1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

Cleaned up BattleHero class

This commit is contained in:
Ivan Savenko 2022-12-12 23:31:18 +02:00
parent c172e3c8e0
commit e7206cb759
9 changed files with 100 additions and 77 deletions

View File

@ -93,7 +93,6 @@ BattleStackAnimation::BattleStackAnimation(BattleInterface & owner, const CStack
void AttackAnimation::nextFrame()
{
assert(myAnim->getType() == group);
if(myAnim->getType() != group)
{
myAnim->setType(group);

View File

@ -328,6 +328,12 @@ public:
void nextFrame() override;
};
class HeroAnimation : public BattleAnimation
{
public:
HeroAnimation(BattleInterface * owner_, const CStack * shooter);
};
/// Class that waits till projectile of certain shooter hits a target
class WaitingProjectileAnimation : public BattleAnimation
{

View File

@ -43,9 +43,7 @@ namespace EBattleEffect
};
}
namespace EHeroAnimType
{
enum Type
enum class EHeroAnimType
{
HOLDING = 0,
IDLE = 1, // idling movement that happens from time to time
@ -53,7 +51,6 @@ enum Type
VICTORY = 3, // when enemy stack killed or huge damage is dealt
CAST_SPELL = 4 // spellcasting
};
}
namespace ECreatureAnimType
{

View File

@ -39,7 +39,7 @@ BattleControlPanel::BattleControlPanel(BattleInterface & owner, const Point & po
bOptions = std::make_shared<CButton> (Point( 3, 5), "icm003.def", CGI->generaltexth->zelp[381], std::bind(&BattleControlPanel::bOptionsf,this), SDLK_o);
bSurrender = std::make_shared<CButton> (Point( 54, 5), "icm001.def", CGI->generaltexth->zelp[379], std::bind(&BattleControlPanel::bSurrenderf,this), SDLK_s);
bFlee = std::make_shared<CButton> (Point(105, 5), "icm002.def", CGI->generaltexth->zelp[380], std::bind(&BattleControlPanel::bFleef,this), SDLK_r);
bAutofight = std::make_shared<CButton> (Point(157, 5), "icm004.def", CGI->generaltexth->zelp[382], std::bind(&BattleControlPanel::bAutofightf,this), SDLK_a);
bAutofight = std::make_shared<CButton> (Point(158, 5), "icm004.def", CGI->generaltexth->zelp[382], std::bind(&BattleControlPanel::bAutofightf,this), SDLK_a);
bSpell = std::make_shared<CButton> (Point(645, 5), "icm005.def", CGI->generaltexth->zelp[385], std::bind(&BattleControlPanel::bSpellf,this), SDLK_c);
bWait = std::make_shared<CButton> (Point(696, 5), "icm006.def", CGI->generaltexth->zelp[386], std::bind(&BattleControlPanel::bWaitf,this), SDLK_w);
bDefence = std::make_shared<CButton> (Point(747, 5), "icm007.def", CGI->generaltexth->zelp[387], std::bind(&BattleControlPanel::bDefencef,this), SDLK_d);

View File

@ -107,7 +107,6 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
}
CPlayerInterface::battleInt = this;
//initializing armies
@ -142,10 +141,6 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
}
attackingHero = std::make_shared<BattleHero>(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, *this);
auto img = attackingHero->animation->getImage(0, 0, true);
if(img)
attackingHero->pos = genRect(img->height(), img->width(), pos.x - 43, pos.y - 19);
}
@ -166,10 +161,6 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
}
defendingHero = std::make_shared<BattleHero>(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, *this);
auto img = defendingHero->animation->getImage(0, 0, true);
if(img)
defendingHero->pos = genRect(img->height(), img->width(), pos.x + 693, pos.y - 19);
}
obstacleController.reset(new BattleObstacleController(*this));
@ -588,7 +579,7 @@ void BattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
fieldController->redrawBackgroundWithHexes();
}
void BattleInterface::setHeroAnimation(ui8 side, int phase)
void BattleInterface::setHeroAnimation(ui8 side, EHeroAnimType phase)
{
if(side == BattleSide::ATTACKER)
{
@ -714,9 +705,6 @@ void BattleInterface::endAction(const BattleAction* action)
{
const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
if(action->actionType == EActionType::HERO_SPELL)
setHeroAnimation(action->side, EHeroAnimType::HOLDING);
stacksController->endAction(action);
queue->update();

View File

@ -138,7 +138,7 @@ private:
void showInterface(SDL_Surface * to);
void setHeroAnimation(ui8 side, int phase);
void setHeroAnimation(ui8 side, EHeroAnimType phase);
void executeSpellCast(); //called when a hero casts a spell

View File

@ -47,8 +47,8 @@
void BattleConsole::showAll(SDL_Surface * to)
{
Point consolePos(pos.x + 10, pos.y + 17);
Point textPos (pos.x + pos.w/2, pos.y + 17);
Point consolePos(pos.x + 10, pos.y + 19);
Point textPos (pos.x + pos.w/2, pos.y + 19);
if (!consoleText.empty())
{
@ -160,46 +160,60 @@ void BattleConsole::clear()
void BattleHero::render(Canvas & canvas)
{
auto flagFrame = flagAnimation->getImage(flagAnim, 0, true);
size_t groupIndex = static_cast<size_t>(phase);
if(!flagFrame)
return;
auto flagFrame = flagAnimation->getImage(flagCurrentFrame, 0, true);
auto heroFrame = animation->getImage(currentFrame, groupIndex, true);
//animation of flag
Point flagPosition = pos.topLeft();
Point heroPosition = pos.center() - heroFrame->dimensions() / 2;
Point flagPosition = pos.center() - flagFrame->dimensions() / 2;
if(flip)
flagPosition += Point(61, 39);
flagPosition += Point(-4, -41);
else
flagPosition += Point(72, 39);
auto heroFrame = animation->getImage(currentFrame, phase, true);
flagPosition += Point(4, -41);
canvas.draw(flagFrame, flagPosition);
canvas.draw(heroFrame, pos.topLeft());
canvas.draw(heroFrame, heroPosition);
if(++animCount >= 4)
//FIXME: un-hardcode speed
flagCurrentFrame += 0.25f;
currentFrame += 0.25f;
if(flagCurrentFrame >= flagAnimation->size(0))
flagCurrentFrame -= flagAnimation->size(0);
if(currentFrame >= animation->size(groupIndex))
{
animCount = 0;
if(++flagAnim >= flagAnimation->size(0))
flagAnim = 0;
if(++currentFrame >= lastFrame)
switchToNextPhase();
currentFrame -= animation->size(groupIndex);
if (phaseFinishedCallback)
{
phaseFinishedCallback();
phaseFinishedCallback = std::function<void()>();
}
}
}
void BattleHero::setPhase(int newPhase)
float BattleHero::getFrame() const
{
return currentFrame;
}
void BattleHero::onPhaseFinished(const std::function<void()> & callback)
{
phaseFinishedCallback = callback;
}
void BattleHero::setPhase(EHeroAnimType newPhase)
{
nextPhase = newPhase;
switchToNextPhase(); //immediately switch to next phase and then restore idling phase
nextPhase = 0;
nextPhase = EHeroAnimType::HOLDING;
}
void BattleHero::hover(bool on)
{
//TODO: Make lines below work properly
//TODO: BROKEN CODE
if (on)
CCS->curh->changeGraphic(ECursor::COMBAT, 5);
else
@ -208,25 +222,25 @@ void BattleHero::hover(bool on)
void BattleHero::clickLeft(tribool down, bool previousState)
{
if(myOwner->actionsController->spellcastingModeActive()) //we are casting a spell
if(owner.actionsController->spellcastingModeActive()) //we are casting a spell
return;
if(boost::logic::indeterminate(down))
return;
if(!myHero || down || !myOwner->myTurn)
if(!myHero || down || !owner.myTurn)
return;
if(myOwner->getCurrentPlayerInterface()->cb->battleCanCastSpell(myHero, spells::Mode::HERO) == ESpellCastProblem::OK) //check conditions
if(owner.getCurrentPlayerInterface()->cb->battleCanCastSpell(myHero, spells::Mode::HERO) == ESpellCastProblem::OK) //check conditions
{
BattleHex hoveredHex = myOwner->fieldController->getHoveredHex();
BattleHex hoveredHex = owner.fieldController->getHoveredHex();
//do nothing when any hex is hovered - hero's animation overlaps battlefield
if ( hoveredHex != BattleHex::INVALID )
return;
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
GH.pushIntT<CSpellWindow>(myHero, myOwner->getCurrentPlayerInterface());
GH.pushIntT<CSpellWindow>(myHero, owner.getCurrentPlayerInterface());
}
}
@ -236,13 +250,13 @@ void BattleHero::clickRight(tribool down, bool previousState)
return;
Point windowPosition;
windowPosition.x = (!flip) ? myOwner->pos.topLeft().x + 1 : myOwner->pos.topRight().x - 79;
windowPosition.y = myOwner->pos.y + 135;
windowPosition.x = (!flip) ? owner.pos.topLeft().x + 1 : owner.pos.topRight().x - 79;
windowPosition.y = owner.pos.y + 135;
InfoAboutHero targetHero;
if(down && (myOwner->myTurn || settings["session"]["spectate"].Bool()))
if(down && (owner.myTurn || settings["session"]["spectate"].Bool()))
{
auto h = flip ? myOwner->defendingHeroInstance : myOwner->attackingHeroInstance;
auto h = flip ? owner.defendingHeroInstance : owner.attackingHeroInstance;
targetHero.initFromHero(h, InfoAboutHero::EInfoLevel::INBATTLE);
GH.pushIntT<HeroInfoWindow>(targetHero, &windowPosition);
}
@ -250,30 +264,33 @@ void BattleHero::clickRight(tribool down, bool previousState)
void BattleHero::switchToNextPhase()
{
if(phase != nextPhase)
phase = nextPhase;
currentFrame = 0.f;
if (phaseFinishedCallback)
{
phase = nextPhase;
firstFrame = 0;
lastFrame = static_cast<int>(animation->size(phase));
phaseFinishedCallback();
phaseFinishedCallback = std::function<void()>();
}
currentFrame = firstFrame;
}
BattleHero::BattleHero(const std::string & animationPath, bool flipG, PlayerColor player, const CGHeroInstance * hero, const BattleInterface & owner):
flip(flipG),
myHero(hero),
myOwner(&owner),
phase(1),
nextPhase(0),
flagAnim(0),
animCount(0)
flip(flipG),
myHero(hero),
owner(owner),
phase(EHeroAnimType::HOLDING),
nextPhase(EHeroAnimType::HOLDING),
currentFrame(0.f),
flagCurrentFrame(0.f)
{
animation = std::make_shared<CAnimation>(animationPath);
animation->preload();
if(flipG)
pos.w = 64;
pos.h = 136;
pos.x = owner.pos.x + (flipG ? (owner.pos.w - pos.w) : 0);
pos.y = owner.pos.y;
if(flip)
animation->verticalFlip();
if(flip)

View File

@ -9,6 +9,7 @@
*/
#pragma once
#include "BattleConstants.h"
#include "../gui/CIntObject.h"
#include "../../lib/battle/BattleHex.h"
#include "../windows/CWindowObject.h"
@ -77,23 +78,30 @@ public:
/// Hero battle animation
class BattleHero : public CIntObject
{
void switchToNextPhase();
public:
bool flip; //false if it's attacking hero, true otherwise
std::function<void()> phaseFinishedCallback;
std::shared_ptr<CAnimation> animation;
std::shared_ptr<CAnimation> flagAnimation;
const CGHeroInstance * myHero; //this animation's hero instance
const BattleInterface * myOwner; //battle interface to which this animation is assigned
int phase; //stage of animation
int nextPhase; //stage of animation to be set after current phase is fully displayed
int currentFrame, firstFrame, lastFrame; //frame of animation
const BattleInterface & owner; //battle interface to which this animation is assigned
size_t flagAnim;
ui8 animCount; //for flag animation
EHeroAnimType phase; //stage of animation
EHeroAnimType nextPhase; //stage of animation to be set after current phase is fully displayed
float currentFrame; //frame of animation
float flagCurrentFrame;
void switchToNextPhase();
public:
void render(Canvas & canvas); //prints next frame of animation to to
void setPhase(int newPhase); //sets phase of hero animation
void setPhase(EHeroAnimType newPhase); //sets phase of hero animation
float getFrame() const;
void onPhaseFinished(const std::function<void()> &);
void hover(bool on) override;
void clickLeft(tribool down, bool previousState) override; //call-in
void clickRight(tribool down, bool previousState) override; //call-in

View File

@ -160,6 +160,14 @@ struct Rect : public SDL_Rect
{
return Point(x+w,y+h);
}
Point center() const
{
return Point(x+w/2,y+h/2);
}
Point dimensions() const
{
return Point(w,h);
}
Rect operator+(const Rect &p) const //moves this rect by p's rect position
{
return Rect(x+p.x,y+p.y,w,h);