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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

* certain improvements for animations in battles

* obstacles won't be placed on battlefield when creature bank is attacked
This commit is contained in:
mateuszb 2009-09-11 12:46:26 +00:00
parent 9f6fd12b5f
commit c8ac6cf914
4 changed files with 84 additions and 59 deletions

View File

@ -589,8 +589,8 @@ BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
#if defined PRINT_DEBUG
PrintBattleAction(ba);
#endif
assert(m_cb->battleGetStackByPos(ba.additionalInfo)); //if action is action_walk_and_attack additional info must point on enemy stack
assert(m_cb->battleGetStackByPos(ba.additionalInfo) != attackerStack); //don't attack ourselve
assert(m_cb->battleGetStackByPos(ba.additionalInfo, false)); //if action is action_walk_and_attack additional info must point on enemy stack
assert(m_cb->battleGetStackByPos(ba.additionalInfo, false) != attackerStack); //don't attack ourselve
return ba;
}
}

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@ -86,11 +86,19 @@ void CBattleAnimation::endAnim()
}
}
bool CBattleAnimation::isEarliest()
bool CBattleAnimation::isEarliest(bool perStackConcurrency)
{
int lowestMoveID = owner->animIDhelper + 5;
for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
{
CBattleStackAnimation * stAnim = dynamic_cast<CBattleStackAnimation *>(it->first);
CBattleStackAnimation * thAnim = dynamic_cast<CBattleStackAnimation *>(this);
if(perStackConcurrency && stAnim && thAnim && stAnim->stackID != thAnim->stackID)
continue;
if(dynamic_cast<CReverseAnim *>(stAnim) && stAnim->stackID == thAnim->stackID)
return false;
if(it->first)
amin(lowestMoveID, it->first->ID);
}
@ -112,10 +120,7 @@ CBattleStackAnimation::CBattleStackAnimation(CBattleInterface * _owner, int stac
bool CReverseAnim::init()
{
if( !isEarliest() )
return false;
if(owner->creAnims[stackID]==NULL)
if(owner->creAnims[stackID] == NULL || owner->creAnims[stackID]->getType() == 5)
{
endAnim();
@ -142,7 +147,8 @@ void CReverseAnim::nextFrame()
{
owner->creDir[stackID] = !owner->creDir[stackID];
const CStack * curs = LOCPLINT->cb->battleGetStackByID(stackID);
const CStack * curs = LOCPLINT->cb->battleGetStackByID(stackID, false);
std::pair <int, int> coords = CBattleHex::getXYUnitAnim(hex, owner->creDir[stackID], curs, owner);
owner->creAnims[stackID]->pos.x = coords.first;
//creAnims[stackID]->pos.y = coords.second;
@ -204,17 +210,35 @@ bool CDefenceAnim::init()
if(dynamic_cast<CDefenceAnim *>(it->first))
continue;
if(dynamic_cast<CReverseAnim *>(it->first))
return false;
if(it->first)
amin(lowestMoveID, it->first->ID);
}
if(ID > lowestMoveID)
return false;
const CStack * attacker = LOCPLINT->cb->battleGetStackByID(IDby, false);
const CStack * attacked = LOCPLINT->cb->battleGetStackByID(stackID, false);
//reverse unit if necessary
if((attacked->position > attacker->position) && owner->creDir[stackID] == true)
{
owner->pendingAnims.push_back(std::make_pair(new CReverseAnim(owner, stackID, attacked->position), false));
return false;
}
else if ((attacked->position < attacker->position) && owner->creDir[stackID] == false)
{
owner->pendingAnims.push_back(std::make_pair(new CReverseAnim(owner, stackID, attacked->position), false));
return false;
}
//unit reversed
if(byShooting) //delay hit animation
{
const CStack * attacker = LOCPLINT->cb->battleGetStackByID(IDby);
{
for(std::list<SProjectileInfo>::const_iterator it = owner->projectiles.begin(); it != owner->projectiles.end(); ++it)
{
if(it->creID == attacker->creature->idNumber)
@ -226,8 +250,6 @@ bool CDefenceAnim::init()
//initializing
int maxLen = 0;
const CStack * attacked = LOCPLINT->cb->battleGetStackByID(stackID, false);
if(killed)
{
@ -248,12 +270,11 @@ void CDefenceAnim::nextFrame()
{
if(continueAnim)
{
if((owner->animCount+1)%(4/CBattleInterface::settings.animSpeed)==0 && !owner->creAnims[stackID]->onLastFrameInGroup())
if( owner->creAnims[stackID]->getType() == 5 && (owner->animCount+1)%(4/CBattleInterface::settings.animSpeed)==0
&& !owner->creAnims[stackID]->onLastFrameInGroup() )
{
owner->creAnims[stackID]->incrementFrame();
}
if(owner->creAnims[stackID]->onLastFrameInGroup() && owner->creAnims[stackID]->getType() == 3)
owner->creAnims[stackID]->setType(2);
if(owner->creAnims[stackID]->onLastFrameInGroup())
{
@ -279,6 +300,19 @@ void CDefenceAnim::endAnim()
if(IDby!=-1)
owner->printConsoleAttacked(stackID, dmg, amountKilled, IDby);
const CStack * attacker = LOCPLINT->cb->battleGetStackByID(IDby, false);
const CStack * attacked = LOCPLINT->cb->battleGetStackByID(stackID, false);
//reverse unit if necessary
if((attacked->position > attacker->position) && owner->creDir[stackID] == false)
{
owner->pendingAnims.push_back(std::make_pair(new CReverseAnim(owner, stackID, attacked->position), false));
}
else if ((attacked->position < attacker->position) && owner->creDir[stackID] == true)
{
owner->pendingAnims.push_back(std::make_pair(new CReverseAnim(owner, stackID, attacked->position), false));
}
//unit reversed
CBattleAnimation::endAnim();
@ -296,28 +330,25 @@ CDefenceAnim::CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface *
bool CBattleStackMoved::init()
{
if( !isEarliest() )
if( !isEarliest(false) )
return false;
//a few useful variables
steps = owner->creAnims[stackID]->framesInGroup(0)*owner->getAnimSpeedMultiplier()-1;
whichStep = 0;
int hexWbase = 44, hexHbase = 42;
const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID);
if(!movedStack)
const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID, false);
if(!movedStack || owner->creAnims[stackID]->getType() == 5)
{
endAnim();
return false;
}
bool twoTiles = movedStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE);
std::pair<int, int> begPosition = CBattleHex::getXYUnitAnim(curStackPos, movedStack->attackerOwned, movedStack, owner);
std::pair<int, int> endPosition = CBattleHex::getXYUnitAnim(destHex, movedStack->attackerOwned, movedStack, owner);
owner->moveSh = CGI->soundh->playSound(movedStack->creature->sounds.move, -1);
CGI->curh->hide();
owner->creAnims[stackID]->setType(0);
int mutPos = BattleInfo::mutualPosition(curStackPos, destHex);
@ -332,12 +363,15 @@ bool CBattleStackMoved::init()
owner->pendingAnims.push_back(std::make_pair(new CReverseAnim(owner, stackID, curStackPos), false));
return false;
}
if(owner->creAnims[stackID]->getType() != 0)
{
owner->creAnims[stackID]->setType(0);
}
//unit reversed
owner->moveSh = CGI->soundh->playSound(movedStack->creature->sounds.move, -1);
//step shift calculation
posX = owner->creAnims[stackID]->pos.x, posY = owner->creAnims[stackID]->pos.y; // for precise calculations ;]
if(mutPos == -1 && movedStack->hasFeatureOfType(StackFeature::FLYING))
@ -434,12 +468,12 @@ CBattleStackMoved::CBattleStackMoved(CBattleInterface * _owner, int _number, int
bool CBattleMoveStart::init()
{
if( !isEarliest() )
if( !isEarliest(false) )
return false;
const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID);
const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID, false);
if(!movedStack)
if(!movedStack || owner->creAnims[stackID]->getType() == 5)
{
CBattleMoveStart::endAnim();
return false;
@ -480,11 +514,11 @@ CBattleMoveStart::CBattleMoveStart(CBattleInterface * _owner, int stack)
bool CBattleMoveEnd::init()
{
if( !isEarliest() )
if( !isEarliest(true) )
return false;
const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID);
if(!movedStack || owner->creAnims[stackID]->framesInGroup(21) == 0)
const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID, false);
if(!movedStack || owner->creAnims[stackID]->framesInGroup(21) == 0 || owner->creAnims[stackID]->getType() == 5)
{
endAnim();
@ -542,7 +576,7 @@ void CBattleAttack::nextFrame()
if(owner->creAnims[stackID]->getType() != group)
owner->creAnims[stackID]->setType(group);
if(frame == 0)
if(owner->creAnims[stackID]->getFrame() == 0)
{
const CStack * aStack = LOCPLINT->cb->battleGetStackByID(stackID, false); //attacking stack
if(shooting)
@ -575,10 +609,10 @@ void CBattleAttack::nextFrame()
owner->creAnims[stackID]->setType(type);
}
}
else if(frame == (maxframe - 1))
else if(owner->creAnims[stackID]->onLastFrameInGroup())
{
const CStack* aStackp = LOCPLINT->cb->battleGetStackByID(stackID); //attacking stack
if(aStackp == NULL)
const CStack* aStackp = LOCPLINT->cb->battleGetStackByID(stackID, false); //attacking stack
if(aStackp == NULL || owner->creAnims[stackID]->getType() == 5)
return;
bool reverse = false;
@ -647,20 +681,15 @@ void CBattleAttack::nextFrame()
endAnim();
return; //execution of endAnim deletes this !!!
}
hitCount++;
if(hitCount%(4/CBattleInterface::settings.animSpeed) == 0)
frame++;
}
bool CBattleAttack::checkInitialConditions()
{
return isEarliest();
return isEarliest(false);
}
CBattleAttack::CBattleAttack(CBattleInterface * _owner, int _stackID)
: CBattleStackAnimation(_owner, _stackID), frame(0), hitCount(0), sh(-1)
: CBattleStackAnimation(_owner, _stackID), hitCount(0), sh(-1)
{
}
@ -678,9 +707,9 @@ bool CMeleeAttack::init()
owner->pendingAnims.push_back(std::make_pair(new CBattleMoveStart(owner, stackID), false));
const CStack * aStack = LOCPLINT->cb->battleGetStackByID(stackID); //attacking stack
const CStack * aStack = LOCPLINT->cb->battleGetStackByID(stackID, false); //attacking stack
if(!aStack)
if(!aStack || owner->creAnims[stackID]->getType() == 5)
{
endAnim();
@ -773,7 +802,6 @@ bool CMeleeAttack::init()
switch(mutPos) //attack direction
{
case 0: case 1: case 2: case 3: case 4: case 5:
maxframe = owner->creAnims[stackID]->framesInGroup(mutPosToGroup[mutPos]);
group = mutPosToGroup[mutPos];
break;
default:
@ -816,6 +844,13 @@ bool CShootingAnim::init()
if( !CBattleAttack::checkInitialConditions() )
return false;
const CStack * shooter = LOCPLINT->cb->battleGetStackByID(stackID, false);
if(!shooter || owner->creAnims[stackID]->getType() == 5)
{
endAnim();
return false;
}
//projectile
float projectileAngle; //in radians; if positive, projectiles goes up
@ -826,19 +861,12 @@ bool CShootingAnim::init()
projectileAngle = -projectileAngle;
SProjectileInfo spi;
spi.creID = LOCPLINT->cb->battleGetStackByID(stackID)->creature->idNumber;
spi.reverse = !LOCPLINT->cb->battleGetStackByID(stackID)->attackerOwned;
spi.creID = shooter->creature->idNumber;
spi.reverse = !shooter->attackerOwned;
spi.step = 0;
spi.frameNum = 0;
spi.spin = CGI->creh->idToProjectileSpin[spi.creID];
const CStack * shooter = LOCPLINT->cb->battleGetStackByID(stackID);
if(!shooter)
{
endAnim();
return false;
}
std::pair<int, int> xycoord = CBattleHex::getXYUnitAnim(shooter->position, true, shooter, owner);
std::pair<int, int> destcoord = CBattleHex::getXYUnitAnim(dest, false, LOCPLINT->cb->battleGetStackByPos(dest, false), owner);
@ -890,8 +918,6 @@ bool CShootingAnim::init()
else //straight shot
group = 15;
maxframe = owner->creAnims[stackID]->framesInGroup(group);
return true;
}
@ -1355,13 +1381,13 @@ void CBattleInterface::show(SDL_Surface * to)
//double loop because dead stacks should be printed first
for(std::map<int, CStack>::iterator j=stacks.begin(); j!=stacks.end(); ++j)
{
if(j->second.alive() && j->second.position >= 0) //don't show turrets here
if(creAnims[j->second.ID]->getType() != 5 && j->second.position >= 0) //don't show turrets here
stackAliveByHex[j->second.position].push_back(j->second.ID);
}
std::vector<int> stackDeadByHex[BFIELD_SIZE];
for(std::map<int, CStack>::iterator j=stacks.begin(); j!=stacks.end(); ++j)
{
if(!j->second.alive())
if(creAnims[j->second.ID]->getType() == 5)
stackDeadByHex[j->second.position].push_back(j->second.ID);
}
@ -2582,7 +2608,7 @@ void CBattleInterface::showAliveStack(int ID, const std::map<int, CStack> & stac
int affectingSpeed = settings.animSpeed;
if(animType == 1 || animType == 2) //standing stacks should not stand faster :)
affectingSpeed = 2;
bool incrementFrame = (animCount%(4/affectingSpeed)==0) && animType!=5 && animType!=20 && animType!=3 && animType!=2;
bool incrementFrame = (animCount%(4/affectingSpeed)==0) && animType!=5 && animType!=20 && animType!=2;
if(animType == 2)
{

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@ -65,7 +65,7 @@ public:
virtual void nextFrame()=0; //call every new frame
virtual void endAnim(); //to be called mostly internally; in this class it removes animation from pendingAnims list
bool isEarliest(); //determines if this animation is earlies of all
bool isEarliest(bool perStackConcurrency); //determines if this animation is earlies of all
unsigned int ID; //unique identifier
@ -158,7 +158,6 @@ class CBattleAttack : public CBattleStackAnimation
protected:
int IDby; //attacked stack
int dest; //atacked hex
int frame, maxframe; //frame of animation, number of frames of animation
int hitCount; //for delaying animation
bool reversing;
int posShiftDueToDist;

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@ -1114,7 +1114,7 @@ void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, const CCreatureSet
int terType = gs->battleGetBattlefieldType(tile);
//randomize obstacles
if(town == NULL) //do it only when it's not siege
if(town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
{
bool obAv[BFIELD_SIZE]; //availability of hexes for obstacles;
std::vector<int> possibleObstacles;