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vcmi/client/battle/CBattleAnimations.cpp

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/*
* CBattleAnimations.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CBattleAnimations.h"
#include <boost/math/constants/constants.hpp>
#include "CBattleInterfaceClasses.h"
#include "CBattleInterface.h"
#include "CBattleProjectileController.h"
#include "CBattleSiegeController.h"
#include "CBattleFieldController.h"
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#include "CBattleEffectsController.h"
#include "CBattleStacksController.h"
#include "CCreatureAnimation.h"
#include "../CGameInfo.h"
#include "../CMusicHandler.h"
#include "../CPlayerInterface.h"
#include "../Graphics.h"
#include "../gui/CAnimation.h"
#include "../gui/CCursorHandler.h"
#include "../gui/CGuiHandler.h"
#include "../../CCallback.h"
#include "../../lib/CStack.h"
#include "../../lib/CTownHandler.h"
#include "../../lib/mapObjects/CGTownInstance.h"
CBattleAnimation::CBattleAnimation(CBattleInterface * _owner)
: owner(_owner),
ID(_owner->stacksController->animIDhelper++),
initialized(false)
{
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logAnim->trace("Animation #%d created", ID);
}
bool CBattleAnimation::tryInitialize()
{
assert(!initialized);
if ( init() )
{
initialized = true;
return true;
}
return false;
}
bool CBattleAnimation::isInitialized()
{
return initialized;
}
CBattleAnimation::~CBattleAnimation()
{
logAnim->trace("Animation #%d ended, type is %s", ID, typeid(this).name());
for(auto & elem : pendingAnimations())
{
if(elem == this)
elem = nullptr;
}
logAnim->trace("Animation #%d deleted", ID);
}
std::vector<CBattleAnimation *> & CBattleAnimation::pendingAnimations()
{
return owner->stacksController->currentAnimations;
}
std::shared_ptr<CCreatureAnimation> CBattleAnimation::stackAnimation(const CStack * stack)
{
return owner->stacksController->stackAnimation[stack->ID];
}
bool CBattleAnimation::stackFacingRight(const CStack * stack)
{
return owner->stacksController->stackFacingRight[stack->ID];
}
void CBattleAnimation::setStackFacingRight(const CStack * stack, bool facingRight)
{
owner->stacksController->stackFacingRight[stack->ID] = facingRight;
}
bool CBattleAnimation::checkInitialConditions()
{
int lowestMoveID = ID;
CBattleStackAnimation * thAnim = dynamic_cast<CBattleStackAnimation *>(this);
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CEffectAnimation * thSen = dynamic_cast<CEffectAnimation *>(this);
for(auto & elem : pendingAnimations())
{
CEffectAnimation * sen = dynamic_cast<CEffectAnimation *>(elem);
// all effect animations can play concurrently with each other
if(sen && thSen && sen != thSen)
continue;
CReverseAnimation * revAnim = dynamic_cast<CReverseAnimation *>(elem);
// if there is high-priority reverse animation affecting our stack then this animation will wait
if(revAnim && thAnim && revAnim && revAnim->stack->ID == thAnim->stack->ID && revAnim->priority)
return false;
if(elem)
vstd::amin(lowestMoveID, elem->ID);
}
return ID == lowestMoveID;
}
CBattleStackAnimation::CBattleStackAnimation(CBattleInterface * owner, const CStack * stack)
: CBattleAnimation(owner),
myAnim(stackAnimation(stack)),
stack(stack)
{
assert(myAnim);
}
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void CBattleStackAnimation::shiftColor(const ColorShifter * shifter)
{
assert(myAnim);
myAnim->shiftColor(shifter);
}
void CAttackAnimation::nextFrame()
{
if(myAnim->getType() != group)
{
myAnim->setType(group);
myAnim->onAnimationReset += [&](){ delete this; };
}
if(!soundPlayed)
{
if(shooting)
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CCS->soundh->playSound(battle_sound(getCreature(), shoot));
else
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CCS->soundh->playSound(battle_sound(getCreature(), attack));
soundPlayed = true;
}
}
CAttackAnimation::~CAttackAnimation()
{
myAnim->setType(CCreatureAnim::HOLDING);
}
bool CAttackAnimation::checkInitialConditions()
{
for(auto & elem : pendingAnimations())
{
CBattleStackAnimation * stAnim = dynamic_cast<CBattleStackAnimation *>(elem);
CReverseAnimation * revAnim = dynamic_cast<CReverseAnimation *>(stAnim);
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if(revAnim && attackedStack) // enemy must be fully reversed
{
if (revAnim->stack->ID == attackedStack->ID)
return false;
}
}
return CBattleAnimation::checkInitialConditions();
}
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const CCreature * CAttackAnimation::getCreature()
{
if (attackingStack->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
return owner->siegeController->getTurretCreature();
else
return attackingStack->getCreature();
}
CAttackAnimation::CAttackAnimation(CBattleInterface *_owner, const CStack *attacker, BattleHex _dest, const CStack *defender)
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: CBattleStackAnimation(_owner, attacker),
shooting(false), group(CCreatureAnim::SHOOT_FRONT),
soundPlayed(false),
dest(_dest), attackedStack(defender), attackingStack(attacker)
{
assert(attackingStack && "attackingStack is nullptr in CBattleAttack::CBattleAttack !\n");
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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attackingStackPosBeforeReturn = attackingStack->getPosition();
}
CDefenceAnimation::CDefenceAnimation(StackAttackedInfo _attackedInfo, CBattleInterface * _owner)
: CBattleStackAnimation(_owner, _attackedInfo.defender),
attacker(_attackedInfo.attacker), rangedAttack(_attackedInfo.indirectAttack),
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killed(_attackedInfo.killed), timeToWait(0)
{
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logAnim->debug("Created defence anim for %s", _attackedInfo.defender->getName());
}
bool CDefenceAnimation::init()
{
ui32 lowestMoveID = ID;
for(auto & elem : pendingAnimations())
{
CDefenceAnimation * defAnim = dynamic_cast<CDefenceAnimation *>(elem);
if(defAnim && defAnim->stack->ID != stack->ID)
continue;
CAttackAnimation * attAnim = dynamic_cast<CAttackAnimation *>(elem);
if(attAnim && attAnim->stack->ID != stack->ID)
continue;
CEffectAnimation * sen = dynamic_cast<CEffectAnimation *>(elem);
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if (sen && attacker == nullptr)
return false;
if (sen)
continue;
CReverseAnimation * animAsRev = dynamic_cast<CReverseAnimation *>(elem);
if(animAsRev)
return false;
if(elem)
vstd::amin(lowestMoveID, elem->ID);
}
if(ID > lowestMoveID)
return false;
//reverse unit if necessary
if(attacker && owner->getCurrentPlayerInterface()->cb->isToReverse(stack->getPosition(), attacker->getPosition(), stackFacingRight(stack), attacker->doubleWide(), stackFacingRight(attacker)))
{
owner->stacksController->addNewAnim(new CReverseAnimation(owner, stack, stack->getPosition(), true));
return false;
}
//unit reversed
if(rangedAttack && attacker != nullptr && owner->projectilesController->hasActiveProjectile(attacker)) //delay hit animation
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{
return false;
}
// synchronize animation with attacker, unless defending or attacked by shooter:
// wait for 1/2 of attack animation
if (!rangedAttack && getMyAnimType() != CCreatureAnim::DEFENCE)
{
float frameLength = AnimationControls::getCreatureAnimationSpeed(
stack->getCreature(), stackAnimation(stack).get(), getMyAnimType());
timeToWait = myAnim->framesInGroup(getMyAnimType()) * frameLength / 2;
myAnim->setType(CCreatureAnim::HOLDING);
}
else
{
timeToWait = 0;
startAnimation();
}
return true; //initialized successfuly
}
std::string CDefenceAnimation::getMySound()
{
if(killed)
return battle_sound(stack->getCreature(), killed);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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else if(stack->defendingAnim)
return battle_sound(stack->getCreature(), defend);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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else
return battle_sound(stack->getCreature(), wince);
}
CCreatureAnim::EAnimType CDefenceAnimation::getMyAnimType()
{
if(killed)
{
if(rangedAttack && myAnim->framesInGroup(CCreatureAnim::DEATH_RANGED) > 0)
return CCreatureAnim::DEATH_RANGED;
else
return CCreatureAnim::DEATH;
}
2016-11-27 16:48:18 +02:00
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
if(stack->defendingAnim)
return CCreatureAnim::DEFENCE;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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else
return CCreatureAnim::HITTED;
}
void CDefenceAnimation::startAnimation()
{
CCS->soundh->playSound(getMySound());
myAnim->setType(getMyAnimType());
myAnim->onAnimationReset += [&](){ delete this; };
}
void CDefenceAnimation::nextFrame()
{
if (timeToWait > 0)
{
timeToWait -= float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000;
if (timeToWait <= 0)
startAnimation();
}
CBattleAnimation::nextFrame();
}
CDefenceAnimation::~CDefenceAnimation()
{
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if(killed)
{
if(rangedAttack && myAnim->framesInGroup(CCreatureAnim::DEAD_RANGED) > 0)
myAnim->setType(CCreatureAnim::DEAD_RANGED);
else
myAnim->setType(CCreatureAnim::DEAD);
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}
else
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{
myAnim->setType(CCreatureAnim::HOLDING);
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}
}
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CDummyAnimation::CDummyAnimation(CBattleInterface * _owner, int howManyFrames)
: CBattleAnimation(_owner), counter(0), howMany(howManyFrames)
{
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logAnim->debug("Created dummy animation for %d frames", howManyFrames);
}
bool CDummyAnimation::init()
{
return true;
}
void CDummyAnimation::nextFrame()
{
counter++;
if(counter > howMany)
delete this;
}
bool CMeleeAttackAnimation::init()
{
if(!CAttackAnimation::checkInitialConditions())
return false;
if(!attackingStack || myAnim->isDead())
{
delete this;
return false;
}
bool toReverse = owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStackPosBeforeReturn, attackedStack->getPosition(), stackFacingRight(stack), attackedStack->doubleWide(), stackFacingRight(attackedStack));
if(toReverse)
{
owner->stacksController->addNewAnim(new CReverseAnimation(owner, stack, attackingStackPosBeforeReturn, true));
return false;
}
// opponent must face attacker ( = different directions) before he can be attacked
if(attackingStack && attackedStack &&
stackFacingRight(attackingStack) == stackFacingRight(attackedStack))
return false;
//reversed
shooting = false;
static const CCreatureAnim::EAnimType mutPosToGroup[] =
{
CCreatureAnim::ATTACK_UP,
CCreatureAnim::ATTACK_UP,
CCreatureAnim::ATTACK_FRONT,
CCreatureAnim::ATTACK_DOWN,
CCreatureAnim::ATTACK_DOWN,
CCreatureAnim::ATTACK_FRONT
};
static const CCreatureAnim::EAnimType mutPosToGroup2H[] =
{
CCreatureAnim::VCMI_2HEX_UP,
CCreatureAnim::VCMI_2HEX_UP,
CCreatureAnim::VCMI_2HEX_FRONT,
CCreatureAnim::VCMI_2HEX_DOWN,
CCreatureAnim::VCMI_2HEX_DOWN,
CCreatureAnim::VCMI_2HEX_FRONT
};
int revShiftattacker = (attackingStack->side == BattleSide::ATTACKER ? -1 : 1);
int mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, dest);
if(mutPos == -1 && attackingStack->doubleWide())
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, attackedStack->getPosition());
}
if (mutPos == -1 && attackedStack->doubleWide())
{
mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, attackedStack->occupiedHex());
}
if (mutPos == -1 && attackedStack->doubleWide() && attackingStack->doubleWide())
{
mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, attackedStack->occupiedHex());
}
switch(mutPos) //attack direction
{
case 0:
case 1:
case 2:
case 3:
case 4:
case 5:
group = mutPosToGroup[mutPos];
if(attackingStack->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH))
{
CCreatureAnim::EAnimType group2H = mutPosToGroup2H[mutPos];
if(myAnim->framesInGroup(group2H)>0)
group = group2H;
}
break;
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);
group = CCreatureAnim::ATTACK_FRONT;
break;
}
return true;
}
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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logAnim->debug("Created melee attack anim for %s", attacker->getName());
}
bool CMovementAnimation::init()
{
if( !CBattleAnimation::checkInitialConditions() )
return false;
if(!stack || myAnim->isDead())
{
delete this;
return false;
}
if(stackAnimation(stack)->framesInGroup(CCreatureAnim::MOVING) == 0 ||
stack->hasBonus(Selector::typeSubtype(Bonus::FLYING, 1)))
{
//no movement or teleport, end immediately
delete this;
return false;
}
//reverse unit if necessary
if(owner->stacksController->shouldRotate(stack, oldPos, nextHex))
{
// it seems that H3 does NOT plays full rotation animation here in most situations
// Logical since it takes quite a lot of time
if (curentMoveIndex == 0) // full rotation only for moving towards first tile.
{
owner->stacksController->addNewAnim(new CReverseAnimation(owner, stack, oldPos, true));
return false;
}
else
{
rotateStack(oldPos);
}
}
if(myAnim->getType() != CCreatureAnim::MOVING)
{
myAnim->setType(CCreatureAnim::MOVING);
}
if (owner->moveSoundHander == -1)
{
owner->moveSoundHander = CCS->soundh->playSound(battle_sound(stack->getCreature(), move), -1);
}
Point begPosition = owner->stacksController->getStackPositionAtHex(oldPos, stack);
Point endPosition = owner->stacksController->getStackPositionAtHex(nextHex, stack);
timeToMove = AnimationControls::getMovementDuration(stack->getCreature());
begX = begPosition.x;
begY = begPosition.y;
progress = 0;
distanceX = endPosition.x - begPosition.x;
distanceY = endPosition.y - begPosition.y;
if (stack->hasBonus(Selector::type()(Bonus::FLYING)))
{
float distance = static_cast<float>(sqrt(distanceX * distanceX + distanceY * distanceY));
timeToMove *= AnimationControls::getFlightDistance(stack->getCreature()) / distance;
}
return true;
}
void CMovementAnimation::nextFrame()
{
progress += float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000 * timeToMove;
//moving instructions
myAnim->pos.x = static_cast<Sint16>(begX + distanceX * progress );
myAnim->pos.y = static_cast<Sint16>(begY + distanceY * progress );
CBattleAnimation::nextFrame();
if(progress >= 1.0)
{
// Sets the position of the creature animation sprites
Point coords = owner->stacksController->getStackPositionAtHex(nextHex, stack);
myAnim->pos = coords;
// true if creature haven't reached the final destination hex
if ((curentMoveIndex + 1) < destTiles.size())
{
// update the next hex field which has to be reached by the stack
curentMoveIndex++;
oldPos = nextHex;
nextHex = destTiles[curentMoveIndex];
// request re-initialization
initialized = false;
}
else
delete this;
}
}
CMovementAnimation::~CMovementAnimation()
{
assert(stack);
myAnim->pos = owner->stacksController->getStackPositionAtHex(nextHex, stack);
owner->stacksController->addNewAnim(new CMovementEndAnimation(owner, stack, nextHex));
if(owner->moveSoundHander != -1)
{
CCS->soundh->stopSound(owner->moveSoundHander);
owner->moveSoundHander = -1;
}
}
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())
{
2017-08-10 20:59:55 +02:00
logAnim->debug("Created movement anim for %s", stack->getName());
}
CMovementEndAnimation::CMovementEndAnimation(CBattleInterface * _owner, const CStack * _stack, BattleHex destTile)
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: CBattleStackAnimation(_owner, _stack), destinationTile(destTile)
{
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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())
{
delete this;
return false;
}
CCS->soundh->playSound(battle_sound(stack->getCreature(), endMoving));
myAnim->setType(CCreatureAnim::MOVE_END);
myAnim->onAnimationReset += [&](){ delete this; };
return true;
}
CMovementEndAnimation::~CMovementEndAnimation()
{
if(myAnim->getType() != CCreatureAnim::DEAD)
myAnim->setType(CCreatureAnim::HOLDING); //resetting to default
CCS->curh->show();
}
CMovementStartAnimation::CMovementStartAnimation(CBattleInterface * _owner, const CStack * _stack)
2016-11-27 16:48:18 +02:00
: CBattleStackAnimation(_owner, _stack)
{
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logAnim->debug("Created movement start anim for %s", stack->getName());
}
bool CMovementStartAnimation::init()
{
if( !CBattleAnimation::checkInitialConditions() )
return false;
if(!stack || myAnim->isDead())
{
delete this;
return false;
}
CCS->soundh->playSound(battle_sound(stack->getCreature(), startMoving));
myAnim->setType(CCreatureAnim::MOVE_START);
myAnim->onAnimationReset += [&](){ delete this; };
return true;
}
CReverseAnimation::CReverseAnimation(CBattleInterface * _owner, const CStack * stack, BattleHex dest, bool _priority)
: CBattleStackAnimation(_owner, stack), hex(dest), priority(_priority)
{
2017-08-10 20:59:55 +02:00
logAnim->debug("Created reverse anim for %s", stack->getName());
}
bool CReverseAnimation::init()
{
if(myAnim == nullptr || myAnim->isDead())
{
delete this;
return false; //there is no such creature
}
if(!priority && !CBattleAnimation::checkInitialConditions())
return false;
if(myAnim->framesInGroup(CCreatureAnim::TURN_L))
{
myAnim->setType(CCreatureAnim::TURN_L);
myAnim->onAnimationReset += std::bind(&CReverseAnimation::setupSecondPart, this);
}
else
{
setupSecondPart();
}
return true;
}
CReverseAnimation::~CReverseAnimation()
{
if( stack && stack->alive() )//don't do that if stack is dead
myAnim->setType(CCreatureAnim::HOLDING);
}
void CBattleStackAnimation::rotateStack(BattleHex hex)
{
setStackFacingRight(stack, !stackFacingRight(stack));
stackAnimation(stack)->pos = owner->stacksController->getStackPositionAtHex(hex, stack);
}
void CReverseAnimation::setupSecondPart()
{
if(!stack)
{
delete this;
return;
}
rotateStack(hex);
if(myAnim->framesInGroup(CCreatureAnim::TURN_R))
{
myAnim->setType(CCreatureAnim::TURN_R);
myAnim->onAnimationReset += [&](){ delete this; };
}
else
delete this;
}
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),
projectileEmitted(false),
explosionEmitted(false)
{
2017-08-10 20:59:55 +02:00
logAnim->debug("Created shooting anim for %s", stack->getName());
}
bool CShootingAnimation::init()
{
if( !CAttackAnimation::checkInitialConditions() )
return false;
assert(attackingStack);
assert(!myAnim->isDead());
if(!attackingStack || myAnim->isDead())
{
//FIXME: how is this possible?
logAnim->warn("Shooting animation has not started yet but attacker is dead! Aborting...");
delete this;
return false;
}
2013-01-31 20:52:10 +03:00
//reverse unit if necessary
if (attackingStack && attackedStack && owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStack->getPosition(), attackedStack->getPosition(), stackFacingRight(attackingStack), attackingStack->doubleWide(), stackFacingRight(attackedStack)))
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{
owner->stacksController->addNewAnim(new CReverseAnimation(owner, attackingStack, attackingStack->getPosition(), true));
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return false;
}
setAnimationGroup();
initializeProjectile();
shooting = true;
return true;
}
void CShootingAnimation::setAnimationGroup()
{
Point shooterPos = stackAnimation(attackingStack)->pos.topLeft();
Point shotTarget = owner->stacksController->getStackPositionAtHex(dest, attackedStack) + Point(225, 225);
//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;
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double projectileAngle = -atan2(shotTarget.y - shooterPos.y, std::abs(shotTarget.x - shooterPos.x));
// Calculate projectile start position. Offsets are read out of the CRANIM.TXT.
if (projectileAngle > straightAngle)
group = CCreatureAnim::SHOOT_UP;
else if (projectileAngle < -straightAngle)
group = CCreatureAnim::SHOOT_DOWN;
else
group = CCreatureAnim::SHOOT_FRONT;
}
void CShootingAnimation::initializeProjectile()
{
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const CCreature *shooterInfo = getCreature();
Point shotTarget = owner->stacksController->getStackPositionAtHex(dest, attackedStack) + Point(225, 225);
Point shotOrigin = stackAnimation(attackingStack)->pos.topLeft() + Point(222, 265);
int multiplier = stackFacingRight(attackingStack) ? 1 : -1;
if (group == CCreatureAnim::SHOOT_UP)
{
shotOrigin.x += ( -25 + shooterInfo->animation.upperRightMissleOffsetX ) * multiplier;
shotOrigin.y += shooterInfo->animation.upperRightMissleOffsetY;
}
else if (group == CCreatureAnim::SHOOT_DOWN)
{
shotOrigin.x += ( -25 + shooterInfo->animation.lowerRightMissleOffsetX ) * multiplier;
shotOrigin.y += shooterInfo->animation.lowerRightMissleOffsetY;
}
else if (group == CCreatureAnim::SHOOT_FRONT)
{
shotOrigin.x += ( -25 + shooterInfo->animation.rightMissleOffsetX ) * multiplier;
shotOrigin.y += shooterInfo->animation.rightMissleOffsetY;
}
else
{
assert(0);
}
owner->projectilesController->createProjectile(attackingStack, attackedStack, shotOrigin, shotTarget);
}
void CShootingAnimation::emitProjectile()
{
owner->projectilesController->emitStackProjectile(attackingStack);
projectileEmitted = true;
}
void CShootingAnimation::nextFrame()
{
for(auto & it : pendingAnimations())
{
CMovementStartAnimation * anim = dynamic_cast<CMovementStartAnimation *>(it);
CReverseAnimation * anim2 = dynamic_cast<CReverseAnimation *>(it);
if( (anim && anim->stack->ID == stack->ID) || (anim2 && anim2->stack->ID == stack->ID && anim2->priority ) )
return;
}
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// animation should be paused if there is an active projectile
if (projectileEmitted)
{
if (owner->projectilesController->hasActiveProjectile(attackingStack))
{
stackAnimation(attackingStack)->pause();
return;
}
else
{
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stackAnimation(attackingStack)->play();
emitExplosion();
}
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}
CAttackAnimation::nextFrame();
if (!projectileEmitted)
{
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const CCreature *shooterInfo = getCreature();
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assert(stackAnimation(attackingStack)->isShooting());
// emit projectile once animation playback reached "climax" frame
if ( stackAnimation(attackingStack)->getCurrentFrame() >= shooterInfo->animation.attackClimaxFrame )
{
emitProjectile();
return;
}
}
}
void CShootingAnimation::emitExplosion()
{
if (attackedStack)
return;
if (explosionEmitted)
return;
explosionEmitted = true;
Point shotTarget = owner->stacksController->getStackPositionAtHex(dest, attackedStack) + Point(225, 225) - Point(126, 105);
owner->stacksController->addNewAnim( new CEffectAnimation(owner, catapultDamage ? "SGEXPL.DEF" : "CSGRCK.DEF", shotTarget.x, shotTarget.y));
if(catapultDamage > 0)
{
CCS->soundh->playSound("WALLHIT");
}
else
{
CCS->soundh->playSound("WALLMISS");
}
}
CShootingAnimation::~CShootingAnimation()
{
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assert(!owner->projectilesController->hasActiveProjectile(attackingStack));
assert(projectileEmitted);
// FIXME: is this possible? Animation is over but we're yet to fire projectile?
if (!projectileEmitted)
{
logAnim->warn("Shooting animation has finished but projectile was not emitted! Emitting it now...");
emitProjectile();
}
}
CCastAnimation::CCastAnimation(CBattleInterface * owner_, const CStack * attacker, BattleHex dest_, const CStack * defender)
: CRangedAttackAnimation(owner_, attacker, dest_, defender)
{
if(!dest_.isValid() && defender)
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
dest = defender->getPosition();
}
bool CCastAnimation::init()
{
if(!CAttackAnimation::checkInitialConditions())
return false;
if(!attackingStack || myAnim->isDead())
{
delete this;
return false;
}
//reverse unit if necessary
if(attackedStack)
{
if(owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStack->getPosition(), attackedStack->getPosition(), stackFacingRight(attackingStack), attackingStack->doubleWide(), stackFacingRight(attackedStack)))
{
owner->stacksController->addNewAnim(new CReverseAnimation(owner, attackingStack, attackingStack->getPosition(), true));
return false;
}
}
else
{
if(dest.isValid() && owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStack->getPosition(), dest, stackFacingRight(attackingStack), false, false))
{
owner->stacksController->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 = stackAnimation(attackingStack)->pos.topLeft();
//xycoord = owner->stacksController->getStackPositionAtHex(shooter->getPosition(), shooter);
destPos = owner->stacksController->getStackPositionAtHex(dest, attackedStack);
double projectileAngle = atan2(fabs((double)destPos.y - fromPos.y), fabs((double)destPos.x - fromPos.x));
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
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 : pendingAnimations())
{
CReverseAnimation * anim = dynamic_cast<CReverseAnimation *>(it);
if(anim && anim->stack->ID == stack->ID && anim->priority)
return;
}
if(myAnim->getType() != group)
{
myAnim->setType(group);
myAnim->onAnimationReset += [&](){ delete this; };
}
CBattleAnimation::nextFrame();
}
2017-09-05 19:45:29 +02:00
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)
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
logAnim->debug("Created effect animation %s", _customAnim);
customAnim = std::make_shared<CAnimation>(_customAnim);
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
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");
}
2017-09-05 19:45:29 +02:00
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)
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
logAnim->debug("Created effect animation %s", _customAnim);
customAnim = std::make_shared<CAnimation>(_customAnim);
}
2017-09-05 19:45:29 +02:00
bool CEffectAnimation::init()
{
if(!CBattleAnimation::checkInitialConditions())
return false;
2016-11-27 16:48:18 +02:00
const bool areaEffect = (!destTile.isValid() && x == -1 && y == -1);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
std::shared_ptr<CAnimation> animation = customAnim;
animation->preload();
if(Vflip)
animation->verticalFlip();
2018-03-30 13:02:04 +02:00
auto first = animation->getImage(0, 0, true);
if(!first)
{
delete this;
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;
2022-11-24 16:30:04 +02:00
owner->effectsController->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
2016-11-27 16:48:18 +02:00
// if(effect == 1)
// be.maxFrame = 3;
2018-04-24 07:36:43 +02:00
be.x = x;
be.y = y;
if(destTile.isValid())
{
Rect tilePos = owner->fieldController->hexPosition(destTile);
2018-04-24 07:36:43 +02:00
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;
}
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// Correction for 2-hex creatures.
if(destStack != nullptr && destStack->doubleWide())
be.x += (destStack->side == BattleSide::ATTACKER ? -1 : 1)*tilePos.w/2;
}
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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;
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owner->effectsController->battleEffects.push_back(be);
}
return true;
}
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void CEffectAnimation::nextFrame()
{
//notice: there may be more than one effect in owner->battleEffects correcponding to this animation (ie. armageddon)
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for(auto & elem : owner->effectsController->battleEffects)
{
if(elem.effectID == ID)
{
elem.currentFrame += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
if(elem.currentFrame >= elem.animation->size())
{
delete this;
return;
}
else
{
elem.x += dx;
elem.y += dy;
}
}
}
}
CEffectAnimation::~CEffectAnimation()
{
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auto & effects = owner->effectsController->battleEffects;
for ( auto it = effects.begin(); it != effects.end(); )
{
if (it->effectID == ID)
it = effects.erase(it);
else
it++;
}
}