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:
parent
9f6fd12b5f
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c8ac6cf914
@ -589,8 +589,8 @@ BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
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#if defined PRINT_DEBUG
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PrintBattleAction(ba);
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#endif
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assert(m_cb->battleGetStackByPos(ba.additionalInfo)); //if action is action_walk_and_attack additional info must point on enemy stack
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assert(m_cb->battleGetStackByPos(ba.additionalInfo) != attackerStack); //don't attack ourselve
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assert(m_cb->battleGetStackByPos(ba.additionalInfo, false)); //if action is action_walk_and_attack additional info must point on enemy stack
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assert(m_cb->battleGetStackByPos(ba.additionalInfo, false) != attackerStack); //don't attack ourselve
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return ba;
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}
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}
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@ -86,11 +86,19 @@ void CBattleAnimation::endAnim()
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}
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}
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bool CBattleAnimation::isEarliest()
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bool CBattleAnimation::isEarliest(bool perStackConcurrency)
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{
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int lowestMoveID = owner->animIDhelper + 5;
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for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
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{
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CBattleStackAnimation * stAnim = dynamic_cast<CBattleStackAnimation *>(it->first);
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CBattleStackAnimation * thAnim = dynamic_cast<CBattleStackAnimation *>(this);
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if(perStackConcurrency && stAnim && thAnim && stAnim->stackID != thAnim->stackID)
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continue;
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if(dynamic_cast<CReverseAnim *>(stAnim) && stAnim->stackID == thAnim->stackID)
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return false;
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if(it->first)
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amin(lowestMoveID, it->first->ID);
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}
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@ -112,10 +120,7 @@ CBattleStackAnimation::CBattleStackAnimation(CBattleInterface * _owner, int stac
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bool CReverseAnim::init()
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{
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if( !isEarliest() )
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return false;
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if(owner->creAnims[stackID]==NULL)
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if(owner->creAnims[stackID] == NULL || owner->creAnims[stackID]->getType() == 5)
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{
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endAnim();
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@ -142,7 +147,8 @@ void CReverseAnim::nextFrame()
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{
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owner->creDir[stackID] = !owner->creDir[stackID];
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const CStack * curs = LOCPLINT->cb->battleGetStackByID(stackID);
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const CStack * curs = LOCPLINT->cb->battleGetStackByID(stackID, false);
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std::pair <int, int> coords = CBattleHex::getXYUnitAnim(hex, owner->creDir[stackID], curs, owner);
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owner->creAnims[stackID]->pos.x = coords.first;
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//creAnims[stackID]->pos.y = coords.second;
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@ -204,17 +210,35 @@ bool CDefenceAnim::init()
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if(dynamic_cast<CDefenceAnim *>(it->first))
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continue;
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if(dynamic_cast<CReverseAnim *>(it->first))
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return false;
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if(it->first)
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amin(lowestMoveID, it->first->ID);
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}
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if(ID > lowestMoveID)
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return false;
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const CStack * attacker = LOCPLINT->cb->battleGetStackByID(IDby, false);
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const CStack * attacked = LOCPLINT->cb->battleGetStackByID(stackID, false);
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//reverse unit if necessary
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if((attacked->position > attacker->position) && owner->creDir[stackID] == true)
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{
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owner->pendingAnims.push_back(std::make_pair(new CReverseAnim(owner, stackID, attacked->position), false));
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return false;
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}
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else if ((attacked->position < attacker->position) && owner->creDir[stackID] == false)
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{
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owner->pendingAnims.push_back(std::make_pair(new CReverseAnim(owner, stackID, attacked->position), false));
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return false;
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}
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//unit reversed
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if(byShooting) //delay hit animation
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{
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const CStack * attacker = LOCPLINT->cb->battleGetStackByID(IDby);
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{
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for(std::list<SProjectileInfo>::const_iterator it = owner->projectiles.begin(); it != owner->projectiles.end(); ++it)
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{
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if(it->creID == attacker->creature->idNumber)
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@ -226,8 +250,6 @@ bool CDefenceAnim::init()
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//initializing
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int maxLen = 0;
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const CStack * attacked = LOCPLINT->cb->battleGetStackByID(stackID, false);
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if(killed)
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{
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@ -248,12 +270,11 @@ void CDefenceAnim::nextFrame()
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{
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if(continueAnim)
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{
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if((owner->animCount+1)%(4/CBattleInterface::settings.animSpeed)==0 && !owner->creAnims[stackID]->onLastFrameInGroup())
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if( owner->creAnims[stackID]->getType() == 5 && (owner->animCount+1)%(4/CBattleInterface::settings.animSpeed)==0
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&& !owner->creAnims[stackID]->onLastFrameInGroup() )
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{
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owner->creAnims[stackID]->incrementFrame();
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}
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if(owner->creAnims[stackID]->onLastFrameInGroup() && owner->creAnims[stackID]->getType() == 3)
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owner->creAnims[stackID]->setType(2);
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if(owner->creAnims[stackID]->onLastFrameInGroup())
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{
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@ -279,6 +300,19 @@ void CDefenceAnim::endAnim()
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if(IDby!=-1)
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owner->printConsoleAttacked(stackID, dmg, amountKilled, IDby);
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const CStack * attacker = LOCPLINT->cb->battleGetStackByID(IDby, false);
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const CStack * attacked = LOCPLINT->cb->battleGetStackByID(stackID, false);
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//reverse unit if necessary
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if((attacked->position > attacker->position) && owner->creDir[stackID] == false)
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{
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owner->pendingAnims.push_back(std::make_pair(new CReverseAnim(owner, stackID, attacked->position), false));
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}
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else if ((attacked->position < attacker->position) && owner->creDir[stackID] == true)
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{
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owner->pendingAnims.push_back(std::make_pair(new CReverseAnim(owner, stackID, attacked->position), false));
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}
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//unit reversed
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CBattleAnimation::endAnim();
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@ -296,28 +330,25 @@ CDefenceAnim::CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface *
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bool CBattleStackMoved::init()
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{
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if( !isEarliest() )
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if( !isEarliest(false) )
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return false;
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//a few useful variables
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steps = owner->creAnims[stackID]->framesInGroup(0)*owner->getAnimSpeedMultiplier()-1;
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whichStep = 0;
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int hexWbase = 44, hexHbase = 42;
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const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID);
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if(!movedStack)
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const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID, false);
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if(!movedStack || owner->creAnims[stackID]->getType() == 5)
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{
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endAnim();
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return false;
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}
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bool twoTiles = movedStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE);
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std::pair<int, int> begPosition = CBattleHex::getXYUnitAnim(curStackPos, movedStack->attackerOwned, movedStack, owner);
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std::pair<int, int> endPosition = CBattleHex::getXYUnitAnim(destHex, movedStack->attackerOwned, movedStack, owner);
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owner->moveSh = CGI->soundh->playSound(movedStack->creature->sounds.move, -1);
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CGI->curh->hide();
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owner->creAnims[stackID]->setType(0);
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int mutPos = BattleInfo::mutualPosition(curStackPos, destHex);
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@ -332,12 +363,15 @@ bool CBattleStackMoved::init()
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owner->pendingAnims.push_back(std::make_pair(new CReverseAnim(owner, stackID, curStackPos), false));
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return false;
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}
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if(owner->creAnims[stackID]->getType() != 0)
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{
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owner->creAnims[stackID]->setType(0);
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}
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//unit reversed
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owner->moveSh = CGI->soundh->playSound(movedStack->creature->sounds.move, -1);
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//step shift calculation
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posX = owner->creAnims[stackID]->pos.x, posY = owner->creAnims[stackID]->pos.y; // for precise calculations ;]
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if(mutPos == -1 && movedStack->hasFeatureOfType(StackFeature::FLYING))
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@ -434,12 +468,12 @@ CBattleStackMoved::CBattleStackMoved(CBattleInterface * _owner, int _number, int
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bool CBattleMoveStart::init()
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{
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if( !isEarliest() )
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if( !isEarliest(false) )
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return false;
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const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID);
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const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID, false);
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if(!movedStack)
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if(!movedStack || owner->creAnims[stackID]->getType() == 5)
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{
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CBattleMoveStart::endAnim();
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return false;
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@ -480,11 +514,11 @@ CBattleMoveStart::CBattleMoveStart(CBattleInterface * _owner, int stack)
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bool CBattleMoveEnd::init()
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{
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if( !isEarliest() )
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if( !isEarliest(true) )
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return false;
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const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID);
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if(!movedStack || owner->creAnims[stackID]->framesInGroup(21) == 0)
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const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID, false);
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if(!movedStack || owner->creAnims[stackID]->framesInGroup(21) == 0 || owner->creAnims[stackID]->getType() == 5)
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{
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endAnim();
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@ -542,7 +576,7 @@ void CBattleAttack::nextFrame()
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if(owner->creAnims[stackID]->getType() != group)
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owner->creAnims[stackID]->setType(group);
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if(frame == 0)
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if(owner->creAnims[stackID]->getFrame() == 0)
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{
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const CStack * aStack = LOCPLINT->cb->battleGetStackByID(stackID, false); //attacking stack
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if(shooting)
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@ -575,10 +609,10 @@ void CBattleAttack::nextFrame()
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owner->creAnims[stackID]->setType(type);
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}
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}
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else if(frame == (maxframe - 1))
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else if(owner->creAnims[stackID]->onLastFrameInGroup())
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{
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const CStack* aStackp = LOCPLINT->cb->battleGetStackByID(stackID); //attacking stack
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if(aStackp == NULL)
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const CStack* aStackp = LOCPLINT->cb->battleGetStackByID(stackID, false); //attacking stack
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if(aStackp == NULL || owner->creAnims[stackID]->getType() == 5)
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return;
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bool reverse = false;
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@ -647,20 +681,15 @@ void CBattleAttack::nextFrame()
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endAnim();
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return; //execution of endAnim deletes this !!!
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}
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hitCount++;
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if(hitCount%(4/CBattleInterface::settings.animSpeed) == 0)
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frame++;
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}
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bool CBattleAttack::checkInitialConditions()
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{
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return isEarliest();
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return isEarliest(false);
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}
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CBattleAttack::CBattleAttack(CBattleInterface * _owner, int _stackID)
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: CBattleStackAnimation(_owner, _stackID), frame(0), hitCount(0), sh(-1)
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: CBattleStackAnimation(_owner, _stackID), hitCount(0), sh(-1)
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{
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}
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@ -678,9 +707,9 @@ bool CMeleeAttack::init()
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owner->pendingAnims.push_back(std::make_pair(new CBattleMoveStart(owner, stackID), false));
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const CStack * aStack = LOCPLINT->cb->battleGetStackByID(stackID); //attacking stack
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const CStack * aStack = LOCPLINT->cb->battleGetStackByID(stackID, false); //attacking stack
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if(!aStack)
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if(!aStack || owner->creAnims[stackID]->getType() == 5)
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{
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endAnim();
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@ -773,7 +802,6 @@ bool CMeleeAttack::init()
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switch(mutPos) //attack direction
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{
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case 0: case 1: case 2: case 3: case 4: case 5:
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maxframe = owner->creAnims[stackID]->framesInGroup(mutPosToGroup[mutPos]);
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group = mutPosToGroup[mutPos];
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break;
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default:
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@ -816,6 +844,13 @@ bool CShootingAnim::init()
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if( !CBattleAttack::checkInitialConditions() )
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return false;
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const CStack * shooter = LOCPLINT->cb->battleGetStackByID(stackID, false);
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if(!shooter || owner->creAnims[stackID]->getType() == 5)
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{
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endAnim();
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return false;
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}
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//projectile
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float projectileAngle; //in radians; if positive, projectiles goes up
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@ -826,19 +861,12 @@ bool CShootingAnim::init()
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projectileAngle = -projectileAngle;
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SProjectileInfo spi;
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spi.creID = LOCPLINT->cb->battleGetStackByID(stackID)->creature->idNumber;
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spi.reverse = !LOCPLINT->cb->battleGetStackByID(stackID)->attackerOwned;
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spi.creID = shooter->creature->idNumber;
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spi.reverse = !shooter->attackerOwned;
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spi.step = 0;
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spi.frameNum = 0;
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spi.spin = CGI->creh->idToProjectileSpin[spi.creID];
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const CStack * shooter = LOCPLINT->cb->battleGetStackByID(stackID);
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if(!shooter)
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{
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endAnim();
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return false;
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}
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std::pair<int, int> xycoord = CBattleHex::getXYUnitAnim(shooter->position, true, shooter, owner);
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std::pair<int, int> destcoord = CBattleHex::getXYUnitAnim(dest, false, LOCPLINT->cb->battleGetStackByPos(dest, false), owner);
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@ -890,8 +918,6 @@ bool CShootingAnim::init()
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else //straight shot
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group = 15;
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maxframe = owner->creAnims[stackID]->framesInGroup(group);
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return true;
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}
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@ -1355,13 +1381,13 @@ void CBattleInterface::show(SDL_Surface * to)
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//double loop because dead stacks should be printed first
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for(std::map<int, CStack>::iterator j=stacks.begin(); j!=stacks.end(); ++j)
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{
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if(j->second.alive() && j->second.position >= 0) //don't show turrets here
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if(creAnims[j->second.ID]->getType() != 5 && j->second.position >= 0) //don't show turrets here
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stackAliveByHex[j->second.position].push_back(j->second.ID);
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}
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std::vector<int> stackDeadByHex[BFIELD_SIZE];
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for(std::map<int, CStack>::iterator j=stacks.begin(); j!=stacks.end(); ++j)
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{
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if(!j->second.alive())
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if(creAnims[j->second.ID]->getType() == 5)
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stackDeadByHex[j->second.position].push_back(j->second.ID);
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}
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@ -2582,7 +2608,7 @@ void CBattleInterface::showAliveStack(int ID, const std::map<int, CStack> & stac
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int affectingSpeed = settings.animSpeed;
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if(animType == 1 || animType == 2) //standing stacks should not stand faster :)
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affectingSpeed = 2;
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bool incrementFrame = (animCount%(4/affectingSpeed)==0) && animType!=5 && animType!=20 && animType!=3 && animType!=2;
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bool incrementFrame = (animCount%(4/affectingSpeed)==0) && animType!=5 && animType!=20 && animType!=2;
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if(animType == 2)
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{
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@ -65,7 +65,7 @@ public:
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virtual void nextFrame()=0; //call every new frame
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virtual void endAnim(); //to be called mostly internally; in this class it removes animation from pendingAnims list
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bool isEarliest(); //determines if this animation is earlies of all
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bool isEarliest(bool perStackConcurrency); //determines if this animation is earlies of all
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unsigned int ID; //unique identifier
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@ -158,7 +158,6 @@ class CBattleAttack : public CBattleStackAnimation
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protected:
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int IDby; //attacked stack
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int dest; //atacked hex
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int frame, maxframe; //frame of animation, number of frames of animation
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int hitCount; //for delaying animation
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bool reversing;
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int posShiftDueToDist;
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@ -1114,7 +1114,7 @@ void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, const CCreatureSet
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int terType = gs->battleGetBattlefieldType(tile);
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//randomize obstacles
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if(town == NULL) //do it only when it's not siege
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if(town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
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{
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bool obAv[BFIELD_SIZE]; //availability of hexes for obstacles;
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std::vector<int> possibleObstacles;
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