1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

* improved handling of animations in battles

This commit is contained in:
mateuszb 2009-09-15 12:20:11 +00:00
parent f3a1cd4ae5
commit e77e49783a
6 changed files with 71 additions and 47 deletions

View File

@ -218,7 +218,14 @@ bool CDefenceAnim::init()
if(dynamic_cast<CBattleAttack *>(it->first))
continue;
if(dynamic_cast<CReverseAnim *>(it->first))
const CStack * attacker = LOCPLINT->cb->battleGetStackByID(IDby, false);
int attackerAnimType = owner->creAnims[IDby]->getType();
if( attackerAnimType == 11 && attackerAnimType == 12 && attackerAnimType == 13 && owner->creAnims[IDby]->getFrame() < attacker->creature->attackClimaxFrame )
return false;
CReverseAnim * animAsRev = dynamic_cast<CReverseAnim *>(it->first);
if(animAsRev && animAsRev->priority)
return false;
if(it->first)
@ -276,18 +283,13 @@ bool CDefenceAnim::init()
void CDefenceAnim::nextFrame()
{
if(continueAnim)
if(!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())
{
continueAnim = false;
}
}
else
{
@ -328,7 +330,7 @@ void CDefenceAnim::endAnim()
}
CDefenceAnim::CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner)
: CBattleStackAnimation(_owner, _attackedInfo.ID), continueAnim(true), dmg(_attackedInfo.dmg),
: CBattleStackAnimation(_owner, _attackedInfo.ID), dmg(_attackedInfo.dmg),
amountKilled(_attackedInfo.amountKilled), IDby(_attackedInfo.IDby), byShooting(_attackedInfo.byShooting),
killed(_attackedInfo.killed)
{
@ -356,8 +358,6 @@ bool CBattleStackMoved::init()
std::pair<int, int> begPosition = CBattleHex::getXYUnitAnim(curStackPos, movedStack->attackerOwned, movedStack, owner);
std::pair<int, int> endPosition = CBattleHex::getXYUnitAnim(destHex, movedStack->attackerOwned, movedStack, owner);
CGI->curh->hide();
int mutPos = BattleInfo::mutualPosition(curStackPos, destHex);
//reverse unit if necessary
@ -556,9 +556,7 @@ void CBattleMoveEnd::endAnim()
{
CBattleAnimation::endAnim();
const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID);
if(movedStack)
if(owner->creAnims[stackID]->getType() != 5)
owner->creAnims[stackID]->setType(2); //resetting to default
CGI->curh->show();
@ -642,7 +640,7 @@ bool CMeleeAttack::init()
// return false;
//}
owner->pendingAnims.push_back(std::make_pair(new CBattleMoveStart(owner, stackID), false));
//owner->pendingAnims.push_back(std::make_pair(new CBattleMoveStart(owner, stackID), false));
const CStack * aStack = LOCPLINT->cb->battleGetStackByID(stackID, false); //attacking stack
@ -885,10 +883,10 @@ CShootingAnim::CShootingAnim(CBattleInterface * _owner, int attacker, int _dest)
////////////////////////
CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect)
: attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(-1),
: attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(-1), stackToActivate(-1),
mouseHoveredStack(-1), previouslyHoveredHex(-1), currentlyHoveredHex(-1), spellDestSelectMode(false),
spellToCast(NULL), givenCommand(NULL), myTurn(false), resWindow(NULL), animIDhelper(0),
showStackQueue(false), moveStarted(false), moveSh(-1), siegeH(NULL)
showStackQueue(false), moveStarted(false), moveSh(-1), siegeH(NULL), bresult(NULL)
{
pos = myRect;
strongInterest = true;
@ -1355,15 +1353,23 @@ void CBattleInterface::show(SDL_Surface * to)
if(preSize > 0 && pendingAnims.size() == 0)
{
//restoring good directions of stacks
std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks();
for(std::map<int, CStack>::const_iterator it = stacks.begin(); it != stacks.end(); ++it)
{
if(creDir[it->second.ID] != bool(it->second.attackerOwned))
if(creDir[it->second.ID] != bool(it->second.attackerOwned) && it->second.alive())
{
pendingAnims.push_back(std::make_pair(new CReverseAnim(this, it->second.ID, it->second.position, false), false));
}
}
//activation of next stack
if(pendingAnims.size() == 0 && stackToActivate != -1)
{
activateStack();
}
if(pendingAnims.size() == 0 && bresult != NULL)
{
displayBattleFinished();
}
}
for(int b=0; b<BFIELD_SIZE; ++b) //showing dead stacks
@ -1926,22 +1932,9 @@ void CBattleInterface::stackRemoved(int stackID)
void CBattleInterface::stackActivated(int number)
{
//givenCommand = NULL;
activeStack = number;
myTurn = true;
redrawBackgroundWithHexes(number);
bWait->block(vstd::contains(LOCPLINT->cb->battleGetStackByID(number)->state,WAITING)); //block waiting button if stack has been already waiting
//block cast spell button if hero doesn't have a spellbook
if(attackingHeroInstance && attackingHeroInstance->tempOwner==LOCPLINT->cb->battleGetStackByID(number)->owner)
{
if(!attackingHeroInstance->getArt(17)) //don't unlock if already locked
bSpell->block(!attackingHeroInstance->getArt(17));
}
else if(defendingHeroInstance && defendingHeroInstance->tempOwner==LOCPLINT->cb->battleGetStackByID(number)->owner)
{
if(!defendingHeroInstance->getArt(17)) //don't unlock if already locked
bSpell->block(!defendingHeroInstance->getArt(17));
}
stackToActivate = number;
if(pendingAnims.size() == 0)
activateStack();
}
void CBattleInterface::stackMoved(int number, int destHex, bool endMoving, int distance)
@ -2269,12 +2262,18 @@ void CBattleInterface::stackIsShooting(int ID, int dest)
}
void CBattleInterface::battleFinished(const BattleResult& br)
{
bresult = &br;
displayBattleFinished();
}
void CBattleInterface::displayBattleFinished()
{
CGI->curh->changeGraphic(0,0);
SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
CGI->musich->stopMusic();
resWindow = new CBattleResultWindow(br, temp_rect, this);
resWindow = new CBattleResultWindow(*bresult, temp_rect, this);
GH.pushInt(resWindow);
}
@ -2522,6 +2521,27 @@ int CBattleInterface::getAnimSpeed() const
return settings.animSpeed;
}
void CBattleInterface::activateStack()
{
activeStack = stackToActivate;
stackToActivate = -1;
myTurn = true;
redrawBackgroundWithHexes(activeStack);
bWait->block(vstd::contains(LOCPLINT->cb->battleGetStackByID(activeStack)->state,WAITING)); //block waiting button if stack has been already waiting
//block cast spell button if hero doesn't have a spellbook
if(attackingHeroInstance && LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)
{
if(!attackingHeroInstance->getArt(17)) //don't unlock if already locked
bSpell->block(!attackingHeroInstance->getArt(17));
}
else if(defendingHeroInstance && !LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)
{
if(!defendingHeroInstance->getArt(17)) //don't unlock if already locked
bSpell->block(!defendingHeroInstance->getArt(17));
}
}
float CBattleInterface::getAnimSpeedMultiplier() const
{
switch(settings.animSpeed)

View File

@ -104,8 +104,6 @@ private:
int IDby; //ID of attacking stack
bool byShooting; //if true, stack has been attacked by shooting
bool killed; //if true, stack has been killed
bool continueAnim;
public:
bool init();
void nextFrame();
@ -332,6 +330,8 @@ private:
std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
unsigned char animCount;
int activeStack; //number of active stack; -1 - no one
int stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; -1 of none
void activateStack(); //sets activeStack to stackToActivate etc.
int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
std::vector<int> shadedHexes; //hexes available for active stack
int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
@ -440,6 +440,8 @@ public:
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 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
void spellCast(SpellCast * sc); //called when a hero casts a spell
void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
void castThisSpell(int spellID); //called when player has chosen a spell from spellbook

View File

@ -1171,7 +1171,7 @@ void CPlayerInterface::battleStacksAttacked(std::set<BattleStackAttacked> & bsa)
if (stack != NULL)
battleInt->displayEffect(i->effect, stack->position);
}
SStackAttackedInfo to_put = {i->stackAttacked, i->damageAmount, i->killedAmount, LOCPLINT->curAction->stackNumber, LOCPLINT->curAction->actionType==7, i->killed()};
SStackAttackedInfo to_put = {i->stackAttacked, i->damageAmount, i->killedAmount, i->attackerID, LOCPLINT->curAction->actionType==7, i->killed()};
arg.push_back(to_put);
}

View File

@ -810,7 +810,7 @@ struct BattleStackAttacked : public CPackForClient//3005
void applyCl(CClient *cl);
DLL_EXPORT void applyGs(CGameState *gs);
ui32 stackAttacked;
ui32 stackAttacked, attackerID;
ui32 newAmount, newHP, killedAmount, damageAmount;
ui8 flags; //1 - is stack killed; 2 - is there special effect to be shown;
ui32 effect; //set only if flag 2 is present
@ -825,7 +825,7 @@ struct BattleStackAttacked : public CPackForClient//3005
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stackAttacked & newAmount & newHP & flags & killedAmount & damageAmount & effect;
h & stackAttacked & attackerID & newAmount & newHP & flags & killedAmount & damageAmount & effect;
}
bool operator<(const BattleStackAttacked &b) const
{

View File

@ -533,7 +533,7 @@ askInterfaceForMove:
delete battleResult.data;
}
void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, CStack *def)
void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, const CStack *def)
{
bsa.killedAmount = bsa.damageAmount / def->MaxHealth();
unsigned damageFirst = bsa.damageAmount % def->MaxHealth();
@ -560,7 +560,7 @@ void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, CStack *def)
}
}
void CGameHandler::prepareAttack(BattleAttack &bat, CStack *att, CStack *def, int distance)
void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance)
{
bat.bsa.clear();
bat.stackAttacking = att->ID;
@ -571,14 +571,15 @@ void CGameHandler::prepareAttack(BattleAttack &bat, CStack *att, CStack *def, in
BattleStackAttacked *bsa = &*i;
#endif
bsa->stackAttacked = def->ID;
bsa->stackAttacked = def->ID;
bsa->attackerID = att->ID;
bsa->damageAmount = BattleInfo::calculateDmg(att, def, gs->battleGetOwner(att->ID), gs->battleGetOwner(def->ID), bat.shot(), distance);//counting dealt damage
if(att->Luck() > 0 && rand()%24 < att->Luck())
{
bsa->damageAmount *= 2;
bat.flags |= 4;
}
prepareAttacked(*bsa,def);
prepareAttacked(*bsa, def);
}
void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
{
@ -3030,6 +3031,7 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
bsa.effect = VLC->spellh->spells[ba.additionalInfo].mainEffectAnim;
bsa.damageAmount = calculateSpellDmg(s, h, *it);
bsa.stackAttacked = (*it)->ID;
bsa.attackerID = -1;
prepareAttacked(bsa,*it);
si.stacks.insert(bsa);
}

View File

@ -85,8 +85,8 @@ public:
void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
int moveStack(int stack, int dest); //returned value - travelled distance
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
void prepareAttack(BattleAttack &bat, CStack *att, CStack *def, int distance); //distance - number of hexes travelled before attacking
void prepareAttacked(BattleStackAttacked &bsa, CStack *def);
void prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance); //distance - number of hexes travelled before attacking
void prepareAttacked(BattleStackAttacked &bsa, const CStack *def);
void checkForBattleEnd( std::vector<CStack*> &stacks );
void setupBattle( BattleInfo * curB, int3 tile, const CCreatureSet &army1, const CCreatureSet &army2, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank, const CGTownInstance *town);