
@@ -114,20 +102,17 @@ void CAttackAnimation::nextFrame()
if(!soundPlayed)
{
if(shooting)
CCS->soundh->playSound(battle_sound(getCreature(), shoot));
else
CCS->soundh->playSound(battle_sound(getCreature(), attack));
playSound();
soundPlayed = true;
}
}
CAttackAnimation::~CAttackAnimation()
AttackAnimation::~AttackAnimation()
{
myAnim->setType(ECreatureAnimType::HOLDING);
}
const CCreature * CAttackAnimation::getCreature() const
const CCreature * AttackAnimation::getCreature() const
{
if (attackingStack->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
return owner.siegeController->getTurretCreature();
@@ -135,101 +120,97 @@ const CCreature * CAttackAnimation::getCreature() const
return attackingStack->getCreature();
}
CAttackAnimation::CAttackAnimation(BattleInterface & owner, const CStack *attacker, BattleHex _dest, const CStack *defender)
: CBattleStackAnimation(owner, attacker),
shooting(false),
AttackAnimation::AttackAnimation(BattleInterface & owner, const CStack *attacker, BattleHex _dest, const CStack *defender)
: BattleStackAnimation(owner, attacker),
group(ECreatureAnimType::SHOOT_FRONT),
soundPlayed(false),
dest(_dest),
attackedStack(defender),
defendingStack(defender),
attackingStack(attacker)
{
assert(attackingStack && "attackingStack is nullptr in CBattleAttack::CBattleAttack !\n");
attackingStackPosBeforeReturn = attackingStack->getPosition();
}
CDefenceAnimation::CDefenceAnimation(StackAttackedInfo _attackedInfo, BattleInterface & owner)
: CBattleStackAnimation(owner, _attackedInfo.defender),
attacker(_attackedInfo.attacker),
rangedAttack(_attackedInfo.indirectAttack),
killed(_attackedInfo.killed)
bool HittedAnimation::init()
{
logAnim->debug("Created defence anim for %s", _attackedInfo.defender->getName());
CCS->soundh->playSound(battle_sound(stack->getCreature(), wince));
myAnim->playOnce(ECreatureAnimType::HITTED);
myAnim->onAnimationReset += [&](){ delete this; };
return true;
}
bool CDefenceAnimation::init()
HittedAnimation::HittedAnimation(BattleInterface & owner, const CStack * stack)
: BattleStackAnimation(owner, stack)
{
logAnim->info("CDefenceAnimation::init: stack %s", stack->getName());
}
CCS->soundh->playSound(getMySound());
myAnim->setType(getMyAnimType());
DefenceAnimation::DefenceAnimation(BattleInterface & owner, const CStack * stack)
: BattleStackAnimation(owner, stack)
{
}
bool DefenceAnimation::init()
{
CCS->soundh->playSound(battle_sound(stack->getCreature(), defend));
myAnim->playOnce(ECreatureAnimType::DEFENCE);
myAnim->onAnimationReset += [&](){ delete this; };
return true; //initialized successfuly
}
std::string CDefenceAnimation::getMySound()
ECreatureAnimType::Type DeathAnimation::getMyAnimType()
{
if(killed)
return battle_sound(stack->getCreature(), killed);
else if(stack->defendingAnim)
return battle_sound(stack->getCreature(), defend);
if(rangedAttack && myAnim->framesInGroup(ECreatureAnimType::DEATH_RANGED) > 0)
return ECreatureAnimType::DEATH_RANGED;
else
return battle_sound(stack->getCreature(), wince);
return ECreatureAnimType::DEATH;
}
ECreatureAnimType::Type CDefenceAnimation::getMyAnimType()
bool DeathAnimation::init()
{
if(killed)
{
if(rangedAttack && myAnim->framesInGroup(ECreatureAnimType::DEATH_RANGED) > 0)
return ECreatureAnimType::DEATH_RANGED;
else
return ECreatureAnimType::DEATH;
}
if(stack->defendingAnim)
return ECreatureAnimType::DEFENCE;
else
return ECreatureAnimType::HITTED;
CCS->soundh->playSound(battle_sound(stack->getCreature(), killed));
myAnim->playOnce(getMyAnimType());
myAnim->onAnimationReset += [&](){ delete this; };
return true;
}
CDefenceAnimation::~CDefenceAnimation()
DeathAnimation::DeathAnimation(BattleInterface & owner, const CStack * stack, bool ranged):
BattleStackAnimation(owner, stack),
rangedAttack(ranged)
{
if(killed)
{
if(rangedAttack && myAnim->framesInGroup(ECreatureAnimType::DEAD_RANGED) > 0)
myAnim->setType(ECreatureAnimType::DEAD_RANGED);
else
myAnim->setType(ECreatureAnimType::DEAD);
}
else
{
myAnim->setType(ECreatureAnimType::HOLDING);
}
}
CDummyAnimation::CDummyAnimation(BattleInterface & owner, int howManyFrames)
: CBattleAnimation(owner),
DeathAnimation::~DeathAnimation()
{
if(rangedAttack && myAnim->framesInGroup(ECreatureAnimType::DEAD_RANGED) > 0)
myAnim->setType(ECreatureAnimType::DEAD_RANGED);
else
myAnim->setType(ECreatureAnimType::DEAD);
}
DummyAnimation::DummyAnimation(BattleInterface & owner, int howManyFrames)
: BattleAnimation(owner),
counter(0),
howMany(howManyFrames)
{
logAnim->debug("Created dummy animation for %d frames", howManyFrames);
}
bool CDummyAnimation::init()
bool DummyAnimation::init()
{
return true;
}
void CDummyAnimation::nextFrame()
void DummyAnimation::nextFrame()
{
counter++;
if(counter > howMany)
delete this;
}
bool CMeleeAttackAnimation::init()
bool MeleeAttackAnimation::init()
{
assert(attackingStack);
assert(!myAnim->isDeadOrDying());
@@ -240,10 +221,7 @@ bool CMeleeAttackAnimation::init()
return false;
}
logAnim->info("CMeleeAttackAnimation::init: stack %s -> stack %s", stack->getName(), attackedStack->getName());
//reversed
shooting = false;
logAnim->info("CMeleeAttackAnimation::init: stack %s -> stack %s", stack->getName(), defendingStack->getName());
static const ECreatureAnimType::Type mutPosToGroup[] =
{
@@ -270,15 +248,15 @@ bool CMeleeAttackAnimation::init()
int mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, dest);
if(mutPos == -1 && attackingStack->doubleWide())
{
mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, attackedStack->getPosition());
mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, defendingStack->getPosition());
}
if (mutPos == -1 && attackedStack->doubleWide())
if (mutPos == -1 && defendingStack->doubleWide())
{
mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, attackedStack->occupiedHex());
mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, defendingStack->occupiedHex());
}
if (mutPos == -1 && attackedStack->doubleWide() && attackingStack->doubleWide())
if (mutPos == -1 && defendingStack->doubleWide() && attackingStack->doubleWide())
{
mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, attackedStack->occupiedHex());
mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, defendingStack->occupiedHex());
}
@@ -308,7 +286,7 @@ bool CMeleeAttackAnimation::init()
return true;
}
void CMeleeAttackAnimation::nextFrame()
void MeleeAttackAnimation::nextFrame()
{
size_t currentFrame = stackAnimation(attackingStack)->getCurrentFrame();
size_t totalFrames = stackAnimation(attackingStack)->framesInGroup(group);
@@ -318,24 +296,28 @@ void CMeleeAttackAnimation::nextFrame()
if(owner.getAnimationCondition(EAnimationEvents::HIT) == false)
owner.setAnimationCondition(EAnimationEvents::HIT, true);
}
CAttackAnimation::nextFrame();
AttackAnimation::nextFrame();
}
CMeleeAttackAnimation::CMeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked)
: CAttackAnimation(owner, attacker, _dest, _attacked)
void MeleeAttackAnimation::playSound()
{
CCS->soundh->playSound(battle_sound(getCreature(), attack));
}
MeleeAttackAnimation::MeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked)
: AttackAnimation(owner, attacker, _dest, _attacked)
{
logAnim->debug("Created melee attack anim for %s", attacker->getName());
}
CStackMoveAnimation::CStackMoveAnimation(BattleInterface & owner, const CStack * _stack, BattleHex _currentHex):
CBattleStackAnimation(owner, _stack),
StackMoveAnimation::StackMoveAnimation(BattleInterface & owner, const CStack * _stack, BattleHex _currentHex):
BattleStackAnimation(owner, _stack),
currentHex(_currentHex)
{
}
bool CMovementAnimation::init()
bool MovementAnimation::init()
{
assert(stack);
assert(!myAnim->isDeadOrDying());
@@ -395,7 +377,7 @@ bool CMovementAnimation::init()
return true;
}
void CMovementAnimation::nextFrame()
void MovementAnimation::nextFrame()
{
progress += float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000 * timeToMove;
@@ -403,7 +385,7 @@ void CMovementAnimation::nextFrame()
myAnim->pos.x = static_cast<Sint16>(begX + distanceX * progress );
myAnim->pos.y = static_cast<Sint16>(begY + distanceY * progress );
CBattleAnimation::nextFrame();
BattleAnimation::nextFrame();
if(progress >= 1.0)
{
@@ -427,7 +409,7 @@ void CMovementAnimation::nextFrame()
}
}
CMovementAnimation::~CMovementAnimation()
MovementAnimation::~MovementAnimation()
{
assert(stack);
@@ -440,8 +422,8 @@ CMovementAnimation::~CMovementAnimation()
}
}
CMovementAnimation::CMovementAnimation(BattleInterface & owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance)
: CStackMoveAnimation(owner, _stack, _destTiles.front()),
MovementAnimation::MovementAnimation(BattleInterface & owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance)
: StackMoveAnimation(owner, _stack, _destTiles.front()),
destTiles(_destTiles),
curentMoveIndex(0),
oldPos(stack->getPosition()),
@@ -453,13 +435,13 @@ CMovementAnimation::CMovementAnimation(BattleInterface & owner, const CStack *_s
logAnim->debug("Created movement anim for %s", stack->getName());
}
CMovementEndAnimation::CMovementEndAnimation(BattleInterface & owner, const CStack * _stack, BattleHex destTile)
: CStackMoveAnimation(owner, _stack, destTile)
MovementEndAnimation::MovementEndAnimation(BattleInterface & owner, const CStack * _stack, BattleHex destTile)
: StackMoveAnimation(owner, _stack, destTile)
{
logAnim->debug("Created movement end anim for %s", stack->getName());
}
bool CMovementEndAnimation::init()
bool MovementEndAnimation::init()
{
assert(stack);
assert(!myAnim->isDeadOrDying());
@@ -487,7 +469,7 @@ bool CMovementEndAnimation::init()
return true;
}
CMovementEndAnimation::~CMovementEndAnimation()
MovementEndAnimation::~MovementEndAnimation()
{
if(myAnim->getType() != ECreatureAnimType::DEAD)
myAnim->setType(ECreatureAnimType::HOLDING); //resetting to default
@@ -495,13 +477,13 @@ CMovementEndAnimation::~CMovementEndAnimation()
CCS->curh->show();
}
CMovementStartAnimation::CMovementStartAnimation(BattleInterface & owner, const CStack * _stack)
: CStackMoveAnimation(owner, _stack, _stack->getPosition())
MovementStartAnimation::MovementStartAnimation(BattleInterface & owner, const CStack * _stack)
: StackMoveAnimation(owner, _stack, _stack->getPosition())
{
logAnim->debug("Created movement start anim for %s", stack->getName());
}
bool CMovementStartAnimation::init()
bool MovementStartAnimation::init()
{
assert(stack);
assert(!myAnim->isDeadOrDying());
@@ -526,13 +508,13 @@ bool CMovementStartAnimation::init()
return true;
}
CReverseAnimation::CReverseAnimation(BattleInterface & owner, const CStack * stack, BattleHex dest)
: CStackMoveAnimation(owner, stack, dest)
ReverseAnimation::ReverseAnimation(BattleInterface & owner, const CStack * stack, BattleHex dest)
: StackMoveAnimation(owner, stack, dest)
{
logAnim->debug("Created reverse anim for %s", stack->getName());
}
bool CReverseAnimation::init()
bool ReverseAnimation::init()
{
assert(myAnim);
assert(!myAnim->isDeadOrDying());
@@ -547,7 +529,7 @@ bool CReverseAnimation::init()
if(myAnim->framesInGroup(ECreatureAnimType::TURN_L))
{
myAnim->playOnce(ECreatureAnimType::TURN_L);
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() )
{