Browse Source

Renamed PointEffectAnimation -> EffectAnimation

Ivan Savenko 2 years ago
parent
commit
ae3f6c5e79

+ 21 - 21
client/battle/BattleAnimationClasses.cpp

@@ -801,7 +801,7 @@ void CatapultAnimation::nextFrame()
 	std::string effectFilename = (catapultDamage > 0) ? "SGEXPL" : "CSGRCK";
 
 	CCS->soundh->playSound( soundFilename );
-	owner.stacksController->addNewAnim( new PointEffectAnimation(owner, effectFilename, shotTarget));
+	owner.stacksController->addNewAnim( new EffectAnimation(owner, effectFilename, shotTarget));
 }
 
 void CatapultAnimation::createProjectile(const Point & from, const Point & dest) const
@@ -865,7 +865,7 @@ uint32_t CastAnimation::getAttackClimaxFrame() const
 	return maxFrames / 2;
 }
 
-PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string animationName, int effects):
+EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, int effects):
 	BattleAnimation(owner),
 	animation(std::make_shared<CAnimation>(animationName)),
 	effectFlags(effects),
@@ -874,40 +874,40 @@ PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string
 	logAnim->debug("CPointEffectAnimation::init: effect %s", animationName);
 }
 
-PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string animationName, std::vector<BattleHex> hex, int effects):
-	PointEffectAnimation(owner, animationName, effects)
+EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<BattleHex> hex, int effects):
+	EffectAnimation(owner, animationName, effects)
 {
 	battlehexes = hex;
 }
 
-PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string animationName, BattleHex hex, int effects):
-	PointEffectAnimation(owner, animationName, effects)
+EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, BattleHex hex, int effects):
+	EffectAnimation(owner, animationName, effects)
 {
 	assert(hex.isValid());
 	battlehexes.push_back(hex);
 }
 
-PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string animationName, std::vector<Point> pos, int effects):
-	PointEffectAnimation(owner, animationName, effects)
+EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<Point> pos, int effects):
+	EffectAnimation(owner, animationName, effects)
 {
 	positions = pos;
 }
 
-PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string animationName, Point pos, int effects):
-	PointEffectAnimation(owner, animationName, effects)
+EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, Point pos, int effects):
+	EffectAnimation(owner, animationName, effects)
 {
 	positions.push_back(pos);
 }
 
-PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string animationName, Point pos, BattleHex hex,   int effects):
-	PointEffectAnimation(owner, animationName, effects)
+EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, Point pos, BattleHex hex,   int effects):
+	EffectAnimation(owner, animationName, effects)
 {
 	assert(hex.isValid());
 	battlehexes.push_back(hex);
 	positions.push_back(pos);
 }
 
-bool PointEffectAnimation::init()
+bool EffectAnimation::init()
 {
 	animation->preload();
 
@@ -965,7 +965,7 @@ bool PointEffectAnimation::init()
 	return true;
 }
 
-void PointEffectAnimation::nextFrame()
+void EffectAnimation::nextFrame()
 {
 	playEffect();
 
@@ -977,27 +977,27 @@ void PointEffectAnimation::nextFrame()
 	}
 }
 
-bool PointEffectAnimation::alignToBottom() const
+bool EffectAnimation::alignToBottom() const
 {
 	return effectFlags & ALIGN_TO_BOTTOM;
 }
 
-bool PointEffectAnimation::forceOnTop() const
+bool EffectAnimation::forceOnTop() const
 {
 	return effectFlags & FORCE_ON_TOP;
 }
 
-bool PointEffectAnimation::screenFill() const
+bool EffectAnimation::screenFill() const
 {
 	return effectFlags & SCREEN_FILL;
 }
 
-void PointEffectAnimation::onEffectFinished()
+void EffectAnimation::onEffectFinished()
 {
 	effectFinished = true;
 }
 
-void PointEffectAnimation::playEffect()
+void EffectAnimation::playEffect()
 {
 	if ( effectFinished )
 		return;
@@ -1018,7 +1018,7 @@ void PointEffectAnimation::playEffect()
 	}
 }
 
-void PointEffectAnimation::clearEffect()
+void EffectAnimation::clearEffect()
 {
 	auto & effects = owner.effectsController->battleEffects;
 
@@ -1027,7 +1027,7 @@ void PointEffectAnimation::clearEffect()
 	});
 }
 
-PointEffectAnimation::~PointEffectAnimation()
+EffectAnimation::~EffectAnimation()
 {
 	assert(effectFinished);
 }

+ 8 - 8
client/battle/BattleAnimationClasses.h

@@ -302,7 +302,7 @@ public:
 };
 
 /// Class that plays effect at one or more positions along with (single) sound effect
-class PointEffectAnimation : public BattleAnimation
+class EffectAnimation : public BattleAnimation
 {
 	std::string soundName;
 	bool effectFinished;
@@ -330,18 +330,18 @@ public:
 	};
 
 	/// Create animation with screen-wide effect
-	PointEffectAnimation(BattleInterface & owner, std::string animationName, int effects = 0);
+	EffectAnimation(BattleInterface & owner, std::string animationName, int effects = 0);
 
 	/// Create animation positioned at point(s). Note that positions must be are absolute, including battleint position offset
-	PointEffectAnimation(BattleInterface & owner, std::string animationName, Point pos                 , int effects = 0);
-	PointEffectAnimation(BattleInterface & owner, std::string animationName, std::vector<Point> pos    , int effects = 0);
+	EffectAnimation(BattleInterface & owner, std::string animationName, Point pos                 , int effects = 0);
+	EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<Point> pos    , int effects = 0);
 
 	/// Create animation positioned at certain hex(es)
-	PointEffectAnimation(BattleInterface & owner, std::string animationName, BattleHex hex             , int effects = 0);
-	PointEffectAnimation(BattleInterface & owner, std::string animationName, std::vector<BattleHex> hex, int effects = 0);
+	EffectAnimation(BattleInterface & owner, std::string animationName, BattleHex hex             , int effects = 0);
+	EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<BattleHex> hex, int effects = 0);
 
-	PointEffectAnimation(BattleInterface & owner, std::string animationName, Point pos, BattleHex hex,   int effects = 0);
-	 ~PointEffectAnimation();
+	EffectAnimation(BattleInterface & owner, std::string animationName, Point pos, BattleHex hex,   int effects = 0);
+	 ~EffectAnimation();
 
 	bool init() override;
 	void nextFrame() override;

+ 1 - 1
client/battle/BattleEffectsController.cpp

@@ -51,7 +51,7 @@ void BattleEffectsController::displayEffect(EBattleEffect effect, std::string so
 
 	CCS->soundh->playSound( soundFile );
 
-	owner.stacksController->addNewAnim(new PointEffectAnimation(owner, customAnim, destTile));
+	owner.stacksController->addNewAnim(new EffectAnimation(owner, customAnim, destTile));
 }
 
 void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bte)

+ 2 - 2
client/battle/BattleEffectsController.h

@@ -24,7 +24,7 @@ class CAnimation;
 class Canvas;
 class BattleInterface;
 class BattleRenderer;
-class PointEffectAnimation;
+class EffectAnimation;
 
 /// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
 struct BattleEffect
@@ -62,5 +62,5 @@ public:
 
 	void collectRenderableObjects(BattleRenderer & renderer);
 
-	friend class PointEffectAnimation;
+	friend class EffectAnimation;
 };

+ 7 - 7
client/battle/BattleInterface.cpp

@@ -413,8 +413,8 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
 		bool side = sc->side;
 
 		executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=](){
-			stacksController->addNewAnim(new PointEffectAnimation(*this, side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero));
-			stacksController->addNewAnim(new PointEffectAnimation(*this, side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero));
+			stacksController->addNewAnim(new EffectAnimation(*this, side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero));
+			stacksController->addNewAnim(new EffectAnimation(*this, side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero));
 		});
 	}
 }
@@ -469,18 +469,18 @@ void BattleInterface::displaySpellAnimationQueue(const CSpell * spell, const CSp
 			int flags = 0;
 
 			if (isHit)
-				flags |= PointEffectAnimation::FORCE_ON_TOP;
+				flags |= EffectAnimation::FORCE_ON_TOP;
 
 			if (animation.verticalPosition == VerticalPosition::BOTTOM)
-				flags |= PointEffectAnimation::ALIGN_TO_BOTTOM;
+				flags |= EffectAnimation::ALIGN_TO_BOTTOM;
 
 			if (!destinationTile.isValid())
-				flags |= PointEffectAnimation::SCREEN_FILL;
+				flags |= EffectAnimation::SCREEN_FILL;
 
 			if (!destinationTile.isValid())
-				stacksController->addNewAnim(new PointEffectAnimation(*this, animation.resourceName, flags));
+				stacksController->addNewAnim(new EffectAnimation(*this, animation.resourceName, flags));
 			else
-				stacksController->addNewAnim(new PointEffectAnimation(*this, animation.resourceName, destinationTile, flags));
+				stacksController->addNewAnim(new EffectAnimation(*this, animation.resourceName, destinationTile, flags));
 		}
 	}
 }

+ 1 - 1
client/battle/BattleObstacleController.cpp

@@ -98,7 +98,7 @@ void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<
 		// -> if we know how to blit obstacle, let's blit the effect in the same place
 		Point whereTo = getObstaclePosition(first, *oi);
 		CCS->soundh->playSound( spellObstacle->appearSound );
-		owner.stacksController->addNewAnim(new PointEffectAnimation(owner, spellObstacle->appearAnimation, whereTo, oi->pos));
+		owner.stacksController->addNewAnim(new EffectAnimation(owner, spellObstacle->appearAnimation, whereTo, oi->pos));
 
 		//so when multiple obstacles are added, they show up one after another
 		owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);

+ 1 - 1
client/battle/BattleSiegeController.cpp

@@ -346,7 +346,7 @@ void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
 			positions.push_back(owner.stacksController->getStackPositionAtHex(attackInfo.destinationTile, nullptr) + Point(99, 120));
 
 		CCS->soundh->playSound( "WALLHIT" );
-		owner.stacksController->addNewAnim(new PointEffectAnimation(owner, "SGEXPL.DEF", positions));
+		owner.stacksController->addNewAnim(new EffectAnimation(owner, "SGEXPL.DEF", positions));
 	}
 
 	owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);