Ivan Savenko
8a31aeb94b
Battle animations use tick() for updates
2023-05-14 22:23:00 +03:00
Ivan Savenko
03df274450
Framerate manager is now in a separate file and private member of GH
2023-05-14 22:22:37 +03:00
Konstantin
05eccbc2bb
vcmi: split bonus to enumerator and HeroBonus.h
2023-05-03 18:01:06 +03:00
Konstantin P
b472c89276
vcmi: make some CStack properties private
...
There is a getters for this properties already available
2023-04-27 20:58:49 +03:00
Ivan Savenko
fb739e7186
Merge beta -> develop
2023-04-26 22:48:08 +03:00
Ivan Savenko
6df85be4b3
Fixed death animation of Efreeti killed by petrification attack
2023-04-20 18:13:01 +03:00
Ivan Savenko
e3ed728193
Merge pull request #1932 from rilian-la-te/proper-teleport
...
VCMI: teleport redesign
2023-04-16 22:52:01 +03:00
Konstantin
bc1aad3b26
vcmi: remove deprecated CStack::getCreature()
...
Function battle::Unit::unitType() does the same.
2023-04-13 11:24:19 +03:00
Ivan Savenko
506c3d29bc
Replaced vstd clamp with std version
2023-04-12 01:03:14 +03:00
Konstantin
11b237a23c
vcmi: massive refactoring v1
2023-04-05 22:33:12 +03:00
Konstantin
e0715a76c8
vcmi: reduce CStack usage a little bit
2023-04-04 23:02:54 +03:00
Ivan Savenko
307065a633
Merge beta into develop
2023-04-04 16:06:20 +03:00
Konstantin
7543fdf787
vcmi: add reverse effect animation type
...
To be used later with obstacle removal
2023-03-31 01:01:25 +03:00
Ivan Savenko
fd3f80e860
Fix game hang on invalid shooter animation config
2023-03-28 17:04:18 +03:00
Ivan Savenko
2864a04bda
Minor refactoring
2023-03-20 20:19:05 +02:00
Ivan Savenko
31b718898a
Fix playback of shooter animations at max speed
2023-03-20 20:19:05 +02:00
Ivan Savenko
688b8db3eb
Removed delays due to thread waits from battle animations
2023-03-20 20:19:05 +02:00
Ivan Savenko
d34efaeb81
All battle effects now use time-based timings
2023-01-28 13:19:35 +02:00
Ivan Savenko
0e8ee929df
Renamed CCursorHandler -> CursorHandler
2023-01-15 21:18:34 +02:00
Ivan Savenko
a25214ae71
Fixes graphical artifacts on toggling stack queue visibility
...
Battlefield rendering now uses local coordinates
2023-01-05 14:16:01 +02:00
Ivan Savenko
6b2490903d
Fix casting of massive spells by creatures
2023-01-04 21:26:13 +02:00
Ivan Savenko
d8c4209ded
Movement animation is now more smooth at high animation speeds
2023-01-04 17:21:40 +02:00
Ivan Savenko
ae3f6c5e79
Renamed PointEffectAnimation -> EffectAnimation
2022-12-25 21:39:55 +02:00
Ivan Savenko
5b41ced427
Removed sound playback from PointEffectAnimation
2022-12-25 21:35:13 +02:00
Ivan Savenko
4b3d93f378
Minor cleanup
2022-12-25 17:43:55 +02:00
Ivan Savenko
8b207fae63
ECreatureAnimType enum -> enum class
2022-12-22 01:04:58 +02:00
Ivan Savenko
41b87088d5
Color muxer effects can now be (partially) configured by user.
...
TODO: move color muxer effects from spells into spell config
2022-12-21 23:29:56 +02:00
Ivan Savenko
c835a84051
Moved all GUI handling from BattleInterface to BattleControlPanel
2022-12-21 17:02:53 +02:00
Ivan Savenko
16c4851d3b
Animated cursor for spell selection, removed hardcoded cursor ID's
2022-12-18 22:32:07 +02:00
Ivan Savenko
e9e549148d
Implemented teleportation animation effect
2022-12-18 18:26:43 +02:00
Ivan Savenko
bbabc991ee
Clean up logging
2022-12-16 22:37:44 +02:00
Ivan Savenko
6c04581655
Fix stack rendering order during movement
2022-12-16 22:07:46 +02:00
Ivan Savenko
733f21f8dc
Petrify will freeze stack animations
2022-12-16 18:34:35 +02:00
Ivan Savenko
864990db13
Implemented Bloodlust & Petrification effect
...
- ColorFilter is now in separate file
- Moved lerp function into global.h
- Bloodlust visuals mostly matches H3
- Petrify visual matches H3
- TODO: Adjust timing of all ColorFilter efects to match H3
- TODO: Petrify should pause stack animations
- TODO: ColorFilter-powered effects should be configurable in Spell system
2022-12-15 23:24:03 +02:00
Ivan Savenko
7e35a96055
Changed ColorPutter in preparation for Bloodlust & Petrify effects
2022-12-14 15:17:38 +02:00
Ivan Savenko
3693184e51
Fix cast animation for Genie and heroes
2022-12-14 14:48:02 +02:00
Ivan Savenko
7857668158
Implemented group attack animations for dragons/Hydras/etc
2022-12-14 14:21:58 +02:00
Ivan Savenko
814f6ed684
Made Clone color filter identical to H3
2022-12-14 13:00:40 +02:00
Ivan Savenko
fb3a08e0a6
Added fading animation for fade-in effect for summons
2022-12-14 12:04:37 +02:00
Ivan Savenko
b2f5a87a0f
Spell animation will now wait for hero animation before playing
2022-12-13 21:31:49 +02:00
Ivan Savenko
e7206cb759
Cleaned up BattleHero class
2022-12-13 21:31:49 +02:00
Ivan Savenko
c172e3c8e0
Cleaned up BattleAnimationClasses file
2022-12-13 21:31:49 +02:00
Ivan Savenko
e791323502
Implemented placement sound for obstacles
2022-12-13 21:31:49 +02:00
Ivan Savenko
60a00b450e
Multiple fixes & improvements to animation ordering
2022-12-13 21:31:49 +02:00
Ivan Savenko
0020d76d1d
Introduced animation phases for beter ordering of visuals in battles
2022-12-13 21:31:49 +02:00
Ivan Savenko
c79634b6a7
Moved all animation ordering logic to callers
...
Previously, CBattleAnimation & inheritors were controlling animation
ordering - e.g. which animations should play after which.
Now, this is controlled by caller, e.g. BattleInterface & its
controllers.
H3 animations are fairly linear and can be split in stages which are
already somewhat implemented via waitForAnims
2022-12-13 21:31:49 +02:00
Ivan Savenko
e750bd2713
Reverse death animation for resurrection spells
2022-12-13 21:31:49 +02:00
Ivan Savenko
1dea1854ae
Moved battle animation enum's into new file
2022-12-13 21:31:49 +02:00
Ivan Savenko
99e5569ab5
Changes according to review
2022-12-13 15:10:31 +02:00
Ivan Savenko
264f5c91e8
Applied suggestions from review
2022-12-13 13:58:16 +02:00