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https://github.com/vcmi/vcmi.git
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Cleaned up BattleHero class
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c172e3c8e0
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@ -93,7 +93,6 @@ BattleStackAnimation::BattleStackAnimation(BattleInterface & owner, const CStack
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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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@ -328,6 +328,12 @@ public:
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void nextFrame() override;
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};
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class HeroAnimation : public BattleAnimation
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{
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public:
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HeroAnimation(BattleInterface * owner_, const CStack * shooter);
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};
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/// Class that waits till projectile of certain shooter hits a target
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class WaitingProjectileAnimation : public BattleAnimation
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{
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@ -43,9 +43,7 @@ namespace EBattleEffect
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};
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}
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namespace EHeroAnimType
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{
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enum Type
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enum class EHeroAnimType
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{
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HOLDING = 0,
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IDLE = 1, // idling movement that happens from time to time
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@ -53,7 +51,6 @@ enum Type
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VICTORY = 3, // when enemy stack killed or huge damage is dealt
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CAST_SPELL = 4 // spellcasting
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};
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}
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namespace ECreatureAnimType
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{
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@ -39,7 +39,7 @@ BattleControlPanel::BattleControlPanel(BattleInterface & owner, const Point & po
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bOptions = std::make_shared<CButton> (Point( 3, 5), "icm003.def", CGI->generaltexth->zelp[381], std::bind(&BattleControlPanel::bOptionsf,this), SDLK_o);
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bSurrender = std::make_shared<CButton> (Point( 54, 5), "icm001.def", CGI->generaltexth->zelp[379], std::bind(&BattleControlPanel::bSurrenderf,this), SDLK_s);
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bFlee = std::make_shared<CButton> (Point(105, 5), "icm002.def", CGI->generaltexth->zelp[380], std::bind(&BattleControlPanel::bFleef,this), SDLK_r);
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bAutofight = std::make_shared<CButton> (Point(157, 5), "icm004.def", CGI->generaltexth->zelp[382], std::bind(&BattleControlPanel::bAutofightf,this), SDLK_a);
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bAutofight = std::make_shared<CButton> (Point(158, 5), "icm004.def", CGI->generaltexth->zelp[382], std::bind(&BattleControlPanel::bAutofightf,this), SDLK_a);
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bSpell = std::make_shared<CButton> (Point(645, 5), "icm005.def", CGI->generaltexth->zelp[385], std::bind(&BattleControlPanel::bSpellf,this), SDLK_c);
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bWait = std::make_shared<CButton> (Point(696, 5), "icm006.def", CGI->generaltexth->zelp[386], std::bind(&BattleControlPanel::bWaitf,this), SDLK_w);
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bDefence = std::make_shared<CButton> (Point(747, 5), "icm007.def", CGI->generaltexth->zelp[387], std::bind(&BattleControlPanel::bDefencef,this), SDLK_d);
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@ -107,7 +107,6 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
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queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
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}
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CPlayerInterface::battleInt = this;
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//initializing armies
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@ -142,10 +141,6 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
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}
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attackingHero = std::make_shared<BattleHero>(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, *this);
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auto img = attackingHero->animation->getImage(0, 0, true);
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if(img)
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attackingHero->pos = genRect(img->height(), img->width(), pos.x - 43, pos.y - 19);
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}
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@ -166,10 +161,6 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
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}
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defendingHero = std::make_shared<BattleHero>(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, *this);
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auto img = defendingHero->animation->getImage(0, 0, true);
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if(img)
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defendingHero->pos = genRect(img->height(), img->width(), pos.x + 693, pos.y - 19);
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}
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obstacleController.reset(new BattleObstacleController(*this));
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@ -588,7 +579,7 @@ void BattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
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fieldController->redrawBackgroundWithHexes();
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}
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void BattleInterface::setHeroAnimation(ui8 side, int phase)
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void BattleInterface::setHeroAnimation(ui8 side, EHeroAnimType phase)
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{
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if(side == BattleSide::ATTACKER)
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{
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@ -714,9 +705,6 @@ void BattleInterface::endAction(const BattleAction* action)
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{
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const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
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if(action->actionType == EActionType::HERO_SPELL)
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setHeroAnimation(action->side, EHeroAnimType::HOLDING);
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stacksController->endAction(action);
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queue->update();
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@ -138,7 +138,7 @@ private:
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void showInterface(SDL_Surface * to);
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void setHeroAnimation(ui8 side, int phase);
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void setHeroAnimation(ui8 side, EHeroAnimType phase);
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void executeSpellCast(); //called when a hero casts a spell
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@ -47,8 +47,8 @@
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void BattleConsole::showAll(SDL_Surface * to)
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{
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Point consolePos(pos.x + 10, pos.y + 17);
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Point textPos (pos.x + pos.w/2, pos.y + 17);
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Point consolePos(pos.x + 10, pos.y + 19);
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Point textPos (pos.x + pos.w/2, pos.y + 19);
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if (!consoleText.empty())
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{
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@ -160,46 +160,60 @@ void BattleConsole::clear()
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void BattleHero::render(Canvas & canvas)
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{
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auto flagFrame = flagAnimation->getImage(flagAnim, 0, true);
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size_t groupIndex = static_cast<size_t>(phase);
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if(!flagFrame)
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return;
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auto flagFrame = flagAnimation->getImage(flagCurrentFrame, 0, true);
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auto heroFrame = animation->getImage(currentFrame, groupIndex, true);
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//animation of flag
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Point flagPosition = pos.topLeft();
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Point heroPosition = pos.center() - heroFrame->dimensions() / 2;
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Point flagPosition = pos.center() - flagFrame->dimensions() / 2;
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if(flip)
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flagPosition += Point(61, 39);
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flagPosition += Point(-4, -41);
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else
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flagPosition += Point(72, 39);
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auto heroFrame = animation->getImage(currentFrame, phase, true);
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flagPosition += Point(4, -41);
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canvas.draw(flagFrame, flagPosition);
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canvas.draw(heroFrame, pos.topLeft());
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canvas.draw(heroFrame, heroPosition);
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if(++animCount >= 4)
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//FIXME: un-hardcode speed
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flagCurrentFrame += 0.25f;
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currentFrame += 0.25f;
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if(flagCurrentFrame >= flagAnimation->size(0))
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flagCurrentFrame -= flagAnimation->size(0);
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if(currentFrame >= animation->size(groupIndex))
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{
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animCount = 0;
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if(++flagAnim >= flagAnimation->size(0))
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flagAnim = 0;
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if(++currentFrame >= lastFrame)
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switchToNextPhase();
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currentFrame -= animation->size(groupIndex);
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if (phaseFinishedCallback)
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{
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phaseFinishedCallback();
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phaseFinishedCallback = std::function<void()>();
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}
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}
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}
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void BattleHero::setPhase(int newPhase)
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float BattleHero::getFrame() const
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{
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return currentFrame;
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}
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void BattleHero::onPhaseFinished(const std::function<void()> & callback)
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{
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phaseFinishedCallback = callback;
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}
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void BattleHero::setPhase(EHeroAnimType newPhase)
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{
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nextPhase = newPhase;
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switchToNextPhase(); //immediately switch to next phase and then restore idling phase
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nextPhase = 0;
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nextPhase = EHeroAnimType::HOLDING;
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}
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void BattleHero::hover(bool on)
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{
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//TODO: Make lines below work properly
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//TODO: BROKEN CODE
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if (on)
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CCS->curh->changeGraphic(ECursor::COMBAT, 5);
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else
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@ -208,25 +222,25 @@ void BattleHero::hover(bool on)
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void BattleHero::clickLeft(tribool down, bool previousState)
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{
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if(myOwner->actionsController->spellcastingModeActive()) //we are casting a spell
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if(owner.actionsController->spellcastingModeActive()) //we are casting a spell
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return;
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if(boost::logic::indeterminate(down))
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return;
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if(!myHero || down || !myOwner->myTurn)
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if(!myHero || down || !owner.myTurn)
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return;
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if(myOwner->getCurrentPlayerInterface()->cb->battleCanCastSpell(myHero, spells::Mode::HERO) == ESpellCastProblem::OK) //check conditions
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if(owner.getCurrentPlayerInterface()->cb->battleCanCastSpell(myHero, spells::Mode::HERO) == ESpellCastProblem::OK) //check conditions
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{
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BattleHex hoveredHex = myOwner->fieldController->getHoveredHex();
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BattleHex hoveredHex = owner.fieldController->getHoveredHex();
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//do nothing when any hex is hovered - hero's animation overlaps battlefield
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if ( hoveredHex != BattleHex::INVALID )
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return;
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CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
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GH.pushIntT<CSpellWindow>(myHero, myOwner->getCurrentPlayerInterface());
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GH.pushIntT<CSpellWindow>(myHero, owner.getCurrentPlayerInterface());
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}
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}
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@ -236,44 +250,47 @@ void BattleHero::clickRight(tribool down, bool previousState)
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return;
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Point windowPosition;
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windowPosition.x = (!flip) ? myOwner->pos.topLeft().x + 1 : myOwner->pos.topRight().x - 79;
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windowPosition.y = myOwner->pos.y + 135;
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windowPosition.x = (!flip) ? owner.pos.topLeft().x + 1 : owner.pos.topRight().x - 79;
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windowPosition.y = owner.pos.y + 135;
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InfoAboutHero targetHero;
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if(down && (myOwner->myTurn || settings["session"]["spectate"].Bool()))
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if(down && (owner.myTurn || settings["session"]["spectate"].Bool()))
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{
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auto h = flip ? myOwner->defendingHeroInstance : myOwner->attackingHeroInstance;
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auto h = flip ? owner.defendingHeroInstance : owner.attackingHeroInstance;
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targetHero.initFromHero(h, InfoAboutHero::EInfoLevel::INBATTLE);
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GH.pushIntT<HeroInfoWindow>(targetHero, &windowPosition);
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}
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}
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void BattleHero::switchToNextPhase()
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{
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if(phase != nextPhase)
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{
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phase = nextPhase;
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firstFrame = 0;
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lastFrame = static_cast<int>(animation->size(phase));
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currentFrame = 0.f;
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if (phaseFinishedCallback)
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{
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phaseFinishedCallback();
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phaseFinishedCallback = std::function<void()>();
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}
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currentFrame = firstFrame;
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}
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BattleHero::BattleHero(const std::string & animationPath, bool flipG, PlayerColor player, const CGHeroInstance * hero, const BattleInterface & owner):
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flip(flipG),
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myHero(hero),
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myOwner(&owner),
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phase(1),
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nextPhase(0),
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flagAnim(0),
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animCount(0)
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owner(owner),
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phase(EHeroAnimType::HOLDING),
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nextPhase(EHeroAnimType::HOLDING),
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currentFrame(0.f),
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flagCurrentFrame(0.f)
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{
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animation = std::make_shared<CAnimation>(animationPath);
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animation->preload();
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if(flipG)
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pos.w = 64;
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pos.h = 136;
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pos.x = owner.pos.x + (flipG ? (owner.pos.w - pos.w) : 0);
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pos.y = owner.pos.y;
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if(flip)
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animation->verticalFlip();
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if(flip)
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@ -9,6 +9,7 @@
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*/
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#pragma once
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#include "BattleConstants.h"
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#include "../gui/CIntObject.h"
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#include "../../lib/battle/BattleHex.h"
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#include "../windows/CWindowObject.h"
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@ -77,23 +78,30 @@ public:
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/// Hero battle animation
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class BattleHero : public CIntObject
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{
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void switchToNextPhase();
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public:
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bool flip; //false if it's attacking hero, true otherwise
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std::function<void()> phaseFinishedCallback;
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std::shared_ptr<CAnimation> animation;
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std::shared_ptr<CAnimation> flagAnimation;
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const CGHeroInstance * myHero; //this animation's hero instance
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const BattleInterface * myOwner; //battle interface to which this animation is assigned
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int phase; //stage of animation
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int nextPhase; //stage of animation to be set after current phase is fully displayed
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int currentFrame, firstFrame, lastFrame; //frame of animation
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const BattleInterface & owner; //battle interface to which this animation is assigned
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size_t flagAnim;
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ui8 animCount; //for flag animation
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EHeroAnimType phase; //stage of animation
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EHeroAnimType nextPhase; //stage of animation to be set after current phase is fully displayed
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float currentFrame; //frame of animation
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float flagCurrentFrame;
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void switchToNextPhase();
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public:
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void render(Canvas & canvas); //prints next frame of animation to to
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void setPhase(int newPhase); //sets phase of hero animation
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void setPhase(EHeroAnimType newPhase); //sets phase of hero animation
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float getFrame() const;
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void onPhaseFinished(const std::function<void()> &);
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void hover(bool on) override;
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void clickLeft(tribool down, bool previousState) override; //call-in
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void clickRight(tribool down, bool previousState) override; //call-in
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@ -160,6 +160,14 @@ struct Rect : public SDL_Rect
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{
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return Point(x+w,y+h);
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}
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Point center() const
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{
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return Point(x+w/2,y+h/2);
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}
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Point dimensions() const
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{
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return Point(w,h);
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}
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Rect operator+(const Rect &p) const //moves this rect by p's rect position
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{
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return Rect(x+p.x,y+p.y,w,h);
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