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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-23 00:28:08 +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)) if(dynamic_cast<CBattleAttack *>(it->first))
continue; 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; return false;
if(it->first) if(it->first)
@ -276,18 +283,13 @@ bool CDefenceAnim::init()
void CDefenceAnim::nextFrame() void CDefenceAnim::nextFrame()
{ {
if(continueAnim) if(!owner->creAnims[stackID]->onLastFrameInGroup())
{ {
if( owner->creAnims[stackID]->getType() == 5 && (owner->animCount+1)%(4/CBattleInterface::settings.animSpeed)==0 if( owner->creAnims[stackID]->getType() == 5 && (owner->animCount+1)%(4/CBattleInterface::settings.animSpeed)==0
&& !owner->creAnims[stackID]->onLastFrameInGroup() ) && !owner->creAnims[stackID]->onLastFrameInGroup() )
{ {
owner->creAnims[stackID]->incrementFrame(); owner->creAnims[stackID]->incrementFrame();
} }
if(owner->creAnims[stackID]->onLastFrameInGroup())
{
continueAnim = false;
}
} }
else else
{ {
@ -328,7 +330,7 @@ void CDefenceAnim::endAnim()
} }
CDefenceAnim::CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner) 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), amountKilled(_attackedInfo.amountKilled), IDby(_attackedInfo.IDby), byShooting(_attackedInfo.byShooting),
killed(_attackedInfo.killed) 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> begPosition = CBattleHex::getXYUnitAnim(curStackPos, movedStack->attackerOwned, movedStack, owner);
std::pair<int, int> endPosition = CBattleHex::getXYUnitAnim(destHex, 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); int mutPos = BattleInfo::mutualPosition(curStackPos, destHex);
//reverse unit if necessary //reverse unit if necessary
@ -556,9 +556,7 @@ void CBattleMoveEnd::endAnim()
{ {
CBattleAnimation::endAnim(); CBattleAnimation::endAnim();
const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID); if(owner->creAnims[stackID]->getType() != 5)
if(movedStack)
owner->creAnims[stackID]->setType(2); //resetting to default owner->creAnims[stackID]->setType(2); //resetting to default
CGI->curh->show(); CGI->curh->show();
@ -642,7 +640,7 @@ bool CMeleeAttack::init()
// return false; // 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 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) 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), mouseHoveredStack(-1), previouslyHoveredHex(-1), currentlyHoveredHex(-1), spellDestSelectMode(false),
spellToCast(NULL), givenCommand(NULL), myTurn(false), resWindow(NULL), animIDhelper(0), 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; pos = myRect;
strongInterest = true; strongInterest = true;
@ -1355,15 +1353,23 @@ void CBattleInterface::show(SDL_Surface * to)
if(preSize > 0 && pendingAnims.size() == 0) if(preSize > 0 && pendingAnims.size() == 0)
{ {
//restoring good directions of stacks //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) 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)); 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 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) void CBattleInterface::stackActivated(int number)
{ {
//givenCommand = NULL; //givenCommand = NULL;
activeStack = number; stackToActivate = number;
myTurn = true; if(pendingAnims.size() == 0)
redrawBackgroundWithHexes(number); activateStack();
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));
}
} }
void CBattleInterface::stackMoved(int number, int destHex, bool endMoving, int distance) 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) void CBattleInterface::battleFinished(const BattleResult& br)
{
bresult = &br;
displayBattleFinished();
}
void CBattleInterface::displayBattleFinished()
{ {
CGI->curh->changeGraphic(0,0); CGI->curh->changeGraphic(0,0);
SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19); SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
CGI->musich->stopMusic(); CGI->musich->stopMusic();
resWindow = new CBattleResultWindow(br, temp_rect, this); resWindow = new CBattleResultWindow(*bresult, temp_rect, this);
GH.pushInt(resWindow); GH.pushInt(resWindow);
} }
@ -2522,6 +2521,27 @@ int CBattleInterface::getAnimSpeed() const
return settings.animSpeed; 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 float CBattleInterface::getAnimSpeedMultiplier() const
{ {
switch(settings.animSpeed) switch(settings.animSpeed)

View File

@ -104,8 +104,6 @@ private:
int IDby; //ID of attacking stack int IDby; //ID of attacking stack
bool byShooting; //if true, stack has been attacked by shooting bool byShooting; //if true, stack has been attacked by shooting
bool killed; //if true, stack has been killed bool killed; //if true, stack has been killed
bool continueAnim;
public: public:
bool init(); bool init();
void nextFrame(); void nextFrame();
@ -332,6 +330,8 @@ private:
std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation> std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
unsigned char animCount; unsigned char animCount;
int activeStack; //number of active stack; -1 - no one 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 int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
std::vector<int> shadedHexes; //hexes available for active stack std::vector<int> shadedHexes; //hexes available for active stack
int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago 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 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 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 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 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 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 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)
if (stack != NULL) if (stack != NULL)
battleInt->displayEffect(i->effect, stack->position); 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); arg.push_back(to_put);
} }

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

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

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