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Merge pull request #2757 from IvanSavenko/filesystem_refactor
Filesystem refactor - part 1
This commit is contained in:
@@ -24,6 +24,7 @@
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#include "../CPlayerInterface.h"
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#include "../gui/CursorHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../render/IRenderHandler.h"
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#include "../../CCallback.h"
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#include "../../lib/CStack.h"
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@@ -114,7 +115,7 @@ void StackActionAnimation::setGroup( ECreatureAnimType group )
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currGroup = group;
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}
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void StackActionAnimation::setSound( std::string sound )
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void StackActionAnimation::setSound( const AudioPath & sound )
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{
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this->sound = sound;
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}
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@@ -179,7 +180,7 @@ HittedAnimation::HittedAnimation(BattleInterface & owner, const CStack * stack)
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: StackActionAnimation(owner, stack)
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{
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setGroup(ECreatureAnimType::HITTED);
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setSound(battle_sound(stack->unitType(), wince));
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setSound(stack->unitType()->sounds.wince);
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logAnim->debug("Created HittedAnimation for %s", stack->getName());
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}
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@@ -187,14 +188,14 @@ DefenceAnimation::DefenceAnimation(BattleInterface & owner, const CStack * stack
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: StackActionAnimation(owner, stack)
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{
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setGroup(ECreatureAnimType::DEFENCE);
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setSound(battle_sound(stack->unitType(), defend));
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setSound(stack->unitType()->sounds.defend);
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logAnim->debug("Created DefenceAnimation for %s", stack->getName());
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}
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DeathAnimation::DeathAnimation(BattleInterface & owner, const CStack * stack, bool ranged):
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StackActionAnimation(owner, stack)
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{
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setSound(battle_sound(stack->unitType(), killed));
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setSound(stack->unitType()->sounds.killed);
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if(ranged && myAnim->framesInGroup(ECreatureAnimType::DEATH_RANGED) > 0)
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setGroup(ECreatureAnimType::DEATH_RANGED);
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@@ -315,7 +316,7 @@ MeleeAttackAnimation::MeleeAttackAnimation(BattleInterface & owner, const CStack
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: AttackAnimation(owner, attacker, _dest, _attacked)
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{
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logAnim->debug("Created MeleeAttackAnimation for %s", attacker->getName());
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setSound(battle_sound(getCreature(), attack));
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setSound(getCreature()->sounds.attack);
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setGroup(selectGroup(multiAttack));
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}
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@@ -356,7 +357,7 @@ bool MovementAnimation::init()
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if (moveSoundHander == -1)
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{
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moveSoundHander = CCS->soundh->playSound(battle_sound(stack->unitType(), move), -1);
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moveSoundHander = CCS->soundh->playSound(stack->unitType()->sounds.move, -1);
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}
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Point begPosition = owner.stacksController->getStackPositionAtHex(prevHex, stack);
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@@ -453,7 +454,7 @@ bool MovementEndAnimation::init()
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logAnim->debug("CMovementEndAnimation::init: stack %s", stack->getName());
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myAnim->pos.moveTo(owner.stacksController->getStackPositionAtHex(nextHex, stack));
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CCS->soundh->playSound(battle_sound(stack->unitType(), endMoving));
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CCS->soundh->playSound(stack->unitType()->sounds.endMoving);
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if(!myAnim->framesInGroup(ECreatureAnimType::MOVE_END))
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{
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@@ -494,7 +495,7 @@ bool MovementStartAnimation::init()
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}
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logAnim->debug("CMovementStartAnimation::init: stack %s", stack->getName());
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CCS->soundh->playSound(battle_sound(stack->unitType(), startMoving));
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CCS->soundh->playSound(stack->unitType()->sounds.startMoving);
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if(!myAnim->framesInGroup(ECreatureAnimType::MOVE_START))
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{
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@@ -632,7 +633,7 @@ RangedAttackAnimation::RangedAttackAnimation(BattleInterface & owner_, const CSt
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: AttackAnimation(owner_, attacker, dest_, defender),
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projectileEmitted(false)
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{
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setSound(battle_sound(getCreature(), shoot));
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setSound(getCreature()->sounds.shoot);
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}
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bool RangedAttackAnimation::init()
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@@ -806,8 +807,8 @@ void CatapultAnimation::tick(uint32_t msPassed)
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explosionEmitted = true;
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Point shotTarget = owner.stacksController->getStackPositionAtHex(dest, defendingStack) + Point(225, 225) - Point(126, 105);
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std::string soundFilename = (catapultDamage > 0) ? "WALLHIT" : "WALLMISS";
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std::string effectFilename = (catapultDamage > 0) ? "SGEXPL" : "CSGRCK";
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auto soundFilename = AudioPath::builtin((catapultDamage > 0) ? "WALLHIT" : "WALLMISS");
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AnimationPath effectFilename = AnimationPath::builtin((catapultDamage > 0) ? "SGEXPL" : "CSGRCK");
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CCS->soundh->playSound( soundFilename );
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owner.stacksController->addNewAnim( new EffectAnimation(owner, effectFilename, shotTarget));
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@@ -879,42 +880,42 @@ uint32_t CastAnimation::getAttackClimaxFrame() const
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return maxFrames / 2;
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}
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EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, int effects, bool reversed):
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EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, int effects, bool reversed):
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BattleAnimation(owner),
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animation(std::make_shared<CAnimation>(animationName)),
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animation(GH.renderHandler().loadAnimation(animationName)),
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effectFlags(effects),
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effectFinished(false),
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reversed(reversed)
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{
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logAnim->debug("CPointEffectAnimation::init: effect %s", animationName);
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logAnim->debug("CPointEffectAnimation::init: effect %s", animationName.getName());
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}
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EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<BattleHex> hex, int effects, bool reversed):
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EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, std::vector<BattleHex> hex, int effects, bool reversed):
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EffectAnimation(owner, animationName, effects, reversed)
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{
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battlehexes = hex;
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}
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EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, BattleHex hex, int effects, bool reversed):
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EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, BattleHex hex, int effects, bool reversed):
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EffectAnimation(owner, animationName, effects, reversed)
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{
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assert(hex.isValid());
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battlehexes.push_back(hex);
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}
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EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<Point> pos, int effects, bool reversed):
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EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, std::vector<Point> pos, int effects, bool reversed):
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EffectAnimation(owner, animationName, effects, reversed)
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{
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positions = pos;
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}
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EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, Point pos, int effects, bool reversed):
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EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, Point pos, int effects, bool reversed):
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EffectAnimation(owner, animationName, effects, reversed)
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{
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positions.push_back(pos);
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}
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EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, Point pos, BattleHex hex, int effects, bool reversed):
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EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, Point pos, BattleHex hex, int effects, bool reversed):
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EffectAnimation(owner, animationName, effects, reversed)
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{
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assert(hex.isValid());
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