mirror of
https://github.com/vcmi/vcmi.git
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ecaa9f5d0b
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
1229 lines
33 KiB
C++
1229 lines
33 KiB
C++
/*
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* CBattleAnimations.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CBattleAnimations.h"
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#include <boost/math/constants/constants.hpp>
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#include "CBattleInterfaceClasses.h"
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#include "CBattleInterface.h"
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#include "CCreatureAnimation.h"
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#include "../CGameInfo.h"
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#include "../CMusicHandler.h"
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#include "../CPlayerInterface.h"
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#include "../Graphics.h"
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#include "../gui/CAnimation.h"
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#include "../gui/CCursorHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/SDL_Extensions.h"
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#include "../../CCallback.h"
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#include "../../lib/CStack.h"
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#include "../../lib/CTownHandler.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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CBattleAnimation::CBattleAnimation(CBattleInterface * _owner)
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: owner(_owner), ID(_owner->animIDhelper++)
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{
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logAnim->trace("Animation #%d created", ID);
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}
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CBattleAnimation::~CBattleAnimation()
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{
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logAnim->trace("Animation #%d deleted", ID);
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}
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void CBattleAnimation::endAnim()
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{
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logAnim->trace("Animation #%d ended, type is %s", ID, typeid(this).name());
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for(auto & elem : owner->pendingAnims)
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{
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if(elem.first == this)
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{
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elem.first = nullptr;
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}
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}
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}
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bool CBattleAnimation::isEarliest(bool perStackConcurrency)
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{
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int lowestMoveID = owner->animIDhelper + 5;
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CBattleStackAnimation * thAnim = dynamic_cast<CBattleStackAnimation *>(this);
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CEffectAnimation * thSen = dynamic_cast<CEffectAnimation *>(this);
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for(auto & elem : owner->pendingAnims)
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{
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CBattleStackAnimation * stAnim = dynamic_cast<CBattleStackAnimation *>(elem.first);
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CEffectAnimation * sen = dynamic_cast<CEffectAnimation *>(elem.first);
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if(perStackConcurrency && stAnim && thAnim && stAnim->stack->ID != thAnim->stack->ID)
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continue;
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if(perStackConcurrency && sen && thSen && sen != thSen)
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continue;
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CReverseAnimation * revAnim = dynamic_cast<CReverseAnimation *>(stAnim);
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if(revAnim && thAnim && stAnim && stAnim->stack->ID == thAnim->stack->ID && revAnim->priority)
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return false;
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if(elem.first)
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vstd::amin(lowestMoveID, elem.first->ID);
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}
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return (ID == lowestMoveID) || (lowestMoveID == (owner->animIDhelper + 5));
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}
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CBattleStackAnimation::CBattleStackAnimation(CBattleInterface * owner, const CStack * stack)
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: CBattleAnimation(owner),
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myAnim(owner->creAnims[stack->ID]),
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stack(stack)
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{
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assert(myAnim);
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}
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void CBattleStackAnimation::shiftColor(const ColorShifter * shifter)
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{
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assert(myAnim);
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myAnim->shiftColor(shifter);
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}
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void CAttackAnimation::nextFrame()
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{
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if(myAnim->getType() != group)
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{
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myAnim->setType(group);
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myAnim->onAnimationReset += std::bind(&CAttackAnimation::endAnim, this);
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}
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if(!soundPlayed)
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{
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if(shooting)
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CCS->soundh->playSound(battle_sound(attackingStack->getCreature(), shoot));
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else
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CCS->soundh->playSound(battle_sound(attackingStack->getCreature(), attack));
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soundPlayed = true;
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}
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CBattleAnimation::nextFrame();
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}
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void CAttackAnimation::endAnim()
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{
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myAnim->setType(CCreatureAnim::HOLDING);
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CBattleStackAnimation::endAnim();
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}
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bool CAttackAnimation::checkInitialConditions()
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{
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for(auto & elem : owner->pendingAnims)
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{
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CBattleStackAnimation * stAnim = dynamic_cast<CBattleStackAnimation *>(elem.first);
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CReverseAnimation * revAnim = dynamic_cast<CReverseAnimation *>(stAnim);
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if(revAnim && attackedStack) // enemy must be fully reversed
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{
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if (revAnim->stack->ID == attackedStack->ID)
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return false;
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}
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}
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return isEarliest(false);
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}
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CAttackAnimation::CAttackAnimation(CBattleInterface *_owner, const CStack *attacker, BattleHex _dest, const CStack *defender)
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: CBattleStackAnimation(_owner, attacker),
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shooting(false), group(CCreatureAnim::SHOOT_FRONT),
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soundPlayed(false),
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dest(_dest), attackedStack(defender), attackingStack(attacker)
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{
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assert(attackingStack && "attackingStack is nullptr in CBattleAttack::CBattleAttack !\n");
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attackingStackPosBeforeReturn = attackingStack->getPosition();
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}
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CDefenceAnimation::CDefenceAnimation(StackAttackedInfo _attackedInfo, CBattleInterface * _owner)
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: CBattleStackAnimation(_owner, _attackedInfo.defender),
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attacker(_attackedInfo.attacker), rangedAttack(_attackedInfo.indirectAttack),
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killed(_attackedInfo.killed), timeToWait(0)
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{
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logAnim->debug("Created defence anim for %s", _attackedInfo.defender->getName());
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}
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bool CDefenceAnimation::init()
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{
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if(attacker == nullptr && owner->battleEffects.size() > 0)
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return false;
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ui32 lowestMoveID = owner->animIDhelper + 5;
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for(auto & elem : owner->pendingAnims)
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{
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CDefenceAnimation * defAnim = dynamic_cast<CDefenceAnimation *>(elem.first);
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if(defAnim && defAnim->stack->ID != stack->ID)
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continue;
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CAttackAnimation * attAnim = dynamic_cast<CAttackAnimation *>(elem.first);
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if(attAnim && attAnim->stack->ID != stack->ID)
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continue;
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CEffectAnimation * sen = dynamic_cast<CEffectAnimation *>(elem.first);
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if (sen)
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continue;
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CReverseAnimation * animAsRev = dynamic_cast<CReverseAnimation *>(elem.first);
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if(animAsRev)
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return false;
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if(elem.first)
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vstd::amin(lowestMoveID, elem.first->ID);
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}
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if(ID > lowestMoveID)
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return false;
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//reverse unit if necessary
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if(attacker && owner->getCurrentPlayerInterface()->cb->isToReverse(stack->getPosition(), attacker->getPosition(), owner->creDir[stack->ID], attacker->doubleWide(), owner->creDir[attacker->ID]))
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{
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owner->addNewAnim(new CReverseAnimation(owner, stack, stack->getPosition(), true));
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return false;
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}
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//unit reversed
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if(rangedAttack) //delay hit animation
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{
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for(std::list<ProjectileInfo>::const_iterator it = owner->projectiles.begin(); it != owner->projectiles.end(); ++it)
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{
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if(it->creID == attacker->getCreature()->idNumber)
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{
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return false;
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}
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}
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}
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// synchronize animation with attacker, unless defending or attacked by shooter:
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// wait for 1/2 of attack animation
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if (!rangedAttack && getMyAnimType() != CCreatureAnim::DEFENCE)
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{
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float frameLength = AnimationControls::getCreatureAnimationSpeed(
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stack->getCreature(), owner->creAnims[stack->ID].get(), getMyAnimType());
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timeToWait = myAnim->framesInGroup(getMyAnimType()) * frameLength / 2;
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myAnim->setType(CCreatureAnim::HOLDING);
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}
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else
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{
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timeToWait = 0;
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startAnimation();
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}
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return true; //initialized successfuly
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}
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std::string CDefenceAnimation::getMySound()
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{
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if(killed)
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return battle_sound(stack->getCreature(), killed);
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else if(stack->defendingAnim)
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return battle_sound(stack->getCreature(), defend);
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else
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return battle_sound(stack->getCreature(), wince);
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}
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CCreatureAnim::EAnimType CDefenceAnimation::getMyAnimType()
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{
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if(killed)
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{
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if(rangedAttack && myAnim->framesInGroup(CCreatureAnim::DEATH_RANGED) > 0)
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return CCreatureAnim::DEATH_RANGED;
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else
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return CCreatureAnim::DEATH;
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}
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if(stack->defendingAnim)
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return CCreatureAnim::DEFENCE;
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else
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return CCreatureAnim::HITTED;
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}
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void CDefenceAnimation::startAnimation()
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{
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CCS->soundh->playSound(getMySound());
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myAnim->setType(getMyAnimType());
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myAnim->onAnimationReset += std::bind(&CDefenceAnimation::endAnim, this);
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}
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void CDefenceAnimation::nextFrame()
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{
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if (timeToWait > 0)
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{
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timeToWait -= float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000;
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if (timeToWait <= 0)
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startAnimation();
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}
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CBattleAnimation::nextFrame();
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}
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void CDefenceAnimation::endAnim()
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{
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if(killed)
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{
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if(rangedAttack && myAnim->framesInGroup(CCreatureAnim::DEAD_RANGED) > 0)
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myAnim->setType(CCreatureAnim::DEAD_RANGED);
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else
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myAnim->setType(CCreatureAnim::DEAD);
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}
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else
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{
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myAnim->setType(CCreatureAnim::HOLDING);
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}
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CBattleAnimation::endAnim();
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delete this;
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}
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CDummyAnimation::CDummyAnimation(CBattleInterface * _owner, int howManyFrames)
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: CBattleAnimation(_owner), counter(0), howMany(howManyFrames)
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{
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logAnim->debug("Created dummy animation for %d frames", howManyFrames);
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}
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bool CDummyAnimation::init()
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{
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return true;
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}
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void CDummyAnimation::nextFrame()
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{
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counter++;
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if(counter > howMany)
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endAnim();
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}
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void CDummyAnimation::endAnim()
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{
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CBattleAnimation::endAnim();
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delete this;
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}
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bool CMeleeAttackAnimation::init()
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{
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if(!CAttackAnimation::checkInitialConditions())
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return false;
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if(!attackingStack || myAnim->isDead())
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{
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endAnim();
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return false;
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}
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bool toReverse = owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStackPosBeforeReturn, attackedStack->getPosition(), owner->creDir[stack->ID], attackedStack->doubleWide(), owner->creDir[attackedStack->ID]);
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if(toReverse)
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{
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owner->addNewAnim(new CReverseAnimation(owner, stack, attackingStackPosBeforeReturn, true));
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return false;
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}
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// opponent must face attacker ( = different directions) before he can be attacked
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if(attackingStack && attackedStack &&
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owner->creDir[attackingStack->ID] == owner->creDir[attackedStack->ID])
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return false;
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//reversed
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shooting = false;
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static const CCreatureAnim::EAnimType mutPosToGroup[] =
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{
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CCreatureAnim::ATTACK_UP,
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CCreatureAnim::ATTACK_UP,
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CCreatureAnim::ATTACK_FRONT,
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CCreatureAnim::ATTACK_DOWN,
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CCreatureAnim::ATTACK_DOWN,
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CCreatureAnim::ATTACK_FRONT
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};
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static const CCreatureAnim::EAnimType mutPosToGroup2H[] =
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{
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CCreatureAnim::VCMI_2HEX_UP,
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CCreatureAnim::VCMI_2HEX_UP,
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CCreatureAnim::VCMI_2HEX_FRONT,
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CCreatureAnim::VCMI_2HEX_DOWN,
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CCreatureAnim::VCMI_2HEX_DOWN,
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CCreatureAnim::VCMI_2HEX_FRONT
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};
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int revShiftattacker = (attackingStack->side == BattleSide::ATTACKER ? -1 : 1);
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int mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, dest);
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if(mutPos == -1 && attackingStack->doubleWide())
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{
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mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, attackedStack->getPosition());
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}
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if (mutPos == -1 && attackedStack->doubleWide())
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{
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mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, attackedStack->occupiedHex());
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}
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if (mutPos == -1 && attackedStack->doubleWide() && attackingStack->doubleWide())
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{
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mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, attackedStack->occupiedHex());
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}
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switch(mutPos) //attack direction
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{
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case 0:
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case 1:
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case 2:
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case 3:
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case 4:
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case 5:
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group = mutPosToGroup[mutPos];
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if(attackingStack->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH))
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{
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CCreatureAnim::EAnimType group2H = mutPosToGroup2H[mutPos];
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if(myAnim->framesInGroup(group2H)>0)
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group = group2H;
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}
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break;
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default:
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logGlobal->error("Critical Error! Wrong dest in stackAttacking! dest: %d; attacking stack pos: %d; mutual pos: %d", dest.hex, attackingStackPosBeforeReturn, mutPos);
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group = CCreatureAnim::ATTACK_FRONT;
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break;
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}
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return true;
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}
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CMeleeAttackAnimation::CMeleeAttackAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked)
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: CAttackAnimation(_owner, attacker, _dest, _attacked)
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{
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logAnim->debug("Created melee attack anim for %s", attacker->getName());
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}
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void CMeleeAttackAnimation::endAnim()
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{
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CAttackAnimation::endAnim();
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delete this;
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}
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bool CMovementAnimation::shouldRotate()
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{
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Point begPosition = CClickableHex::getXYUnitAnim(oldPos, stack, owner);
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Point endPosition = CClickableHex::getXYUnitAnim(nextHex, stack, owner);
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if((begPosition.x > endPosition.x) && owner->creDir[stack->ID] == true)
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{
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return true;
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}
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else if ((begPosition.x < endPosition.x) && owner->creDir[stack->ID] == false)
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{
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return true;
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}
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return false;
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}
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bool CMovementAnimation::init()
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{
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if( !isEarliest(false) )
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return false;
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if(!stack || myAnim->isDead())
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{
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endAnim();
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return false;
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}
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if(owner->creAnims[stack->ID]->framesInGroup(CCreatureAnim::MOVING) == 0 ||
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stack->hasBonus(Selector::typeSubtype(Bonus::FLYING, 1)))
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{
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//no movement or teleport, end immediately
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endAnim();
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return false;
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}
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//reverse unit if necessary
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if(shouldRotate())
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{
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// it seems that H3 does NOT plays full rotation animation here in most situations
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// Logical since it takes quite a lot of time
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if (curentMoveIndex == 0) // full rotation only for moving towards first tile.
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{
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owner->addNewAnim(new CReverseAnimation(owner, stack, oldPos, true));
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return false;
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}
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else
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{
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CReverseAnimation::rotateStack(owner, stack, oldPos);
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}
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}
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if(myAnim->getType() != CCreatureAnim::MOVING)
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{
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myAnim->setType(CCreatureAnim::MOVING);
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}
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if (owner->moveSoundHander == -1)
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{
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owner->moveSoundHander = CCS->soundh->playSound(battle_sound(stack->getCreature(), move), -1);
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}
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Point begPosition = CClickableHex::getXYUnitAnim(oldPos, stack, owner);
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Point endPosition = CClickableHex::getXYUnitAnim(nextHex, stack, owner);
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timeToMove = AnimationControls::getMovementDuration(stack->getCreature());
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begX = begPosition.x;
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begY = begPosition.y;
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progress = 0;
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distanceX = endPosition.x - begPosition.x;
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distanceY = endPosition.y - begPosition.y;
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if (stack->hasBonus(Selector::type()(Bonus::FLYING)))
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{
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float distance = static_cast<float>(sqrt(distanceX * distanceX + distanceY * distanceY));
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timeToMove *= AnimationControls::getFlightDistance(stack->getCreature()) / distance;
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}
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return true;
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}
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void CMovementAnimation::nextFrame()
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{
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progress += float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000 * timeToMove;
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//moving instructions
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myAnim->pos.x = static_cast<Sint16>(begX + distanceX * progress );
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myAnim->pos.y = static_cast<Sint16>(begY + distanceY * progress );
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CBattleAnimation::nextFrame();
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if(progress >= 1.0)
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{
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// Sets the position of the creature animation sprites
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Point coords = CClickableHex::getXYUnitAnim(nextHex, stack, owner);
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myAnim->pos = coords;
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// true if creature haven't reached the final destination hex
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if ((curentMoveIndex + 1) < destTiles.size())
|
|
{
|
|
// update the next hex field which has to be reached by the stack
|
|
curentMoveIndex++;
|
|
oldPos = nextHex;
|
|
nextHex = destTiles[curentMoveIndex];
|
|
|
|
// re-init animation
|
|
for(auto & elem : owner->pendingAnims)
|
|
{
|
|
if (elem.first == this)
|
|
{
|
|
elem.second = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
endAnim();
|
|
}
|
|
}
|
|
|
|
void CMovementAnimation::endAnim()
|
|
{
|
|
assert(stack);
|
|
|
|
myAnim->pos = CClickableHex::getXYUnitAnim(nextHex, stack, owner);
|
|
CBattleAnimation::endAnim();
|
|
|
|
owner->addNewAnim(new CMovementEndAnimation(owner, stack, nextHex));
|
|
|
|
if(owner->moveSoundHander != -1)
|
|
{
|
|
CCS->soundh->stopSound(owner->moveSoundHander);
|
|
owner->moveSoundHander = -1;
|
|
}
|
|
delete this;
|
|
}
|
|
|
|
CMovementAnimation::CMovementAnimation(CBattleInterface *_owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance)
|
|
: CBattleStackAnimation(_owner, _stack),
|
|
destTiles(_destTiles),
|
|
curentMoveIndex(0),
|
|
oldPos(stack->getPosition()),
|
|
begX(0), begY(0),
|
|
distanceX(0), distanceY(0),
|
|
timeToMove(0.0),
|
|
progress(0.0),
|
|
nextHex(destTiles.front())
|
|
{
|
|
logAnim->debug("Created movement anim for %s", stack->getName());
|
|
}
|
|
|
|
CMovementEndAnimation::CMovementEndAnimation(CBattleInterface * _owner, const CStack * _stack, BattleHex destTile)
|
|
: CBattleStackAnimation(_owner, _stack), destinationTile(destTile)
|
|
{
|
|
logAnim->debug("Created movement end anim for %s", stack->getName());
|
|
}
|
|
|
|
bool CMovementEndAnimation::init()
|
|
{
|
|
if( !isEarliest(true) )
|
|
return false;
|
|
|
|
if(!stack || myAnim->framesInGroup(CCreatureAnim::MOVE_END) == 0 ||
|
|
myAnim->isDead())
|
|
{
|
|
endAnim();
|
|
|
|
return false;
|
|
}
|
|
|
|
CCS->soundh->playSound(battle_sound(stack->getCreature(), endMoving));
|
|
|
|
myAnim->setType(CCreatureAnim::MOVE_END);
|
|
|
|
myAnim->onAnimationReset += std::bind(&CMovementEndAnimation::endAnim, this);
|
|
|
|
return true;
|
|
}
|
|
|
|
void CMovementEndAnimation::endAnim()
|
|
{
|
|
CBattleAnimation::endAnim();
|
|
|
|
if(myAnim->getType() != CCreatureAnim::DEAD)
|
|
myAnim->setType(CCreatureAnim::HOLDING); //resetting to default
|
|
|
|
CCS->curh->show();
|
|
delete this;
|
|
}
|
|
|
|
CMovementStartAnimation::CMovementStartAnimation(CBattleInterface * _owner, const CStack * _stack)
|
|
: CBattleStackAnimation(_owner, _stack)
|
|
{
|
|
logAnim->debug("Created movement start anim for %s", stack->getName());
|
|
}
|
|
|
|
bool CMovementStartAnimation::init()
|
|
{
|
|
if( !isEarliest(false) )
|
|
return false;
|
|
|
|
|
|
if(!stack || myAnim->isDead())
|
|
{
|
|
CMovementStartAnimation::endAnim();
|
|
return false;
|
|
}
|
|
|
|
CCS->soundh->playSound(battle_sound(stack->getCreature(), startMoving));
|
|
myAnim->setType(CCreatureAnim::MOVE_START);
|
|
myAnim->onAnimationReset += std::bind(&CMovementStartAnimation::endAnim, this);
|
|
|
|
return true;
|
|
}
|
|
|
|
void CMovementStartAnimation::endAnim()
|
|
{
|
|
CBattleAnimation::endAnim();
|
|
|
|
delete this;
|
|
}
|
|
|
|
CReverseAnimation::CReverseAnimation(CBattleInterface * _owner, const CStack * stack, BattleHex dest, bool _priority)
|
|
: CBattleStackAnimation(_owner, stack), hex(dest), priority(_priority)
|
|
{
|
|
logAnim->debug("Created reverse anim for %s", stack->getName());
|
|
}
|
|
|
|
bool CReverseAnimation::init()
|
|
{
|
|
if(myAnim == nullptr || myAnim->isDead())
|
|
{
|
|
endAnim();
|
|
return false; //there is no such creature
|
|
}
|
|
|
|
if(!priority && !isEarliest(false))
|
|
return false;
|
|
|
|
if(myAnim->framesInGroup(CCreatureAnim::TURN_L))
|
|
{
|
|
myAnim->setType(CCreatureAnim::TURN_L);
|
|
myAnim->onAnimationReset += std::bind(&CReverseAnimation::setupSecondPart, this);
|
|
}
|
|
else
|
|
{
|
|
setupSecondPart();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void CReverseAnimation::endAnim()
|
|
{
|
|
CBattleAnimation::endAnim();
|
|
if( stack->alive() )//don't do that if stack is dead
|
|
myAnim->setType(CCreatureAnim::HOLDING);
|
|
|
|
delete this;
|
|
}
|
|
|
|
void CReverseAnimation::rotateStack(CBattleInterface * owner, const CStack * stack, BattleHex hex)
|
|
{
|
|
owner->creDir[stack->ID] = !owner->creDir[stack->ID];
|
|
|
|
owner->creAnims[stack->ID]->pos = CClickableHex::getXYUnitAnim(hex, stack, owner);
|
|
}
|
|
|
|
void CReverseAnimation::setupSecondPart()
|
|
{
|
|
if(!stack)
|
|
{
|
|
endAnim();
|
|
return;
|
|
}
|
|
|
|
rotateStack(owner, stack, hex);
|
|
|
|
if(myAnim->framesInGroup(CCreatureAnim::TURN_R))
|
|
{
|
|
myAnim->setType(CCreatureAnim::TURN_R);
|
|
myAnim->onAnimationReset += std::bind(&CReverseAnimation::endAnim, this);
|
|
}
|
|
else
|
|
endAnim();
|
|
}
|
|
|
|
CRangedAttackAnimation::CRangedAttackAnimation(CBattleInterface * owner_, const CStack * attacker, BattleHex dest_, const CStack * defender)
|
|
: CAttackAnimation(owner_, attacker, dest_, defender)
|
|
{
|
|
|
|
}
|
|
|
|
|
|
CShootingAnimation::CShootingAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, bool _catapult, int _catapultDmg)
|
|
: CRangedAttackAnimation(_owner, attacker, _dest, _attacked),
|
|
catapultDamage(_catapultDmg)
|
|
{
|
|
logAnim->debug("Created shooting anim for %s", stack->getName());
|
|
}
|
|
|
|
bool CShootingAnimation::init()
|
|
{
|
|
if( !CAttackAnimation::checkInitialConditions() )
|
|
return false;
|
|
|
|
const CStack * shooter = attackingStack;
|
|
|
|
if(!shooter || myAnim->isDead())
|
|
{
|
|
endAnim();
|
|
return false;
|
|
}
|
|
|
|
//reverse unit if necessary
|
|
if (attackingStack && attackedStack && owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStack->getPosition(), attackedStack->getPosition(), owner->creDir[attackingStack->ID], attackingStack->doubleWide(), owner->creDir[attackedStack->ID]))
|
|
{
|
|
owner->addNewAnim(new CReverseAnimation(owner, attackingStack, attackingStack->getPosition(), true));
|
|
return false;
|
|
}
|
|
|
|
// opponent must face attacker ( = different directions) before he can be attacked
|
|
//FIXME: this cause freeze
|
|
|
|
// if (attackingStack && attackedStack &&
|
|
// owner->creDir[attackingStack->ID] == owner->creDir[attackedStack->ID])
|
|
// return false;
|
|
|
|
// Create the projectile animation
|
|
|
|
//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;
|
|
|
|
// Get further info about the shooter e.g. relative pos of projectile to unit.
|
|
// If the creature id is 149 then it's a arrow tower which has no additional info so get the
|
|
// actual arrow tower shooter instead.
|
|
const CCreature *shooterInfo = shooter->getCreature();
|
|
|
|
if(shooterInfo->idNumber == CreatureID::ARROW_TOWERS)
|
|
{
|
|
int creID = owner->siegeH->town->town->clientInfo.siegeShooter;
|
|
shooterInfo = CGI->creh->operator[](creID);
|
|
}
|
|
if(!shooterInfo->animation.missleFrameAngles.size())
|
|
logAnim->error("Mod error: Creature '%s' on the Archer's tower is not a shooter. Mod should be fixed. Trying to use archer's data instead..."
|
|
, shooterInfo->nameSing);
|
|
|
|
auto & angles = shooterInfo->animation.missleFrameAngles.size()
|
|
? shooterInfo->animation.missleFrameAngles
|
|
: CGI->creh->operator[](CreatureID::ARCHER)->animation.missleFrameAngles;
|
|
|
|
ProjectileInfo spi;
|
|
spi.shotDone = false;
|
|
spi.creID = shooter->getCreature()->idNumber;
|
|
spi.stackID = shooter->ID;
|
|
// reverse if creature is facing right OR this is non-existing stack that is not tower (war machines)
|
|
spi.reverse = attackingStack ? !owner->creDir[attackingStack->ID] : shooter->getCreature()->idNumber != CreatureID::ARROW_TOWERS ;
|
|
|
|
spi.step = 0;
|
|
spi.frameNum = 0;
|
|
|
|
Point fromPos;
|
|
Point destPos;
|
|
|
|
// NOTE: two lines below return different positions (very notable with 2-hex creatures). Obtaining via creanims seems to be more precise
|
|
fromPos = owner->creAnims[spi.stackID]->pos.topLeft();
|
|
//xycoord = CClickableHex::getXYUnitAnim(shooter->position, true, shooter, owner);
|
|
|
|
destPos = CClickableHex::getXYUnitAnim(dest, attackedStack, owner);
|
|
|
|
// to properly translate coordinates when shooter is rotated
|
|
int multiplier = spi.reverse ? -1 : 1;
|
|
|
|
double projectileAngle = atan2(fabs((double)destPos.y - fromPos.y), fabs((double)destPos.x - fromPos.x));
|
|
if(shooter->getPosition() < dest)
|
|
projectileAngle = -projectileAngle;
|
|
|
|
// Calculate projectile start position. Offsets are read out of the CRANIM.TXT.
|
|
if (projectileAngle > straightAngle)
|
|
{
|
|
//upper shot
|
|
spi.x = fromPos.x + 222 + ( -25 + shooterInfo->animation.upperRightMissleOffsetX ) * multiplier;
|
|
spi.y = fromPos.y + 265 + shooterInfo->animation.upperRightMissleOffsetY;
|
|
}
|
|
else if (projectileAngle < -straightAngle)
|
|
{
|
|
//lower shot
|
|
spi.x = fromPos.x + 222 + ( -25 + shooterInfo->animation.lowerRightMissleOffsetX ) * multiplier;
|
|
spi.y = fromPos.y + 265 + shooterInfo->animation.lowerRightMissleOffsetY;
|
|
}
|
|
else
|
|
{
|
|
//straight shot
|
|
spi.x = fromPos.x + 222 + ( -25 + shooterInfo->animation.rightMissleOffsetX ) * multiplier;
|
|
spi.y = fromPos.y + 265 + shooterInfo->animation.rightMissleOffsetY;
|
|
}
|
|
|
|
destPos += Point(225, 225);
|
|
|
|
// recalculate angle taking in account offsets
|
|
//projectileAngle = atan2(fabs(destPos.y - spi.y), fabs(destPos.x - spi.x));
|
|
//if(shooter->position < dest)
|
|
// projectileAngle = -projectileAngle;
|
|
|
|
if (attackedStack)
|
|
{
|
|
double animSpeed = AnimationControls::getProjectileSpeed(); // flight speed of projectile
|
|
spi.lastStep = static_cast<int>(sqrt(static_cast<double>((destPos.x - spi.x) * (destPos.x - spi.x) + (destPos.y - spi.y) * (destPos.y - spi.y))) / animSpeed);
|
|
if(spi.lastStep == 0)
|
|
spi.lastStep = 1;
|
|
spi.dx = (destPos.x - spi.x) / spi.lastStep;
|
|
spi.dy = (destPos.y - spi.y) / spi.lastStep;
|
|
}
|
|
else
|
|
{
|
|
// Catapult attack
|
|
spi.catapultInfo.reset(new CatapultProjectileInfo(Point((int)spi.x, (int)spi.y), destPos));
|
|
|
|
double animSpeed = AnimationControls::getProjectileSpeed() / 10;
|
|
spi.lastStep = static_cast<int>(std::abs((destPos.x - spi.x) / animSpeed));
|
|
spi.dx = animSpeed;
|
|
spi.dy = 0;
|
|
|
|
auto img = owner->idToProjectile[spi.creID]->getImage(0);
|
|
|
|
// Add explosion anim
|
|
Point animPos(destPos.x - 126 + img->width() / 2,
|
|
destPos.y - 105 + img->height() / 2);
|
|
|
|
owner->addNewAnim( new CEffectAnimation(owner, catapultDamage ? "SGEXPL.DEF" : "CSGRCK.DEF", animPos.x, animPos.y));
|
|
}
|
|
double pi = boost::math::constants::pi<double>();
|
|
|
|
if (owner->idToProjectile.count(spi.creID) == 0) //in some cases (known one: hero grants shooter bonus to unit) the shooter stack's projectile may not be properly initialized
|
|
owner->initStackProjectile(shooter);
|
|
|
|
// only frames below maxFrame are usable: anything higher is either no present or we don't know when it should be used
|
|
size_t maxFrame = std::min<size_t>(angles.size(), owner->idToProjectile.at(spi.creID)->size(0));
|
|
|
|
assert(maxFrame > 0);
|
|
|
|
// values in angles array indicate position from which this frame was rendered, in degrees.
|
|
// find frame that has closest angle to one that we need for this shot
|
|
size_t bestID = 0;
|
|
double bestDiff = fabs( angles[0] / 180 * pi - projectileAngle );
|
|
|
|
for (size_t i=1; i<maxFrame; i++)
|
|
{
|
|
double currentDiff = fabs( angles[i] / 180 * pi - projectileAngle );
|
|
if (currentDiff < bestDiff)
|
|
{
|
|
bestID = i;
|
|
bestDiff = currentDiff;
|
|
}
|
|
}
|
|
|
|
spi.frameNum = static_cast<int>(bestID);
|
|
|
|
// Set projectile animation start delay which is specified in frames
|
|
spi.animStartDelay = shooterInfo->animation.attackClimaxFrame;
|
|
owner->projectiles.push_back(spi);
|
|
|
|
//attack animation
|
|
|
|
shooting = true;
|
|
|
|
if(projectileAngle > straightAngle)
|
|
group = CCreatureAnim::SHOOT_UP;
|
|
else if(projectileAngle < -straightAngle)
|
|
group = CCreatureAnim::SHOOT_DOWN;
|
|
else //straight shot
|
|
group = CCreatureAnim::SHOOT_FRONT;
|
|
|
|
return true;
|
|
}
|
|
|
|
void CShootingAnimation::nextFrame()
|
|
{
|
|
for(auto & it : owner->pendingAnims)
|
|
{
|
|
CMovementStartAnimation * anim = dynamic_cast<CMovementStartAnimation *>(it.first);
|
|
CReverseAnimation * anim2 = dynamic_cast<CReverseAnimation *>(it.first);
|
|
if( (anim && anim->stack->ID == stack->ID) || (anim2 && anim2->stack->ID == stack->ID && anim2->priority ) )
|
|
return;
|
|
}
|
|
|
|
CAttackAnimation::nextFrame();
|
|
}
|
|
|
|
void CShootingAnimation::endAnim()
|
|
{
|
|
// play wall hit/miss sound for catapult attack
|
|
if(!attackedStack)
|
|
{
|
|
if(catapultDamage > 0)
|
|
{
|
|
CCS->soundh->playSound("WALLHIT");
|
|
}
|
|
else
|
|
{
|
|
CCS->soundh->playSound("WALLMISS");
|
|
}
|
|
}
|
|
|
|
CAttackAnimation::endAnim();
|
|
delete this;
|
|
}
|
|
|
|
CCastAnimation::CCastAnimation(CBattleInterface * owner_, const CStack * attacker, BattleHex dest_, const CStack * defender)
|
|
: CRangedAttackAnimation(owner_, attacker, dest_, defender)
|
|
{
|
|
if(!dest_.isValid() && defender)
|
|
dest = defender->getPosition();
|
|
}
|
|
|
|
bool CCastAnimation::init()
|
|
{
|
|
if(!CAttackAnimation::checkInitialConditions())
|
|
return false;
|
|
|
|
if(!attackingStack || myAnim->isDead())
|
|
{
|
|
endAnim();
|
|
return false;
|
|
}
|
|
|
|
//reverse unit if necessary
|
|
if(attackedStack)
|
|
{
|
|
if(owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStack->getPosition(), attackedStack->getPosition(), owner->creDir[attackingStack->ID], attackingStack->doubleWide(), owner->creDir[attackedStack->ID]))
|
|
{
|
|
owner->addNewAnim(new CReverseAnimation(owner, attackingStack, attackingStack->getPosition(), true));
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(dest.isValid() && owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStack->getPosition(), dest, owner->creDir[attackingStack->ID], false, false))
|
|
{
|
|
owner->addNewAnim(new CReverseAnimation(owner, attackingStack, attackingStack->getPosition(), true));
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//TODO: display spell projectile here
|
|
|
|
static const double straightAngle = 0.2;
|
|
|
|
|
|
Point fromPos;
|
|
Point destPos;
|
|
|
|
// NOTE: two lines below return different positions (very notable with 2-hex creatures). Obtaining via creanims seems to be more precise
|
|
fromPos = owner->creAnims[attackingStack->ID]->pos.topLeft();
|
|
//xycoord = CClickableHex::getXYUnitAnim(shooter->getPosition(), true, shooter, owner);
|
|
|
|
destPos = CClickableHex::getXYUnitAnim(dest, attackedStack, owner);
|
|
|
|
|
|
double projectileAngle = atan2(fabs((double)destPos.y - fromPos.y), fabs((double)destPos.x - fromPos.x));
|
|
if(attackingStack->getPosition() < dest)
|
|
projectileAngle = -projectileAngle;
|
|
|
|
|
|
if(projectileAngle > straightAngle)
|
|
group = CCreatureAnim::VCMI_CAST_UP;
|
|
else if(projectileAngle < -straightAngle)
|
|
group = CCreatureAnim::VCMI_CAST_DOWN;
|
|
else
|
|
group = CCreatureAnim::VCMI_CAST_FRONT;
|
|
|
|
//fall back to H3 cast/2hex
|
|
//even if creature have 2hex attack instead of cast it is ok since we fall back to attack anyway
|
|
if(myAnim->framesInGroup(group) == 0)
|
|
{
|
|
if(projectileAngle > straightAngle)
|
|
group = CCreatureAnim::CAST_UP;
|
|
else if(projectileAngle < -straightAngle)
|
|
group = CCreatureAnim::CAST_DOWN;
|
|
else
|
|
group = CCreatureAnim::CAST_FRONT;
|
|
}
|
|
|
|
//fall back to ranged attack
|
|
if(myAnim->framesInGroup(group) == 0)
|
|
{
|
|
if(projectileAngle > straightAngle)
|
|
group = CCreatureAnim::SHOOT_UP;
|
|
else if(projectileAngle < -straightAngle)
|
|
group = CCreatureAnim::SHOOT_DOWN;
|
|
else
|
|
group = CCreatureAnim::SHOOT_FRONT;
|
|
}
|
|
|
|
//fall back to normal attack
|
|
if(myAnim->framesInGroup(group) == 0)
|
|
{
|
|
if(projectileAngle > straightAngle)
|
|
group = CCreatureAnim::ATTACK_UP;
|
|
else if(projectileAngle < -straightAngle)
|
|
group = CCreatureAnim::ATTACK_DOWN;
|
|
else
|
|
group = CCreatureAnim::ATTACK_FRONT;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CCastAnimation::nextFrame()
|
|
{
|
|
for(auto & it : owner->pendingAnims)
|
|
{
|
|
CReverseAnimation * anim = dynamic_cast<CReverseAnimation *>(it.first);
|
|
if(anim && anim->stack->ID == stack->ID && anim->priority)
|
|
return;
|
|
}
|
|
|
|
if(myAnim->getType() != group)
|
|
{
|
|
myAnim->setType(group);
|
|
myAnim->onAnimationReset += std::bind(&CAttackAnimation::endAnim, this);
|
|
}
|
|
|
|
CBattleAnimation::nextFrame();
|
|
}
|
|
|
|
|
|
void CCastAnimation::endAnim()
|
|
{
|
|
CAttackAnimation::endAnim();
|
|
delete this;
|
|
}
|
|
|
|
|
|
CEffectAnimation::CEffectAnimation(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx, int _dy, bool _Vflip, bool _alignToBottom)
|
|
: CBattleAnimation(_owner),
|
|
destTile(BattleHex::INVALID),
|
|
x(_x),
|
|
y(_y),
|
|
dx(_dx),
|
|
dy(_dy),
|
|
Vflip(_Vflip),
|
|
alignToBottom(_alignToBottom)
|
|
{
|
|
logAnim->debug("Created effect animation %s", _customAnim);
|
|
|
|
customAnim = std::make_shared<CAnimation>(_customAnim);
|
|
}
|
|
|
|
CEffectAnimation::CEffectAnimation(CBattleInterface * _owner, std::shared_ptr<CAnimation> _customAnim, int _x, int _y, int _dx, int _dy)
|
|
: CBattleAnimation(_owner),
|
|
destTile(BattleHex::INVALID),
|
|
customAnim(_customAnim),
|
|
x(_x),
|
|
y(_y),
|
|
dx(_dx),
|
|
dy(_dy),
|
|
Vflip(false),
|
|
alignToBottom(false)
|
|
{
|
|
logAnim->debug("Created custom effect animation");
|
|
}
|
|
|
|
|
|
CEffectAnimation::CEffectAnimation(CBattleInterface * _owner, std::string _customAnim, BattleHex _destTile, bool _Vflip, bool _alignToBottom)
|
|
: CBattleAnimation(_owner),
|
|
destTile(_destTile),
|
|
x(-1),
|
|
y(-1),
|
|
dx(0),
|
|
dy(0),
|
|
Vflip(_Vflip),
|
|
alignToBottom(_alignToBottom)
|
|
{
|
|
logAnim->debug("Created effect animation %s", _customAnim);
|
|
customAnim = std::make_shared<CAnimation>(_customAnim);
|
|
}
|
|
|
|
bool CEffectAnimation::init()
|
|
{
|
|
if(!isEarliest(true))
|
|
return false;
|
|
|
|
const bool areaEffect = (!destTile.isValid() && x == -1 && y == -1);
|
|
|
|
std::shared_ptr<CAnimation> animation = customAnim;
|
|
|
|
animation->preload();
|
|
if(Vflip)
|
|
animation->verticalFlip();
|
|
|
|
auto first = animation->getImage(0, 0, true);
|
|
if(!first)
|
|
{
|
|
endAnim();
|
|
return false;
|
|
}
|
|
|
|
if(areaEffect) //f.e. armageddon
|
|
{
|
|
for(int i=0; i * first->width() < owner->pos.w ; ++i)
|
|
{
|
|
for(int j=0; j * first->height() < owner->pos.h ; ++j)
|
|
{
|
|
BattleEffect be;
|
|
be.effectID = ID;
|
|
be.animation = animation;
|
|
be.currentFrame = 0;
|
|
|
|
be.x = i * first->width() + owner->pos.x;
|
|
be.y = j * first->height() + owner->pos.y;
|
|
be.position = BattleHex::INVALID;
|
|
|
|
owner->battleEffects.push_back(be);
|
|
}
|
|
}
|
|
}
|
|
else // Effects targeted at a specific creature/hex.
|
|
{
|
|
const CStack * destStack = owner->getCurrentPlayerInterface()->cb->battleGetStackByPos(destTile, false);
|
|
BattleEffect be;
|
|
be.effectID = ID;
|
|
be.animation = animation;
|
|
be.currentFrame = 0;
|
|
|
|
|
|
//todo: lightning anim frame count override
|
|
|
|
// if(effect == 1)
|
|
// be.maxFrame = 3;
|
|
|
|
be.x = x;
|
|
be.y = y;
|
|
if(destTile.isValid())
|
|
{
|
|
Rect & tilePos = owner->bfield[destTile]->pos;
|
|
if(x == -1)
|
|
be.x = tilePos.x + tilePos.w/2 - first->width()/2;
|
|
if(y == -1)
|
|
{
|
|
if(alignToBottom)
|
|
be.y = tilePos.y + tilePos.h - first->height();
|
|
else
|
|
be.y = tilePos.y - first->height()/2;
|
|
}
|
|
|
|
// Correction for 2-hex creatures.
|
|
if(destStack != nullptr && destStack->doubleWide())
|
|
be.x += (destStack->side == BattleSide::ATTACKER ? -1 : 1)*tilePos.w/2;
|
|
}
|
|
|
|
assert(be.x != -1 && be.y != -1);
|
|
|
|
//Indicate if effect should be drawn on top of everything or just on top of the hex
|
|
be.position = destTile;
|
|
|
|
owner->battleEffects.push_back(be);
|
|
}
|
|
//battleEffects
|
|
return true;
|
|
}
|
|
|
|
void CEffectAnimation::nextFrame()
|
|
{
|
|
//notice: there may be more than one effect in owner->battleEffects correcponding to this animation (ie. armageddon)
|
|
for(auto & elem : owner->battleEffects)
|
|
{
|
|
if(elem.effectID == ID)
|
|
{
|
|
elem.currentFrame += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
|
|
|
|
if(elem.currentFrame >= elem.animation->size())
|
|
{
|
|
endAnim();
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
elem.x += dx;
|
|
elem.y += dy;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CEffectAnimation::endAnim()
|
|
{
|
|
CBattleAnimation::endAnim();
|
|
|
|
std::vector<std::list<BattleEffect>::iterator> toDel;
|
|
|
|
for(auto it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it)
|
|
{
|
|
if(it->effectID == ID)
|
|
{
|
|
toDel.push_back(it);
|
|
}
|
|
}
|
|
|
|
for(auto & elem : toDel)
|
|
{
|
|
owner->battleEffects.erase(elem);
|
|
}
|
|
|
|
delete this;
|
|
}
|