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https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
* improved handling of animations in battles
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f3a1cd4ae5
commit
e77e49783a
@ -218,7 +218,14 @@ bool CDefenceAnim::init()
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if(dynamic_cast<CBattleAttack *>(it->first))
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continue;
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if(dynamic_cast<CReverseAnim *>(it->first))
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const CStack * attacker = LOCPLINT->cb->battleGetStackByID(IDby, false);
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int attackerAnimType = owner->creAnims[IDby]->getType();
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if( attackerAnimType == 11 && attackerAnimType == 12 && attackerAnimType == 13 && owner->creAnims[IDby]->getFrame() < attacker->creature->attackClimaxFrame )
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return false;
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CReverseAnim * animAsRev = dynamic_cast<CReverseAnim *>(it->first);
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if(animAsRev && animAsRev->priority)
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return false;
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if(it->first)
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@ -276,18 +283,13 @@ bool CDefenceAnim::init()
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void CDefenceAnim::nextFrame()
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{
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if(continueAnim)
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if(!owner->creAnims[stackID]->onLastFrameInGroup())
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{
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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())
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{
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continueAnim = false;
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}
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}
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else
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{
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@ -328,7 +330,7 @@ void CDefenceAnim::endAnim()
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}
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CDefenceAnim::CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner)
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: CBattleStackAnimation(_owner, _attackedInfo.ID), continueAnim(true), dmg(_attackedInfo.dmg),
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: CBattleStackAnimation(_owner, _attackedInfo.ID), dmg(_attackedInfo.dmg),
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amountKilled(_attackedInfo.amountKilled), IDby(_attackedInfo.IDby), byShooting(_attackedInfo.byShooting),
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killed(_attackedInfo.killed)
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{
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@ -356,8 +358,6 @@ bool CBattleStackMoved::init()
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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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CGI->curh->hide();
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int mutPos = BattleInfo::mutualPosition(curStackPos, destHex);
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//reverse unit if necessary
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@ -556,9 +556,7 @@ void CBattleMoveEnd::endAnim()
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{
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CBattleAnimation::endAnim();
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const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID);
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if(movedStack)
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if(owner->creAnims[stackID]->getType() != 5)
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owner->creAnims[stackID]->setType(2); //resetting to default
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CGI->curh->show();
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@ -642,7 +640,7 @@ bool CMeleeAttack::init()
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// return false;
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//}
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owner->pendingAnims.push_back(std::make_pair(new CBattleMoveStart(owner, stackID), false));
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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, false); //attacking stack
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@ -885,10 +883,10 @@ CShootingAnim::CShootingAnim(CBattleInterface * _owner, int attacker, int _dest)
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////////////////////////
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CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect)
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: attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(-1),
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: attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(-1), stackToActivate(-1),
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mouseHoveredStack(-1), previouslyHoveredHex(-1), currentlyHoveredHex(-1), spellDestSelectMode(false),
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spellToCast(NULL), givenCommand(NULL), myTurn(false), resWindow(NULL), animIDhelper(0),
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showStackQueue(false), moveStarted(false), moveSh(-1), siegeH(NULL)
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showStackQueue(false), moveStarted(false), moveSh(-1), siegeH(NULL), bresult(NULL)
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{
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pos = myRect;
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strongInterest = true;
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@ -1355,15 +1353,23 @@ void CBattleInterface::show(SDL_Surface * to)
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if(preSize > 0 && pendingAnims.size() == 0)
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{
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//restoring good directions of stacks
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std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks();
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for(std::map<int, CStack>::const_iterator it = stacks.begin(); it != stacks.end(); ++it)
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{
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if(creDir[it->second.ID] != bool(it->second.attackerOwned))
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if(creDir[it->second.ID] != bool(it->second.attackerOwned) && it->second.alive())
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{
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pendingAnims.push_back(std::make_pair(new CReverseAnim(this, it->second.ID, it->second.position, false), false));
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}
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}
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//activation of next stack
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if(pendingAnims.size() == 0 && stackToActivate != -1)
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{
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activateStack();
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}
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if(pendingAnims.size() == 0 && bresult != NULL)
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{
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displayBattleFinished();
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}
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}
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for(int b=0; b<BFIELD_SIZE; ++b) //showing dead stacks
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@ -1926,22 +1932,9 @@ void CBattleInterface::stackRemoved(int stackID)
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void CBattleInterface::stackActivated(int number)
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{
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//givenCommand = NULL;
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activeStack = number;
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myTurn = true;
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redrawBackgroundWithHexes(number);
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bWait->block(vstd::contains(LOCPLINT->cb->battleGetStackByID(number)->state,WAITING)); //block waiting button if stack has been already waiting
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//block cast spell button if hero doesn't have a spellbook
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if(attackingHeroInstance && attackingHeroInstance->tempOwner==LOCPLINT->cb->battleGetStackByID(number)->owner)
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{
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if(!attackingHeroInstance->getArt(17)) //don't unlock if already locked
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bSpell->block(!attackingHeroInstance->getArt(17));
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}
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else if(defendingHeroInstance && defendingHeroInstance->tempOwner==LOCPLINT->cb->battleGetStackByID(number)->owner)
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{
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if(!defendingHeroInstance->getArt(17)) //don't unlock if already locked
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bSpell->block(!defendingHeroInstance->getArt(17));
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}
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stackToActivate = number;
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if(pendingAnims.size() == 0)
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activateStack();
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}
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void CBattleInterface::stackMoved(int number, int destHex, bool endMoving, int distance)
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@ -2269,12 +2262,18 @@ void CBattleInterface::stackIsShooting(int ID, int dest)
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}
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void CBattleInterface::battleFinished(const BattleResult& br)
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{
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bresult = &br;
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displayBattleFinished();
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}
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void CBattleInterface::displayBattleFinished()
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{
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CGI->curh->changeGraphic(0,0);
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SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
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CGI->musich->stopMusic();
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resWindow = new CBattleResultWindow(br, temp_rect, this);
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resWindow = new CBattleResultWindow(*bresult, temp_rect, this);
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GH.pushInt(resWindow);
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}
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@ -2522,6 +2521,27 @@ int CBattleInterface::getAnimSpeed() const
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return settings.animSpeed;
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}
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void CBattleInterface::activateStack()
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{
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activeStack = stackToActivate;
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stackToActivate = -1;
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myTurn = true;
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redrawBackgroundWithHexes(activeStack);
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bWait->block(vstd::contains(LOCPLINT->cb->battleGetStackByID(activeStack)->state,WAITING)); //block waiting button if stack has been already waiting
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//block cast spell button if hero doesn't have a spellbook
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if(attackingHeroInstance && LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)
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{
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if(!attackingHeroInstance->getArt(17)) //don't unlock if already locked
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bSpell->block(!attackingHeroInstance->getArt(17));
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}
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else if(defendingHeroInstance && !LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)
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{
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if(!defendingHeroInstance->getArt(17)) //don't unlock if already locked
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bSpell->block(!defendingHeroInstance->getArt(17));
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}
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}
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float CBattleInterface::getAnimSpeedMultiplier() const
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{
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switch(settings.animSpeed)
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@ -104,8 +104,6 @@ private:
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int IDby; //ID of attacking stack
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bool byShooting; //if true, stack has been attacked by shooting
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bool killed; //if true, stack has been killed
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bool continueAnim;
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public:
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bool init();
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void nextFrame();
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@ -332,6 +330,8 @@ private:
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std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
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unsigned char animCount;
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int activeStack; //number of active stack; -1 - no one
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int stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; -1 of none
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void activateStack(); //sets activeStack to stackToActivate etc.
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int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
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std::vector<int> shadedHexes; //hexes available for active stack
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int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
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@ -440,6 +440,8 @@ public:
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void hexLclicked(int whichOne); //hex only call-in
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void stackIsShooting(int ID, int dest); //called when stack with id ID is shooting to hex dest
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void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
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const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
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void displayBattleFinished(); //displays battle result
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void spellCast(SpellCast * sc); //called when a hero casts a spell
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void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
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void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
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@ -1171,7 +1171,7 @@ void CPlayerInterface::battleStacksAttacked(std::set<BattleStackAttacked> & bsa)
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if (stack != NULL)
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battleInt->displayEffect(i->effect, stack->position);
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}
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SStackAttackedInfo to_put = {i->stackAttacked, i->damageAmount, i->killedAmount, LOCPLINT->curAction->stackNumber, LOCPLINT->curAction->actionType==7, i->killed()};
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SStackAttackedInfo to_put = {i->stackAttacked, i->damageAmount, i->killedAmount, i->attackerID, LOCPLINT->curAction->actionType==7, i->killed()};
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arg.push_back(to_put);
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}
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@ -810,7 +810,7 @@ struct BattleStackAttacked : public CPackForClient//3005
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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ui32 stackAttacked;
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ui32 stackAttacked, attackerID;
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ui32 newAmount, newHP, killedAmount, damageAmount;
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ui8 flags; //1 - is stack killed; 2 - is there special effect to be shown;
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ui32 effect; //set only if flag 2 is present
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@ -825,7 +825,7 @@ struct BattleStackAttacked : public CPackForClient//3005
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}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & stackAttacked & newAmount & newHP & flags & killedAmount & damageAmount & effect;
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h & stackAttacked & attackerID & newAmount & newHP & flags & killedAmount & damageAmount & effect;
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}
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bool operator<(const BattleStackAttacked &b) const
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{
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@ -533,7 +533,7 @@ askInterfaceForMove:
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delete battleResult.data;
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}
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void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, CStack *def)
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void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, const CStack *def)
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{
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bsa.killedAmount = bsa.damageAmount / def->MaxHealth();
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unsigned damageFirst = bsa.damageAmount % def->MaxHealth();
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@ -560,7 +560,7 @@ void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, CStack *def)
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}
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}
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void CGameHandler::prepareAttack(BattleAttack &bat, CStack *att, CStack *def, int distance)
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void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance)
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{
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bat.bsa.clear();
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bat.stackAttacking = att->ID;
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@ -571,14 +571,15 @@ void CGameHandler::prepareAttack(BattleAttack &bat, CStack *att, CStack *def, in
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BattleStackAttacked *bsa = &*i;
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#endif
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bsa->stackAttacked = def->ID;
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bsa->stackAttacked = def->ID;
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bsa->attackerID = att->ID;
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bsa->damageAmount = BattleInfo::calculateDmg(att, def, gs->battleGetOwner(att->ID), gs->battleGetOwner(def->ID), bat.shot(), distance);//counting dealt damage
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if(att->Luck() > 0 && rand()%24 < att->Luck())
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{
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bsa->damageAmount *= 2;
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bat.flags |= 4;
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}
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prepareAttacked(*bsa,def);
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prepareAttacked(*bsa, def);
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}
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void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
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{
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@ -3030,6 +3031,7 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
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bsa.effect = VLC->spellh->spells[ba.additionalInfo].mainEffectAnim;
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bsa.damageAmount = calculateSpellDmg(s, h, *it);
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bsa.stackAttacked = (*it)->ID;
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bsa.attackerID = -1;
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prepareAttacked(bsa,*it);
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si.stacks.insert(bsa);
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}
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@ -85,8 +85,8 @@ public:
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void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
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int moveStack(int stack, int dest); //returned value - travelled distance
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void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town = NULL); //use hero=NULL for no hero
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void prepareAttack(BattleAttack &bat, CStack *att, CStack *def, int distance); //distance - number of hexes travelled before attacking
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void prepareAttacked(BattleStackAttacked &bsa, CStack *def);
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void prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance); //distance - number of hexes travelled before attacking
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void prepareAttacked(BattleStackAttacked &bsa, const CStack *def);
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void checkForBattleEnd( std::vector<CStack*> &stacks );
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void setupBattle( BattleInfo * curB, int3 tile, const CCreatureSet &army1, const CCreatureSet &army2, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank, const CGTownInstance *town);
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