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mirror of https://github.com/vcmi/vcmi.git synced 2025-12-05 23:28:14 +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)