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# include "StdInc.h"
# include "CBattleAnimations.h"
# include <boost/math/constants/constants.hpp>
# include "../CMusicHandler.h"
# include "../CGameInfo.h"
# include "CBattleInterface.h"
# include "CBattleInterfaceClasses.h"
# include "CCreatureAnimation.h"
# include "../../lib/BattleState.h"
# include "../CPlayerInterface.h"
# include "../../CCallback.h"
# include "../UIFramework/SDL_Extensions.h"
# include "../Graphics.h"
# include "../UIFramework/CCursorHandler.h"
# include "../../lib/CTownHandler.h"
CBattleAnimation : : CBattleAnimation ( CBattleInterface * _owner )
: owner ( _owner ) , ID ( _owner - > animIDhelper + + )
{ }
void CBattleAnimation : : endAnim ( )
{
for ( std : : list < std : : pair < CBattleAnimation * , bool > > : : iterator it = owner - > pendingAnims . begin ( ) ; it ! = owner - > pendingAnims . end ( ) ; + + it )
{
if ( it - > first = = this )
{
it - > first = NULL ;
}
}
}
bool CBattleAnimation : : isEarliest ( bool perStackConcurrency )
{
int lowestMoveID = owner - > animIDhelper + 5 ;
CBattleStackAnimation * thAnim = dynamic_cast < CBattleStackAnimation * > ( this ) ;
CSpellEffectAnimation * thSen = dynamic_cast < CSpellEffectAnimation * > ( this ) ;
for ( std : : list < std : : pair < CBattleAnimation * , bool > > : : iterator it = owner - > pendingAnims . begin ( ) ; it ! = owner - > pendingAnims . end ( ) ; + + it )
{
CBattleStackAnimation * stAnim = dynamic_cast < CBattleStackAnimation * > ( it - > first ) ;
CSpellEffectAnimation * sen = dynamic_cast < CSpellEffectAnimation * > ( it - > first ) ;
if ( perStackConcurrency & & stAnim & & thAnim & & stAnim - > stack - > ID ! = thAnim - > stack - > ID )
continue ;
if ( sen & & thSen & & sen ! = thSen & & perStackConcurrency )
continue ;
CReverseAnimation * revAnim = dynamic_cast < CReverseAnimation * > ( stAnim ) ;
if ( revAnim & & thAnim & & stAnim & & stAnim - > stack - > ID = = thAnim - > stack - > ID & & revAnim - > priority )
return false ;
if ( it - > first )
vstd : : amin ( lowestMoveID , it - > first - > ID ) ;
}
return ( ID = = lowestMoveID ) | | ( lowestMoveID = = ( owner - > animIDhelper + 5 ) ) ;
}
CBattleStackAnimation : : CBattleStackAnimation ( CBattleInterface * _owner , const CStack * _stack )
: CBattleAnimation ( _owner ) , stack ( _stack )
{ }
bool CBattleStackAnimation : : isToReverseHlp ( BattleHex hexFrom , BattleHex hexTo , bool curDir )
{
int fromMod = hexFrom % GameConstants : : BFIELD_WIDTH ;
int fromDiv = hexFrom / GameConstants : : BFIELD_WIDTH ;
int toMod = hexTo % GameConstants : : BFIELD_WIDTH ;
if ( curDir & & fromMod < toMod )
return false ;
else if ( curDir & & fromMod > toMod )
return true ;
else if ( curDir & & fromMod = = toMod )
{
return fromDiv % 2 = = 0 ;
}
else if ( ! curDir & & fromMod < toMod )
return true ;
else if ( ! curDir & & fromMod > toMod )
return false ;
else if ( ! curDir & & fromMod = = toMod )
{
return fromDiv % 2 = = 1 ;
}
tlog1 < < " Catastrope in CBattleStackAnimation::isToReverse! " < < std : : endl ;
return false ; //should never happen
}
bool CBattleStackAnimation : : isToReverse ( BattleHex hexFrom , BattleHex hexTo , bool curDir , bool toDoubleWide , bool toDir )
{
if ( hexTo < 0 ) //turret
return false ;
if ( toDoubleWide )
{
return isToReverseHlp ( hexFrom , hexTo , curDir ) & &
( toDir ? isToReverseHlp ( hexFrom , hexTo - 1 , curDir ) : isToReverseHlp ( hexFrom , hexTo + 1 , curDir ) ) ;
}
else
{
return isToReverseHlp ( hexFrom , hexTo , curDir ) ;
}
}
CCreatureAnimation * CBattleStackAnimation : : myAnim ( )
{
return owner - > creAnims [ stack - > ID ] ;
}
void CAttackAnimation : : nextFrame ( )
{
if ( myAnim ( ) - > getType ( ) ! = group )
myAnim ( ) - > setType ( group ) ;
if ( myAnim ( ) - > onFirstFrameInGroup ( ) )
{
if ( shooting )
CCS - > soundh - > playSound ( battle_sound ( attackingStack - > getCreature ( ) , shoot ) ) ;
else
CCS - > soundh - > playSound ( battle_sound ( attackingStack - > getCreature ( ) , attack ) ) ;
}
else if ( myAnim ( ) - > onLastFrameInGroup ( ) )
{
myAnim ( ) - > setType ( CCreatureAnim : : HOLDING ) ;
endAnim ( ) ;
return ; //execution of endAnim deletes this !!!
}
}
bool CAttackAnimation : : checkInitialConditions ( )
{
return isEarliest ( false ) ;
}
CAttackAnimation : : CAttackAnimation ( CBattleInterface * _owner , const CStack * attacker , BattleHex _dest , const CStack * defender )
: CBattleStackAnimation ( _owner , attacker ) , dest ( _dest ) , attackedStack ( defender ) , attackingStack ( attacker )
{
assert ( attackingStack & & " attackingStack is NULL in CBattleAttack::CBattleAttack ! \n " ) ;
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bool isCatapultAttack = attackingStack - > hasBonusOfType ( Bonus : : CATAPULT )
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& & owner - > curInt - > cb - > battleGetWallUnderHex ( _dest ) > = 0 ;
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assert ( attackedStack | | isCatapultAttack ) ;
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attackingStackPosBeforeReturn = attackingStack - > position ;
}
CDefenceAnimation : : CDefenceAnimation ( StackAttackedInfo _attackedInfo , CBattleInterface * _owner )
: CBattleStackAnimation ( _owner , _attackedInfo . defender ) , dmg ( _attackedInfo . dmg ) ,
amountKilled ( _attackedInfo . amountKilled ) , attacker ( _attackedInfo . attacker ) , byShooting ( _attackedInfo . byShooting ) ,
killed ( _attackedInfo . killed )
{ }
bool CDefenceAnimation : : init ( )
{
//checking initial conditions
//if(owner->creAnims[stackID]->getType() != 2)
//{
// return false;
//}
if ( attacker = = NULL & & owner - > battleEffects . size ( ) > 0 )
return false ;
ui32 lowestMoveID = owner - > animIDhelper + 5 ;
for ( std : : list < std : : pair < CBattleAnimation * , bool > > : : iterator it = owner - > pendingAnims . begin ( ) ; it ! = owner - > pendingAnims . end ( ) ; + + it )
{
CDefenceAnimation * defAnim = dynamic_cast < CDefenceAnimation * > ( it - > first ) ;
if ( defAnim & & defAnim - > stack - > ID ! = stack - > ID )
continue ;
CAttackAnimation * attAnim = dynamic_cast < CAttackAnimation * > ( it - > first ) ;
if ( attAnim & & attAnim - > stack - > ID ! = stack - > ID )
continue ;
if ( attacker ! = NULL )
{
int attackerAnimType = owner - > creAnims [ attacker - > ID ] - > getType ( ) ;
if ( attackerAnimType = = 11 & & attackerAnimType = = 12 & & attackerAnimType = = 13 & & owner - > creAnims [ attacker - > ID ] - > getFrame ( ) < attacker - > getCreature ( ) - > attackClimaxFrame )
return false ;
}
CReverseAnimation * animAsRev = dynamic_cast < CReverseAnimation * > ( it - > first ) ;
if ( animAsRev & & animAsRev - > priority )
return false ;
if ( it - > first )
vstd : : amin ( lowestMoveID , it - > first - > ID ) ;
}
if ( ID > lowestMoveID )
return false ;
//reverse unit if necessary
if ( attacker & & isToReverse ( stack - > position , attacker - > position , owner - > creDir [ stack - > ID ] , attacker - > doubleWide ( ) , owner - > creDir [ attacker - > ID ] ) )
{
owner - > addNewAnim ( new CReverseAnimation ( owner , stack , stack - > position , true ) ) ;
return false ;
}
//unit reversed
if ( byShooting ) //delay hit animation
{
for ( std : : list < ProjectileInfo > : : const_iterator it = owner - > projectiles . begin ( ) ; it ! = owner - > projectiles . end ( ) ; + + it )
{
if ( it - > creID = = attacker - > getCreature ( ) - > idNumber )
{
return false ;
}
}
}
//initializing
if ( killed )
{
CCS - > soundh - > playSound ( battle_sound ( stack - > getCreature ( ) , killed ) ) ;
myAnim ( ) - > setType ( CCreatureAnim : : DEATH ) ; //death
}
else
{
// TODO: this block doesn't seems correct if the unit is defending.
CCS - > soundh - > playSound ( battle_sound ( stack - > getCreature ( ) , wince ) ) ;
myAnim ( ) - > setType ( CCreatureAnim : : HITTED ) ; //getting hit
}
return true ; //initialized successfuly
}
void CDefenceAnimation : : nextFrame ( )
{
if ( ! killed & & myAnim ( ) - > getType ( ) ! = CCreatureAnim : : HITTED )
{
myAnim ( ) - > setType ( CCreatureAnim : : HITTED ) ;
}
if ( ! myAnim ( ) - > onLastFrameInGroup ( ) )
{
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if ( myAnim ( ) - > getType ( ) = = CCreatureAnim : : DEATH & & ( owner - > animCount + 1 ) % ( 4 / owner - > getAnimSpeed ( ) ) = = 0
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& & ! myAnim ( ) - > onLastFrameInGroup ( ) )
{
myAnim ( ) - > incrementFrame ( ) ;
}
}
else
{
endAnim ( ) ;
}
}
void CDefenceAnimation : : endAnim ( )
{
//restoring animType
if ( myAnim ( ) - > getType ( ) = = CCreatureAnim : : HITTED )
myAnim ( ) - > setType ( CCreatureAnim : : HOLDING ) ;
//printing info to console
//if(attacker!=NULL)
// owner->printConsoleAttacked(stack, dmg, amountKilled, attacker);
//const CStack * attacker = owner->curInt->cb->battleGetStackByID(IDby, false);
//const CStack * attacked = owner->curInt->cb->battleGetStackByID(stackID, false);
CBattleAnimation : : endAnim ( ) ;
delete this ;
}
CDummyAnimation : : CDummyAnimation ( CBattleInterface * _owner , int howManyFrames )
: CBattleAnimation ( _owner ) , counter ( 0 ) , howMany ( howManyFrames )
{ }
bool CDummyAnimation : : init ( )
{
return true ;
}
void CDummyAnimation : : nextFrame ( )
{
counter + + ;
if ( counter > howMany )
endAnim ( ) ;
}
void CDummyAnimation : : endAnim ( )
{
CBattleAnimation : : endAnim ( ) ;
delete this ;
}
bool CMeleeAttackAnimation : : init ( )
{
if ( ! CAttackAnimation : : checkInitialConditions ( ) )
return false ;
//if(owner->creAnims[stackID]->getType()!=2)
//{
// return false;
//}
if ( ! attackingStack | | myAnim ( ) - > getType ( ) = = 5 )
{
endAnim ( ) ;
return false ;
}
bool toReverse = isToReverse ( attackingStackPosBeforeReturn , dest , owner - > creDir [ stack - > ID ] , attackedStack - > doubleWide ( ) , owner - > creDir [ attackedStack - > ID ] ) ;
if ( toReverse )
{
owner - > addNewAnim ( new CReverseAnimation ( owner , stack , attackingStackPosBeforeReturn , true ) ) ;
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 } ;
int revShiftattacker = ( attackingStack - > attackerOwned ? - 1 : 1 ) ;
int mutPos = BattleHex : : mutualPosition ( attackingStackPosBeforeReturn , dest ) ;
if ( mutPos = = - 1 & & attackingStack - > doubleWide ( ) )
{
mutPos = BattleHex : : mutualPosition ( attackingStackPosBeforeReturn + revShiftattacker , attackedStack - > position ) ;
}
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 ] ;
break ;
default :
tlog1 < < " Critical Error! Wrong dest in stackAttacking! dest: " < < dest < < " attacking stack pos: " < < attackingStackPosBeforeReturn < < " mutual pos: " < < mutPos < < std : : endl ;
group = CCreatureAnim : : ATTACK_FRONT ;
break ;
}
return true ;
}
CMeleeAttackAnimation : : CMeleeAttackAnimation ( CBattleInterface * _owner , const CStack * attacker , BattleHex _dest , const CStack * _attacked )
: CAttackAnimation ( _owner , attacker , _dest , _attacked )
{ }
void CMeleeAttackAnimation : : nextFrame ( )
{
/*for(std::list<std::pair<CBattleAnimation *, bool> >::const_iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
{
CBattleMoveStart * anim = dynamic_cast < CBattleMoveStart * > ( it - > first ) ;
CReverseAnim * anim2 = dynamic_cast < CReverseAnim * > ( it - > first ) ;
if ( ( anim & & anim - > stackID = = stackID ) | | ( anim2 & & anim2 - > stackID = = stackID ) )
return ;
} */
CAttackAnimation : : nextFrame ( ) ;
}
void CMeleeAttackAnimation : : endAnim ( )
{
CBattleAnimation : : endAnim ( ) ;
delete this ;
}
bool CMovementAnimation : : init ( )
{
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if ( ! isEarliest ( false ) )
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return false ;
//a few useful variables
steps = static_cast < int > ( myAnim ( ) - > framesInGroup ( CCreatureAnim : : MOVING ) * owner - > getAnimSpeedMultiplier ( ) - 1 ) ;
if ( steps = = 0 ) //this creature seems to have no move animation so we can end it immediately
{
endAnim ( ) ;
return false ;
}
whichStep = 0 ;
int hexWbase = 44 , hexHbase = 42 ;
const CStack * movedStack = stack ;
if ( ! movedStack | | myAnim ( ) - > getType ( ) = = 5 )
{
endAnim ( ) ;
return false ;
}
//bool twoTiles = movedStack->doubleWide();
Point begPosition = CClickableHex : : getXYUnitAnim ( curStackPos , movedStack - > attackerOwned , movedStack , owner ) ;
Point endPosition = CClickableHex : : getXYUnitAnim ( nextHex , movedStack - > attackerOwned , movedStack , owner ) ;
int mutPos = BattleHex : : mutualPosition ( curStackPos , nextHex ) ;
//reverse unit if necessary
if ( ( begPosition . x > endPosition . x ) & & owner - > creDir [ stack - > ID ] = = true )
{
owner - > addNewAnim ( new CReverseAnimation ( owner , stack , curStackPos , true ) ) ;
return false ;
}
else if ( ( begPosition . x < endPosition . x ) & & owner - > creDir [ stack - > ID ] = = false )
{
owner - > addNewAnim ( new CReverseAnimation ( owner , stack , curStackPos , true ) ) ;
return false ;
}
if ( myAnim ( ) - > getType ( ) ! = CCreatureAnim : : MOVING )
{
myAnim ( ) - > setType ( CCreatureAnim : : MOVING ) ;
}
//unit reversed
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if ( owner - > moveSh > = 0 )
{
CCS - > soundh - > stopSound ( owner - > moveSh ) ;
owner - > moveSh = - 1 ;
}
owner - > moveSh = CCS - > soundh - > playSound ( battle_sound ( movedStack - > getCreature ( ) , move ) , - 1 ) ;
tlog1 < < " Playing sound " < < owner - > moveSh < < " \n " ;
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//step shift calculation
posX = myAnim ( ) - > pos . x , posY = myAnim ( ) - > pos . y ; // for precise calculations ;]
if ( mutPos = = - 1 & & movedStack - > hasBonusOfType ( Bonus : : FLYING ) )
{
steps * = distance ;
steps / = 2 ; //to make animation faster
stepX = ( endPosition . x - begPosition . x ) / static_cast < double > ( steps ) ;
stepY = ( endPosition . y - begPosition . y ) / static_cast < double > ( steps ) ;
}
else
{
switch ( mutPos )
{
case 0 :
stepX = - 1.0 * ( hexWbase / ( 2.0 * steps ) ) ;
stepY = - 1.0 * ( hexHbase / ( static_cast < double > ( steps ) ) ) ;
break ;
case 1 :
stepX = hexWbase / ( 2.0 * steps ) ;
stepY = - 1.0 * hexHbase / ( static_cast < double > ( steps ) ) ;
break ;
case 2 :
stepX = hexWbase / static_cast < double > ( steps ) ;
stepY = 0.0 ;
break ;
case 3 :
stepX = hexWbase / ( 2.0 * steps ) ;
stepY = hexHbase / static_cast < double > ( steps ) ;
break ;
case 4 :
stepX = - 1.0 * hexWbase / ( 2.0 * steps ) ;
stepY = hexHbase / static_cast < double > ( steps ) ;
break ;
case 5 :
stepX = - 1.0 * hexWbase / static_cast < double > ( steps ) ;
stepY = 0.0 ;
break ;
}
}
//step shifts calculated
return true ;
}
void CMovementAnimation : : nextFrame ( )
{
//moving instructions
posX + = stepX ;
myAnim ( ) - > pos . x = static_cast < Sint16 > ( posX ) ;
posY + = stepY ;
myAnim ( ) - > pos . y = static_cast < Sint16 > ( posY ) ;
// Increments step count and check if we are finished with current animation
+ + whichStep ;
if ( whichStep = = steps )
{
// Sets the position of the creature animation sprites
Point coords = CClickableHex : : getXYUnitAnim ( nextHex , owner - > creDir [ stack - > ID ] , stack , owner ) ;
myAnim ( ) - > pos = coords ;
// true if creature haven't reached the final destination hex
if ( ( nextPos + 1 ) < destTiles . size ( ) )
{
// update the next hex field which has to be reached by the stack
nextPos + + ;
curStackPos = nextHex ;
nextHex = destTiles [ nextPos ] ;
// update position of double wide creatures
bool twoTiles = stack - > doubleWide ( ) ;
if ( twoTiles & & bool ( stack - > attackerOwned ) & & ( owner - > creDir [ stack - > ID ] ! = bool ( stack - > attackerOwned ) ) ) //big attacker creature is reversed
myAnim ( ) - > pos . x - = 44 ;
else if ( twoTiles & & ( ! bool ( stack - > attackerOwned ) ) & & ( owner - > creDir [ stack - > ID ] ! = bool ( stack - > attackerOwned ) ) ) //big defender creature is reversed
myAnim ( ) - > pos . x + = 44 ;
// re-init animation
for ( std : : list < std : : pair < CBattleAnimation * , bool > > : : iterator it = owner - > pendingAnims . begin ( ) ; it ! = owner - > pendingAnims . end ( ) ; + + it )
{
if ( it - > first = = this )
{
it - > second = false ;
break ;
}
}
}
else
endAnim ( ) ;
}
}
void CMovementAnimation : : endAnim ( )
{
const CStack * movedStack = stack ;
CBattleAnimation : : endAnim ( ) ;
if ( movedStack )
owner - > addNewAnim ( new CMovementEndAnimation ( owner , stack , nextHex ) ) ;
if ( owner - > moveSh > = 0 )
{
CCS - > soundh - > stopSound ( owner - > moveSh ) ;
owner - > moveSh = - 1 ;
}
delete this ;
}
CMovementAnimation : : CMovementAnimation ( CBattleInterface * _owner , const CStack * _stack , std : : vector < BattleHex > _destTiles , int _distance )
: CBattleStackAnimation ( _owner , _stack ) , destTiles ( _destTiles ) , nextPos ( 0 ) , distance ( _distance ) , stepX ( 0.0 ) , stepY ( 0.0 )
{
curStackPos = stack - > position ;
nextHex = destTiles . front ( ) ;
}
CMovementEndAnimation : : CMovementEndAnimation ( CBattleInterface * _owner , const CStack * _stack , BattleHex destTile )
: CBattleStackAnimation ( _owner , _stack ) , destinationTile ( destTile )
{ }
bool CMovementEndAnimation : : init ( )
{
if ( ! isEarliest ( true ) )
return false ;
if ( ! stack | | myAnim ( ) - > framesInGroup ( CCreatureAnim : : MOVE_END ) = = 0 | |
myAnim ( ) - > getType ( ) = = CCreatureAnim : : DEATH )
{
endAnim ( ) ;
return false ;
}
CCS - > soundh - > playSound ( battle_sound ( stack - > getCreature ( ) , endMoving ) ) ;
myAnim ( ) - > setType ( CCreatureAnim : : MOVE_END ) ;
return true ;
}
void CMovementEndAnimation : : nextFrame ( )
{
if ( myAnim ( ) - > onLastFrameInGroup ( ) )
{
endAnim ( ) ;
}
}
void CMovementEndAnimation : : endAnim ( )
{
CBattleAnimation : : endAnim ( ) ;
if ( myAnim ( ) - > getType ( ) ! = CCreatureAnim : : DEATH )
myAnim ( ) - > setType ( CCreatureAnim : : HOLDING ) ; //resetting to default
CCS - > curh - > show ( ) ;
delete this ;
}
CMovementStartAnimation : : CMovementStartAnimation ( CBattleInterface * _owner , const CStack * _stack )
: CBattleStackAnimation ( _owner , _stack )
{ }
bool CMovementStartAnimation : : init ( )
{
if ( ! isEarliest ( false ) )
return false ;
if ( ! stack | | myAnim ( ) - > getType ( ) = = 5 )
{
CMovementStartAnimation : : endAnim ( ) ;
return false ;
}
CCS - > soundh - > playSound ( battle_sound ( stack - > getCreature ( ) , startMoving ) ) ;
myAnim ( ) - > setType ( CCreatureAnim : : MOVE_START ) ;
return true ;
}
void CMovementStartAnimation : : nextFrame ( )
{
if ( myAnim ( ) - > onLastFrameInGroup ( ) )
{
endAnim ( ) ;
}
else
{
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if ( ( owner - > animCount + 1 ) % ( 4 / owner - > getAnimSpeed ( ) ) = = 0 )
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myAnim ( ) - > incrementFrame ( ) ;
}
}
void CMovementStartAnimation : : endAnim ( )
{
CBattleAnimation : : endAnim ( ) ;
delete this ;
}
CReverseAnimation : : CReverseAnimation ( CBattleInterface * _owner , const CStack * stack , BattleHex dest , bool _priority )
: CBattleStackAnimation ( _owner , stack ) , partOfAnim ( 1 ) , secondPartSetup ( false ) , hex ( dest ) , priority ( _priority )
{ }
bool CReverseAnimation : : init ( )
{
if ( myAnim ( ) = = NULL | | myAnim ( ) - > getType ( ) = = 5 )
{
endAnim ( ) ;
return false ; //there is no such creature
}
if ( ! priority & & ! isEarliest ( false ) )
return false ;
if ( myAnim ( ) - > framesInGroup ( CCreatureAnim : : TURN_R ) )
myAnim ( ) - > setType ( CCreatureAnim : : TURN_R ) ;
else
setupSecondPart ( ) ;
return true ;
}
void CReverseAnimation : : nextFrame ( )
{
if ( partOfAnim = = 1 ) //first part of animation
{
if ( myAnim ( ) - > onLastFrameInGroup ( ) )
{
partOfAnim = 2 ;
}
}
else if ( partOfAnim = = 2 )
{
if ( ! secondPartSetup )
{
setupSecondPart ( ) ;
}
if ( myAnim ( ) - > onLastFrameInGroup ( ) )
{
endAnim ( ) ;
}
}
}
void CReverseAnimation : : endAnim ( )
{
CBattleAnimation : : endAnim ( ) ;
if ( stack - > alive ( ) ) //don't do that if stack is dead
myAnim ( ) - > setType ( CCreatureAnim : : HOLDING ) ;
delete this ;
}
void CReverseAnimation : : setupSecondPart ( )
{
owner - > creDir [ stack - > ID ] = ! owner - > creDir [ stack - > ID ] ;
if ( ! stack )
{
endAnim ( ) ;
return ;
}
Point coords = CClickableHex : : getXYUnitAnim ( hex , owner - > creDir [ stack - > ID ] , stack , owner ) ;
myAnim ( ) - > pos . x = coords . x ;
//creAnims[stackID]->pos.y = coords.second;
if ( stack - > doubleWide ( ) )
{
if ( stack - > attackerOwned )
{
if ( ! owner - > creDir [ stack - > ID ] )
myAnim ( ) - > pos . x - = 44 ;
}
else
{
if ( owner - > creDir [ stack - > ID ] )
myAnim ( ) - > pos . x + = 44 ;
}
}
secondPartSetup = true ;
if ( myAnim ( ) - > framesInGroup ( CCreatureAnim : : TURN_L ) )
myAnim ( ) - > setType ( CCreatureAnim : : TURN_L ) ;
else
endAnim ( ) ;
}
CShootingAnimation : : CShootingAnimation ( CBattleInterface * _owner , const CStack * attacker , BattleHex _dest , const CStack * _attacked , bool _catapult , int _catapultDmg )
: CAttackAnimation ( _owner , attacker , _dest , _attacked ) , catapultDamage ( _catapultDmg ) , catapult ( _catapult )
{ }
bool CShootingAnimation : : init ( )
{
if ( ! CAttackAnimation : : checkInitialConditions ( ) )
return false ;
const CStack * shooter = attackingStack ;
if ( ! shooter | | myAnim ( ) - > getType ( ) = = 5 )
{
endAnim ( ) ;
return false ;
}
// Create the projectile animation
double projectileAngle ; //in radians; if positive, projectiles goes up
double straightAngle = 0.2 ; //maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value)
int fromHex = shooter - > position ;
projectileAngle = atan2 ( static_cast < double > ( abs ( dest - fromHex ) / GameConstants : : BFIELD_WIDTH ) , static_cast < double > ( abs ( dest - fromHex ) % GameConstants : : BFIELD_WIDTH ) ) ;
if ( fromHex < dest )
projectileAngle = - projectileAngle ;
// 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 = = 149 )
{
int creID = CGI - > creh - > factionToTurretCreature [ owner - > siegeH - > town - > town - > typeID ] ;
shooterInfo = CGI - > creh - > creatures [ creID ] ;
}
ProjectileInfo spi ;
spi . creID = shooter - > getCreature ( ) - > idNumber ;
spi . stackID = shooter - > ID ;
spi . reverse = ! shooter - > attackerOwned ;
spi . step = 0 ;
spi . frameNum = 0 ;
if ( vstd : : contains ( CGI - > creh - > idToProjectileSpin , shooterInfo - > idNumber ) )
spi . spin = CGI - > creh - > idToProjectileSpin [ shooterInfo - > idNumber ] ;
else
{
tlog2 < < " Warning - no projectile spin for spi.creID " < < shooterInfo - > idNumber < < std : : endl ;
spi . spin = false ;
}
Point xycoord = CClickableHex : : getXYUnitAnim ( shooter - > position , true , shooter , owner ) ;
Point destcoord ;
// The "master" point where all projectile positions relate to.
static const Point projectileOrigin ( 181 , 252 ) ;
if ( attackedStack )
{
destcoord = CClickableHex : : getXYUnitAnim ( dest , false , attackedStack , owner ) ;
destcoord . x + = 250 ; destcoord . y + = 210 ; //TODO: find a better place to shoot
// Calculate projectile start position. Offsets are read out of the CRANIM.TXT.
if ( projectileAngle > straightAngle )
{
//upper shot
spi . x = xycoord . x + projectileOrigin . x + shooterInfo - > upperRightMissleOffsetX ;
spi . y = xycoord . y + projectileOrigin . y + shooterInfo - > upperRightMissleOffsetY ;
}
else if ( projectileAngle < - straightAngle )
{
//lower shot
spi . x = xycoord . x + projectileOrigin . x + shooterInfo - > lowerRightMissleOffsetX ;
spi . y = xycoord . y + projectileOrigin . y + shooterInfo - > lowerRightMissleOffsetY ;
}
else
{
//straight shot
spi . x = xycoord . x + projectileOrigin . x + shooterInfo - > rightMissleOffsetX ;
spi . y = xycoord . y + projectileOrigin . y + shooterInfo - > rightMissleOffsetY ;
}
double animSpeed = 23.0 * owner - > getAnimSpeed ( ) ; // flight speed of projectile
spi . lastStep = static_cast < int > ( sqrt ( static_cast < double > ( ( destcoord . x - spi . x ) * ( destcoord . x - spi . x ) + ( destcoord . y - spi . y ) * ( destcoord . y - spi . y ) ) ) / animSpeed ) ;
if ( spi . lastStep = = 0 )
spi . lastStep = 1 ;
spi . dx = ( destcoord . x - spi . x ) / spi . lastStep ;
spi . dy = ( destcoord . y - spi . y ) / spi . lastStep ;
spi . catapultInfo = 0 ;
}
else
{
// Catapult attack
// These are the values for equations of this kind: f(x) = ax^2 + bx + c
static const std : : vector < CatapultProjectileInfo * > trajectoryCurves = boost : : assign : : list_of < CatapultProjectileInfo * > ( new CatapultProjectileInfo ( 4.309 , - 3.198 , 569.2 , - 296 , 182 ) )
( new CatapultProjectileInfo ( 4.710 , - 3.11 , 558.68 , - 258 , 175 ) ) ( new CatapultProjectileInfo ( 5.056 , - 3.003 , 546.9 , - 236 , 174 ) )
( new CatapultProjectileInfo ( 4.760 , - 2.74 , 526.47 , - 216 , 215 ) ) ( new CatapultProjectileInfo ( 4.288 , - 2.496 , 508.98 , - 223 , 274 ) )
( new CatapultProjectileInfo ( 3.683 , - 3.018 , 558.39 , - 324 , 176 ) ) ( new CatapultProjectileInfo ( 2.884 , - 2.607 , 528.95 , - 366 , 312 ) )
( new CatapultProjectileInfo ( 3.783 , - 2.364 , 501.35 , - 227 , 318 ) ) ;
static std : : map < int , int > hexToCurve = boost : : assign : : map_list_of < int , int > ( 29 , 0 ) ( 62 , 1 ) ( 95 , 2 ) ( 130 , 3 ) ( 182 , 4 ) ( 12 , 5 ) ( 50 , 6 ) ( 183 , 7 ) ;
std : : map < int , int > : : iterator it = hexToCurve . find ( dest . hex ) ;
if ( it = = hexToCurve . end ( ) )
{
tlog1 < < " For the hex position " < < dest . hex < < " is no curve defined. " ;
endAnim ( ) ;
return false ;
}
else
{
int curveID = it - > second ;
spi . catapultInfo = trajectoryCurves [ curveID ] ;
double animSpeed = 3.318 * owner - > getAnimSpeed ( ) ;
spi . lastStep = static_cast < int > ( ( spi . catapultInfo - > toX - spi . catapultInfo - > fromX ) / animSpeed ) ;
spi . dx = animSpeed ;
spi . dy = 0 ;
spi . x = xycoord . x + projectileOrigin . x + shooterInfo - > rightMissleOffsetX + 17. ;
spi . y = xycoord . y + projectileOrigin . y + shooterInfo - > rightMissleOffsetY + 10. ;
// Add explosion anim
int xEnd = static_cast < int > ( spi . x + spi . lastStep * spi . dx ) ;
int yEnd = static_cast < int > ( spi . catapultInfo - > calculateY ( xEnd ) ) ;
owner - > addNewAnim ( new CSpellEffectAnimation ( owner , " SGEXPL.DEF " , xEnd - 126 , yEnd - 105 ) ) ;
}
}
// Set starting frame
if ( spi . spin )
{
spi . frameNum = 0 ;
}
else
{
double pi = boost : : math : : constants : : pi < double > ( ) ;
spi . frameNum = static_cast < int > ( ( ( pi / 2.0 - projectileAngle ) / ( 2.0 * pi ) + 1 / ( static_cast < double > ( 2 * ( owner - > idToProjectile [ spi . creID ] - > ourImages . size ( ) - 1 ) ) ) ) * ( owner - > idToProjectile [ spi . creID ] - > ourImages . size ( ) - 1 ) ) ;
}
// Set projectile animation start delay which is specified in frames
spi . animStartDelay = shooterInfo - > attackClimaxFrame ;
owner - > projectiles . push_back ( spi ) ;
//attack animation
shooting = true ;
if ( projectileAngle > straightAngle ) //upper shot
group = CCreatureAnim : : SHOOT_UP ;
else if ( projectileAngle < - straightAngle ) //lower shot
group = CCreatureAnim : : SHOOT_DOWN ;
else //straight shot
group = CCreatureAnim : : SHOOT_FRONT ;
return true ;
}
void CShootingAnimation : : nextFrame ( )
{
for ( std : : list < std : : pair < CBattleAnimation * , bool > > : : const_iterator it = owner - > pendingAnims . begin ( ) ; it ! = owner - > pendingAnims . end ( ) ; + + it )
{
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 ( )
{
CBattleAnimation : : endAnim ( ) ;
delete this ;
}
CSpellEffectAnimation : : CSpellEffectAnimation ( CBattleInterface * _owner , ui32 _effect , BattleHex _destTile , int _dx , int _dy , bool _Vflip )
2012-05-05 00:16:39 +03:00
: CBattleAnimation ( _owner ) , effect ( _effect ) , destTile ( _destTile ) , customAnim ( " " ) , x ( 0 ) , y ( 0 ) , dx ( _dx ) , dy ( _dy ) , Vflip ( _Vflip )
2011-12-22 16:05:19 +03:00
{ }
CSpellEffectAnimation : : CSpellEffectAnimation ( CBattleInterface * _owner , std : : string _customAnim , int _x , int _y , int _dx , int _dy , bool _Vflip )
: CBattleAnimation ( _owner ) , effect ( - 1 ) , destTile ( 0 ) , customAnim ( _customAnim ) , x ( _x ) , y ( _y ) , dx ( _dx ) , dy ( _dy ) , Vflip ( _Vflip )
{ }
bool CSpellEffectAnimation : : init ( )
{
if ( ! isEarliest ( true ) )
return false ;
if ( effect = = 12 ) //armageddon
{
if ( effect = = - 1 | | graphics - > battleACToDef [ effect ] . size ( ) ! = 0 )
{
CDefHandler * anim ;
if ( customAnim . size ( ) )
anim = CDefHandler : : giveDef ( customAnim ) ;
else
anim = CDefHandler : : giveDef ( graphics - > battleACToDef [ effect ] [ 0 ] ) ;
if ( Vflip )
{
for ( size_t v = 0 ; v < anim - > ourImages . size ( ) ; + + v )
{
CSDL_Ext : : VflipSurf ( anim - > ourImages [ v ] . bitmap ) ;
}
}
for ( int i = 0 ; i * anim - > width < owner - > pos . w ; + + i )
{
for ( int j = 0 ; j * anim - > height < owner - > pos . h ; + + j )
{
BattleEffect be ;
be . effectID = ID ;
be . anim = CDefHandler : : giveDef ( graphics - > battleACToDef [ effect ] [ 0 ] ) ;
if ( Vflip )
{
for ( size_t v = 0 ; v < be . anim - > ourImages . size ( ) ; + + v )
{
CSDL_Ext : : VflipSurf ( be . anim - > ourImages [ v ] . bitmap ) ;
}
}
be . frame = 0 ;
be . maxFrame = be . anim - > ourImages . size ( ) ;
be . x = i * anim - > width + owner - > pos . x ;
be . y = j * anim - > height + owner - > pos . y ;
owner - > battleEffects . push_back ( be ) ;
}
}
}
else //there is nothing to play
{
endAnim ( ) ;
return false ;
}
}
else // Effects targeted at a specific creature/hex.
{
if ( effect = = - 1 | | graphics - > battleACToDef [ effect ] . size ( ) ! = 0 )
{
const CStack * destStack = owner - > curInt - > cb - > battleGetStackByPos ( destTile , false ) ;
Rect & tilePos = owner - > bfield [ destTile ] . pos ;
BattleEffect be ;
be . effectID = ID ;
if ( customAnim . size ( ) )
be . anim = CDefHandler : : giveDef ( customAnim ) ;
else
be . anim = CDefHandler : : giveDef ( graphics - > battleACToDef [ effect ] [ 0 ] ) ;
if ( Vflip )
{
for ( size_t v = 0 ; v < be . anim - > ourImages . size ( ) ; + + v )
{
CSDL_Ext : : VflipSurf ( be . anim - > ourImages [ v ] . bitmap ) ;
}
}
be . frame = 0 ;
be . maxFrame = be . anim - > ourImages . size ( ) ;
if ( effect = = 1 )
be . maxFrame = 3 ;
switch ( effect )
{
case - 1 :
be . x = x ;
be . y = y ;
break ;
case 0 : // Prayer and Lightning Bolt.
case 1 :
// Position effect with it's bottom center touching the bottom center of affected tile(s).
be . x = tilePos . x + tilePos . w / 2 - be . anim - > width / 2 ;
be . y = tilePos . y + tilePos . h - be . anim - > height ;
break ;
default :
// Position effect with it's center touching the top center of affected tile(s).
be . x = tilePos . x + tilePos . w / 2 - be . anim - > width / 2 ;
be . y = tilePos . y - be . anim - > height / 2 ;
break ;
}
// Correction for 2-hex creatures.
if ( destStack ! = NULL & & destStack - > doubleWide ( ) )
be . x + = ( destStack - > attackerOwned ? - 1 : 1 ) * tilePos . w / 2 ;
owner - > battleEffects . push_back ( be ) ;
}
else //there is nothing to play
{
endAnim ( ) ;
return false ;
}
}
//battleEffects
return true ;
}
void CSpellEffectAnimation : : nextFrame ( )
{
//notice: there may be more than one effect in owner->battleEffects correcponding to this animation (ie. armageddon)
for ( std : : list < BattleEffect > : : iterator it = owner - > battleEffects . begin ( ) ; it ! = owner - > battleEffects . end ( ) ; + + it )
{
if ( it - > effectID = = ID )
{
+ + ( it - > frame ) ;
if ( it - > frame = = it - > maxFrame )
{
endAnim ( ) ;
break ;
}
else
{
it - > x + = dx ;
it - > y + = dy ;
}
}
}
}
void CSpellEffectAnimation : : endAnim ( )
{
CBattleAnimation : : endAnim ( ) ;
std : : vector < std : : list < BattleEffect > : : iterator > toDel ;
for ( std : : list < BattleEffect > : : iterator it = owner - > battleEffects . begin ( ) ; it ! = owner - > battleEffects . end ( ) ; + + it )
{
if ( it - > effectID = = ID )
{
toDel . push_back ( it ) ;
}
}
for ( size_t b = 0 ; b < toDel . size ( ) ; + + b )
{
delete toDel [ b ] - > anim ;
owner - > battleEffects . erase ( toDel [ b ] ) ;
}
delete this ;
}