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* animation of catapult

* stacks won't be reversed when attacked by turrets
This commit is contained in:
mateuszb 2009-09-24 13:44:55 +00:00
parent 307c20e7dc
commit 9a1669b926
7 changed files with 61 additions and 22 deletions

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@ -295,6 +295,9 @@ bool CBattleStackAnimation::isToReverseHlp(int hexFrom, int hexTo, bool curDir)
bool CBattleStackAnimation::isToReverse(int hexFrom, int hexTo, bool curDir, bool toDoubleWide, bool toDir)
{
if(hexTo < 0) //turret
return false;
if(toDoubleWide)
{
return isToReverseHlp(hexFrom, hexTo, curDir) &&
@ -946,7 +949,16 @@ bool CShootingAnim::init()
spi.spin = CGI->creh->idToProjectileSpin[spi.creID];
Point xycoord = CBattleHex::getXYUnitAnim(shooter->position, true, shooter, owner);
Point destcoord = CBattleHex::getXYUnitAnim(dest, false, attackedStack, owner);
Point destcoord;
if(attackedStack)
{
destcoord = CBattleHex::getXYUnitAnim(dest, false, attackedStack, owner);
}
else //catapult attack
{
destcoord.x = -160 + 22 * ( ((dest/BFIELD_WIDTH) + 1)%2 ) + 44 * (dest % BFIELD_WIDTH);
destcoord.y = -139 + 42 * (dest/BFIELD_WIDTH);
}
destcoord.x += 250; destcoord.y += 210; //TODO: find a better place to shoot
if(projectileAngle > straightAngle) //upper shot
@ -983,7 +995,11 @@ bool CShootingAnim::init()
owner->projectiles.push_back(spi);
//attack aniamtion
IDby = attackedStack->ID;
if(attackedStack)
IDby = attackedStack->ID;
else
IDby = -1;
posShiftDueToDist = 0;
shooting = true;
@ -1017,9 +1033,15 @@ void CShootingAnim::endAnim()
delete this;
}
CShootingAnim::CShootingAnim(CBattleInterface * _owner, int attacker, int _dest)
: CBattleAttack(_owner, attacker, _dest)
CShootingAnim::CShootingAnim(CBattleInterface * _owner, int attacker, int _dest, bool _catapult, int _catapultDmg)
: CBattleAttack(_owner, attacker, _dest), catapultDamage(_catapultDmg), catapult(_catapult)
{
if(catapult) //catapult attack
{
owner->addNewAnim( new CSpellEffectAnim(owner, "SGEXPL.DEF",
-130 + 22 * ( ((dest/BFIELD_WIDTH) + 1)%2 ) + 44 * (dest % BFIELD_WIDTH),
-50 + 42 * (dest/BFIELD_WIDTH) ));
}
}
////////////////////////
@ -2441,6 +2463,18 @@ void CBattleInterface::stackIsShooting(int ID, int dest)
addNewAnim(new CShootingAnim(this, ID, dest));
}
void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
{
for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = ca.attackedParts.begin(); it != ca.attackedParts.end(); ++it)
{
addNewAnim(new CShootingAnim(this, ca.attacker, it->first.second, true, it->second));
SDL_FreeSurface(siegeH->walls[it->first.first + 2]);
siegeH->walls[it->first.first + 2] = BitmapHandler::loadBitmap(
siegeH->getSiegeName(it->first.first + 2, LOCPLINT->cb->battleGetWallState(it->first.first)) );
}
}
void CBattleInterface::battleFinished(const BattleResult& br)
{
bresult = &br;
@ -2960,6 +2994,9 @@ void CBattleInterface::endAction(const BattleAction* action)
{
pendingAnims.push_back(std::make_pair(new CBattleMoveEnd(this, action->stackNumber, action->destinationTile), false));
}
if(action->actionType == 9) //catapult
{
}
}
void CBattleInterface::hideQueue()

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@ -29,6 +29,7 @@ template <typename T> struct CondSh;
struct SetStackEffect;;
struct BattleAction;
class CGTownInstance;
struct CatapultAttack;
class CBattleInterface;
@ -187,6 +188,7 @@ public:
bool checkInitialConditions();
CBattleAttack(CBattleInterface * _owner, int _stackID, int _dest);
};
@ -202,12 +204,15 @@ public:
class CShootingAnim : public CBattleAttack
{
private:
int catapultDamage;
bool catapult;
public:
bool init();
void nextFrame();
void endAnim();
CShootingAnim(CBattleInterface * _owner, int attacker, int _dest);
CShootingAnim(CBattleInterface * _owner, int attacker, int _dest, bool _catapult = false, int _catapultDmg = 0); //last param only for catapult attacks
};
//end of battle animation handlers
@ -415,7 +420,7 @@ private:
void printPartOfWall(SDL_Surface * to, int what);//what: 1 - background wall, 2 - keep, 3 - bottom tower, 4 - bottom wall, 5 - below gate, 6 - over gate, 7 - upper wall, 8 - uppert tower, 9 - gate, 10 - gate arch, 11 - bottom static wall, 12 - upper static wall, 15 - keep creature cover, 16 - bottom turret creature cover, 17 - upper turret creature cover
friend class CPlayerInterface;
friend class CBattleInterface;
} * siegeH;
public:
std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
@ -475,6 +480,7 @@ public:
void newRound(int number); //caled when round is ended; number is the number of round
void hexLclicked(int whichOne); //hex only call-in
void stackIsShooting(int ID, int dest); //called when stack with id ID is shooting to hex dest
void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
void displayBattleFinished(); //displays battle result

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@ -998,12 +998,7 @@ void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObst
void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
{
for(std::set< std::pair<ui8, ui8> >::const_iterator it = ca.attackedParts.begin(); it != ca.attackedParts.end(); ++it)
{
SDL_FreeSurface(battleInt->siegeH->walls[it->first + 2]);
battleInt->siegeH->walls[it->first + 2] = BitmapHandler::loadBitmap(
battleInt->siegeH->getSiegeName(it->first + 2, cb->battleGetWallState(it->first)) );
}
battleInt->stackIsCatapulting(ca);
}
void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)

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@ -28,7 +28,7 @@
136 SMBALX.DEF 0
137 PLCBOWX.DEF 0
138 PHALF.DEF 1
145 SMBALX.DEF 0
145 SMCATX.DEF 1
146 SMBALX.DEF 0
152 SMBALX.DEF 0
169 SMBALX.DEF 0

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@ -1028,15 +1028,15 @@ struct CatapultAttack : public CPackForClient //3015
DLL_EXPORT void applyGs(CGameState *gs);
void applyCl(CClient *cl);
std::set< std::pair<ui8, ui8> > attackedParts; // <attackedPartOfWall, damageDealt>
std::set< std::pair< std::pair< ui8, si16 >, ui8> > attackedParts; // < <attackedPartOfWall, attacked hex >, damageDealt>
//attackedPartOfWall; //[0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate;
//damageDealt;
bool byCatapult; //if true, by catapult, if false - by something else (ie. spell)
int attacker; //if -1, then a spell caused this
template <typename Handler> void serialize(Handler &h, const int version)
{
h & attackedParts & byCatapult;
h & attackedParts & attacker;
}
};

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@ -1088,10 +1088,10 @@ DLL_EXPORT void CatapultAttack::applyGs( CGameState *gs )
{
if(gs->curB && gs->curB->siege != 0) //if there is a battle and it's a siege
{
for(std::set< std::pair<ui8, ui8> >::const_iterator it = attackedParts.begin(); it != attackedParts.end(); ++it)
for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = attackedParts.begin(); it != attackedParts.end(); ++it)
{
gs->curB->si.wallState[it->first] =
std::min( gs->curB->si.wallState[it->first] + it->second, 3 );
gs->curB->si.wallState[it->first.first] =
std::min( gs->curB->si.wallState[it->first.first] + it->second, 3 );
}
}
}

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@ -2602,8 +2602,9 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
continue;
CatapultAttack ca; //package for clients
std::pair<ui8, ui8> attack;
attack.first = attackedPart;
std::pair< std::pair< ui8, si16 >, ui8> attack;
attack.first.first = attackedPart;
attack.first.second = ba.destinationTile;
attack.second = 0;
int chanceForHit = 0;
@ -2672,7 +2673,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
sendAndApply(&bsr);
}
}
ca.byCatapult = true;
ca.attacker = ba.stackNumber;
ca.attackedParts.insert(attack);
sendAndApply(&ca);