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:
@@ -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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