/* * CBattleAnimations.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "CBattleAnimations.h" #include #include "CBattleInterfaceClasses.h" #include "CBattleInterface.h" #include "CBattleProjectileController.h" #include "CBattleSiegeController.h" #include "CBattleFieldController.h" #include "CBattleEffectsController.h" #include "CBattleStacksController.h" #include "CCreatureAnimation.h" #include "../CGameInfo.h" #include "../CMusicHandler.h" #include "../CPlayerInterface.h" #include "../Graphics.h" #include "../gui/CAnimation.h" #include "../gui/CCursorHandler.h" #include "../gui/CGuiHandler.h" #include "../gui/SDL_Extensions.h" #include "../../CCallback.h" #include "../../lib/CStack.h" #include "../../lib/CTownHandler.h" #include "../../lib/mapObjects/CGTownInstance.h" CBattleAnimation::CBattleAnimation(CBattleInterface * _owner) : owner(_owner), ID(_owner->stacksController->animIDhelper++) { logAnim->trace("Animation #%d created", ID); } CBattleAnimation::~CBattleAnimation() { logAnim->trace("Animation #%d deleted", ID); } std::list> & CBattleAnimation::pendingAnimations() { return owner->stacksController->pendingAnims; } std::shared_ptr CBattleAnimation::stackAnimation(const CStack * stack) { return owner->stacksController->creAnims[stack->ID]; } bool CBattleAnimation::stackFacingRight(const CStack * stack) { return owner->stacksController->creDir[stack->ID]; } ui32 CBattleAnimation::maxAnimationID() { return owner->stacksController->animIDhelper; } void CBattleAnimation::setStackFacingRight(const CStack * stack, bool facingRight) { owner->stacksController->creDir[stack->ID] = facingRight; } void CBattleAnimation::endAnim() { logAnim->trace("Animation #%d ended, type is %s", ID, typeid(this).name()); for(auto & elem : pendingAnimations()) { if(elem.first == this) { elem.first = nullptr; } } } bool CBattleAnimation::isEarliest(bool perStackConcurrency) { int lowestMoveID = maxAnimationID() + 5;//FIXME: why 5? CBattleStackAnimation * thAnim = dynamic_cast(this); CEffectAnimation * thSen = dynamic_cast(this); for(auto & elem : pendingAnimations()) { CBattleStackAnimation * stAnim = dynamic_cast(elem.first); CEffectAnimation * sen = dynamic_cast(elem.first); if(perStackConcurrency && stAnim && thAnim && stAnim->stack->ID != thAnim->stack->ID) continue; if(perStackConcurrency && sen && thSen && sen != thSen) continue; CReverseAnimation * revAnim = dynamic_cast(stAnim); if(revAnim && thAnim && stAnim && stAnim->stack->ID == thAnim->stack->ID && revAnim->priority) return false; if(elem.first) vstd::amin(lowestMoveID, elem.first->ID); } return (ID == lowestMoveID) || (lowestMoveID == (maxAnimationID() + 5)); } CBattleStackAnimation::CBattleStackAnimation(CBattleInterface * owner, const CStack * stack) : CBattleAnimation(owner), myAnim(stackAnimation(stack)), stack(stack) { assert(myAnim); } void CBattleStackAnimation::shiftColor(const ColorShifter * shifter) { assert(myAnim); myAnim->shiftColor(shifter); } void CAttackAnimation::nextFrame() { if(myAnim->getType() != group) { myAnim->setType(group); myAnim->onAnimationReset += std::bind(&CAttackAnimation::endAnim, this); } if(!soundPlayed) { if(shooting) CCS->soundh->playSound(battle_sound(attackingStack->getCreature(), shoot)); else CCS->soundh->playSound(battle_sound(attackingStack->getCreature(), attack)); soundPlayed = true; } CBattleAnimation::nextFrame(); } void CAttackAnimation::endAnim() { myAnim->setType(CCreatureAnim::HOLDING); CBattleStackAnimation::endAnim(); } bool CAttackAnimation::checkInitialConditions() { for(auto & elem : pendingAnimations()) { CBattleStackAnimation * stAnim = dynamic_cast(elem.first); CReverseAnimation * revAnim = dynamic_cast(stAnim); if(revAnim && attackedStack) // enemy must be fully reversed { if (revAnim->stack->ID == attackedStack->ID) return false; } } return isEarliest(false); } CAttackAnimation::CAttackAnimation(CBattleInterface *_owner, const CStack *attacker, BattleHex _dest, const CStack *defender) : CBattleStackAnimation(_owner, attacker), shooting(false), group(CCreatureAnim::SHOOT_FRONT), soundPlayed(false), dest(_dest), attackedStack(defender), attackingStack(attacker) { assert(attackingStack && "attackingStack is nullptr in CBattleAttack::CBattleAttack !\n"); attackingStackPosBeforeReturn = attackingStack->getPosition(); } CDefenceAnimation::CDefenceAnimation(StackAttackedInfo _attackedInfo, CBattleInterface * _owner) : CBattleStackAnimation(_owner, _attackedInfo.defender), attacker(_attackedInfo.attacker), rangedAttack(_attackedInfo.indirectAttack), killed(_attackedInfo.killed), timeToWait(0) { logAnim->debug("Created defence anim for %s", _attackedInfo.defender->getName()); } bool CDefenceAnimation::init() { ui32 lowestMoveID = maxAnimationID() + 5; for(auto & elem : pendingAnimations()) { CDefenceAnimation * defAnim = dynamic_cast(elem.first); if(defAnim && defAnim->stack->ID != stack->ID) continue; CAttackAnimation * attAnim = dynamic_cast(elem.first); if(attAnim && attAnim->stack->ID != stack->ID) continue; CEffectAnimation * sen = dynamic_cast(elem.first); if (sen && attacker == nullptr) return false; if (sen) continue; CReverseAnimation * animAsRev = dynamic_cast(elem.first); if(animAsRev) return false; if(elem.first) vstd::amin(lowestMoveID, elem.first->ID); } if(ID > lowestMoveID) return false; //reverse unit if necessary if(attacker && owner->getCurrentPlayerInterface()->cb->isToReverse(stack->getPosition(), attacker->getPosition(), stackFacingRight(stack), attacker->doubleWide(), stackFacingRight(attacker))) { owner->stacksController->addNewAnim(new CReverseAnimation(owner, stack, stack->getPosition(), true)); return false; } //unit reversed if(rangedAttack && attacker != nullptr && owner->projectilesController->hasActiveProjectile(attacker)) //delay hit animation { return false; } // synchronize animation with attacker, unless defending or attacked by shooter: // wait for 1/2 of attack animation if (!rangedAttack && getMyAnimType() != CCreatureAnim::DEFENCE) { float frameLength = AnimationControls::getCreatureAnimationSpeed( stack->getCreature(), stackAnimation(stack).get(), getMyAnimType()); timeToWait = myAnim->framesInGroup(getMyAnimType()) * frameLength / 2; myAnim->setType(CCreatureAnim::HOLDING); } else { timeToWait = 0; startAnimation(); } return true; //initialized successfuly } std::string CDefenceAnimation::getMySound() { if(killed) return battle_sound(stack->getCreature(), killed); else if(stack->defendingAnim) return battle_sound(stack->getCreature(), defend); else return battle_sound(stack->getCreature(), wince); } CCreatureAnim::EAnimType CDefenceAnimation::getMyAnimType() { if(killed) { if(rangedAttack && myAnim->framesInGroup(CCreatureAnim::DEATH_RANGED) > 0) return CCreatureAnim::DEATH_RANGED; else return CCreatureAnim::DEATH; } if(stack->defendingAnim) return CCreatureAnim::DEFENCE; else return CCreatureAnim::HITTED; } void CDefenceAnimation::startAnimation() { CCS->soundh->playSound(getMySound()); myAnim->setType(getMyAnimType()); myAnim->onAnimationReset += std::bind(&CDefenceAnimation::endAnim, this); } void CDefenceAnimation::nextFrame() { if (timeToWait > 0) { timeToWait -= float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000; if (timeToWait <= 0) startAnimation(); } CBattleAnimation::nextFrame(); } void CDefenceAnimation::endAnim() { if(killed) { if(rangedAttack && myAnim->framesInGroup(CCreatureAnim::DEAD_RANGED) > 0) myAnim->setType(CCreatureAnim::DEAD_RANGED); else myAnim->setType(CCreatureAnim::DEAD); } else { myAnim->setType(CCreatureAnim::HOLDING); } CBattleAnimation::endAnim(); delete this; } CDummyAnimation::CDummyAnimation(CBattleInterface * _owner, int howManyFrames) : CBattleAnimation(_owner), counter(0), howMany(howManyFrames) { logAnim->debug("Created dummy animation for %d frames", howManyFrames); } bool CDummyAnimation::init() { return true; } void CDummyAnimation::nextFrame() { counter++; if(counter > howMany) endAnim(); } void CDummyAnimation::endAnim() { CBattleAnimation::endAnim(); delete this; } bool CMeleeAttackAnimation::init() { if(!CAttackAnimation::checkInitialConditions()) return false; if(!attackingStack || myAnim->isDead()) { endAnim(); return false; } bool toReverse = owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStackPosBeforeReturn, attackedStack->getPosition(), stackFacingRight(stack), attackedStack->doubleWide(), stackFacingRight(attackedStack)); if(toReverse) { owner->stacksController->addNewAnim(new CReverseAnimation(owner, stack, attackingStackPosBeforeReturn, true)); return false; } // opponent must face attacker ( = different directions) before he can be attacked if(attackingStack && attackedStack && stackFacingRight(attackingStack) == stackFacingRight(attackedStack)) return false; //reversed shooting = false; static const CCreatureAnim::EAnimType mutPosToGroup[] = { CCreatureAnim::ATTACK_UP, CCreatureAnim::ATTACK_UP, CCreatureAnim::ATTACK_FRONT, CCreatureAnim::ATTACK_DOWN, CCreatureAnim::ATTACK_DOWN, CCreatureAnim::ATTACK_FRONT }; static const CCreatureAnim::EAnimType mutPosToGroup2H[] = { CCreatureAnim::VCMI_2HEX_UP, CCreatureAnim::VCMI_2HEX_UP, CCreatureAnim::VCMI_2HEX_FRONT, CCreatureAnim::VCMI_2HEX_DOWN, CCreatureAnim::VCMI_2HEX_DOWN, CCreatureAnim::VCMI_2HEX_FRONT }; int revShiftattacker = (attackingStack->side == BattleSide::ATTACKER ? -1 : 1); int mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, dest); if(mutPos == -1 && attackingStack->doubleWide()) { mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, attackedStack->getPosition()); } if (mutPos == -1 && attackedStack->doubleWide()) { mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, attackedStack->occupiedHex()); } if (mutPos == -1 && attackedStack->doubleWide() && attackingStack->doubleWide()) { mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, attackedStack->occupiedHex()); } switch(mutPos) //attack direction { case 0: case 1: case 2: case 3: case 4: case 5: group = mutPosToGroup[mutPos]; if(attackingStack->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH)) { CCreatureAnim::EAnimType group2H = mutPosToGroup2H[mutPos]; if(myAnim->framesInGroup(group2H)>0) group = group2H; } break; default: logGlobal->error("Critical Error! Wrong dest in stackAttacking! dest: %d; attacking stack pos: %d; mutual pos: %d", dest.hex, attackingStackPosBeforeReturn, mutPos); group = CCreatureAnim::ATTACK_FRONT; break; } return true; } CMeleeAttackAnimation::CMeleeAttackAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked) : CAttackAnimation(_owner, attacker, _dest, _attacked) { logAnim->debug("Created melee attack anim for %s", attacker->getName()); } void CMeleeAttackAnimation::endAnim() { CAttackAnimation::endAnim(); delete this; } bool CMovementAnimation::init() { if( !isEarliest(false) ) return false; if(!stack || myAnim->isDead()) { endAnim(); return false; } if(stackAnimation(stack)->framesInGroup(CCreatureAnim::MOVING) == 0 || stack->hasBonus(Selector::typeSubtype(Bonus::FLYING, 1))) { //no movement or teleport, end immediately endAnim(); return false; } //reverse unit if necessary if(owner->stacksController->shouldRotate(stack, oldPos, nextHex)) { // it seems that H3 does NOT plays full rotation animation here in most situations // Logical since it takes quite a lot of time if (curentMoveIndex == 0) // full rotation only for moving towards first tile. { owner->stacksController->addNewAnim(new CReverseAnimation(owner, stack, oldPos, true)); return false; } else { rotateStack(oldPos); } } if(myAnim->getType() != CCreatureAnim::MOVING) { myAnim->setType(CCreatureAnim::MOVING); } if (owner->moveSoundHander == -1) { owner->moveSoundHander = CCS->soundh->playSound(battle_sound(stack->getCreature(), move), -1); } Point begPosition = CClickableHex::getXYUnitAnim(oldPos, stack, owner); Point endPosition = CClickableHex::getXYUnitAnim(nextHex, stack, owner); timeToMove = AnimationControls::getMovementDuration(stack->getCreature()); begX = begPosition.x; begY = begPosition.y; progress = 0; distanceX = endPosition.x - begPosition.x; distanceY = endPosition.y - begPosition.y; if (stack->hasBonus(Selector::type()(Bonus::FLYING))) { float distance = static_cast(sqrt(distanceX * distanceX + distanceY * distanceY)); timeToMove *= AnimationControls::getFlightDistance(stack->getCreature()) / distance; } return true; } void CMovementAnimation::nextFrame() { progress += float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000 * timeToMove; //moving instructions myAnim->pos.x = static_cast(begX + distanceX * progress ); myAnim->pos.y = static_cast(begY + distanceY * progress ); CBattleAnimation::nextFrame(); if(progress >= 1.0) { // Sets the position of the creature animation sprites Point coords = CClickableHex::getXYUnitAnim(nextHex, stack, owner); myAnim->pos = coords; // true if creature haven't reached the final destination hex if ((curentMoveIndex + 1) < destTiles.size()) { // update the next hex field which has to be reached by the stack curentMoveIndex++; oldPos = nextHex; nextHex = destTiles[curentMoveIndex]; // re-init animation for(auto & elem : pendingAnimations()) { if (elem.first == this) { elem.second = false; break; } } } else endAnim(); } } void CMovementAnimation::endAnim() { assert(stack); myAnim->pos = CClickableHex::getXYUnitAnim(nextHex, stack, owner); CBattleAnimation::endAnim(); owner->stacksController->addNewAnim(new CMovementEndAnimation(owner, stack, nextHex)); if(owner->moveSoundHander != -1) { CCS->soundh->stopSound(owner->moveSoundHander); owner->moveSoundHander = -1; } delete this; } CMovementAnimation::CMovementAnimation(CBattleInterface *_owner, const CStack *_stack, std::vector _destTiles, int _distance) : CBattleStackAnimation(_owner, _stack), destTiles(_destTiles), curentMoveIndex(0), oldPos(stack->getPosition()), begX(0), begY(0), distanceX(0), distanceY(0), timeToMove(0.0), progress(0.0), nextHex(destTiles.front()) { logAnim->debug("Created movement anim for %s", stack->getName()); } CMovementEndAnimation::CMovementEndAnimation(CBattleInterface * _owner, const CStack * _stack, BattleHex destTile) : CBattleStackAnimation(_owner, _stack), destinationTile(destTile) { logAnim->debug("Created movement end anim for %s", stack->getName()); } bool CMovementEndAnimation::init() { if( !isEarliest(true) ) return false; if(!stack || myAnim->framesInGroup(CCreatureAnim::MOVE_END) == 0 || myAnim->isDead()) { endAnim(); return false; } CCS->soundh->playSound(battle_sound(stack->getCreature(), endMoving)); myAnim->setType(CCreatureAnim::MOVE_END); myAnim->onAnimationReset += std::bind(&CMovementEndAnimation::endAnim, this); return true; } void CMovementEndAnimation::endAnim() { CBattleAnimation::endAnim(); if(myAnim->getType() != CCreatureAnim::DEAD) myAnim->setType(CCreatureAnim::HOLDING); //resetting to default CCS->curh->show(); delete this; } CMovementStartAnimation::CMovementStartAnimation(CBattleInterface * _owner, const CStack * _stack) : CBattleStackAnimation(_owner, _stack) { logAnim->debug("Created movement start anim for %s", stack->getName()); } bool CMovementStartAnimation::init() { if( !isEarliest(false) ) return false; if(!stack || myAnim->isDead()) { CMovementStartAnimation::endAnim(); return false; } CCS->soundh->playSound(battle_sound(stack->getCreature(), startMoving)); myAnim->setType(CCreatureAnim::MOVE_START); myAnim->onAnimationReset += std::bind(&CMovementStartAnimation::endAnim, this); return true; } void CMovementStartAnimation::endAnim() { CBattleAnimation::endAnim(); delete this; } CReverseAnimation::CReverseAnimation(CBattleInterface * _owner, const CStack * stack, BattleHex dest, bool _priority) : CBattleStackAnimation(_owner, stack), hex(dest), priority(_priority) { logAnim->debug("Created reverse anim for %s", stack->getName()); } bool CReverseAnimation::init() { if(myAnim == nullptr || myAnim->isDead()) { endAnim(); return false; //there is no such creature } if(!priority && !isEarliest(false)) return false; if(myAnim->framesInGroup(CCreatureAnim::TURN_L)) { myAnim->setType(CCreatureAnim::TURN_L); myAnim->onAnimationReset += std::bind(&CReverseAnimation::setupSecondPart, this); } else { setupSecondPart(); } return true; } void CReverseAnimation::endAnim() { CBattleAnimation::endAnim(); if( stack->alive() )//don't do that if stack is dead myAnim->setType(CCreatureAnim::HOLDING); delete this; } void CBattleStackAnimation::rotateStack(BattleHex hex) { setStackFacingRight(stack, !stackFacingRight(stack)); stackAnimation(stack)->pos = CClickableHex::getXYUnitAnim(hex, stack, owner); } void CReverseAnimation::setupSecondPart() { if(!stack) { endAnim(); return; } rotateStack(hex); if(myAnim->framesInGroup(CCreatureAnim::TURN_R)) { myAnim->setType(CCreatureAnim::TURN_R); myAnim->onAnimationReset += std::bind(&CReverseAnimation::endAnim, this); } else endAnim(); } CRangedAttackAnimation::CRangedAttackAnimation(CBattleInterface * owner_, const CStack * attacker, BattleHex dest_, const CStack * defender) : CAttackAnimation(owner_, attacker, dest_, defender) { } CShootingAnimation::CShootingAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, bool _catapult, int _catapultDmg) : CRangedAttackAnimation(_owner, attacker, _dest, _attacked), catapultDamage(_catapultDmg) { logAnim->debug("Created shooting anim for %s", stack->getName()); } bool CShootingAnimation::init() { if( !CAttackAnimation::checkInitialConditions() ) return false; const CStack * shooter = attackingStack; if(!shooter || myAnim->isDead()) { endAnim(); return false; } //reverse unit if necessary if (attackingStack && attackedStack && owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStack->getPosition(), attackedStack->getPosition(), stackFacingRight(attackingStack), attackingStack->doubleWide(), stackFacingRight(attackedStack))) { owner->stacksController->addNewAnim(new CReverseAnimation(owner, attackingStack, attackingStack->getPosition(), true)); return false; } //FIXME: this cause freeze // opponent must face attacker ( = different directions) before he can be attacked //if (attackingStack && attackedStack && owner->creDir[attackingStack->ID] == owner->creDir[attackedStack->ID]) // return false; //maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value) static const double straightAngle = 0.2; // Get further info about the shooter e.g. relative pos of projectile to unit. // If the creature id is 149 then it's a arrow tower which has no additional info so get the // actual arrow tower shooter instead. const CCreature *shooterInfo = shooter->getCreature(); if(shooterInfo->idNumber == CreatureID::ARROW_TOWERS) shooterInfo = owner->siegeController->getTurretCreature(); Point shooterPos; Point shotPos; Point destPos; // NOTE: two lines below return different positions (very notable with 2-hex creatures). Obtaining via creanims seems to be more precise shooterPos = stackAnimation(shooter)->pos.topLeft(); //xycoord = CClickableHex::getXYUnitAnim(shooter->position, true, shooter, owner); destPos = CClickableHex::getXYUnitAnim(dest, attackedStack, owner) + Point(225, 225); // to properly translate coordinates when shooter is rotated int multiplier = 0; if (shooter) multiplier = stackFacingRight(shooter) ? 1 : -1; else { assert(false); // unreachable? multiplier = shooter->getCreature()->idNumber == CreatureID::ARROW_TOWERS ? -1 : 1; } double projectileAngle = atan2(fabs((double)destPos.y - shooterPos.y), fabs((double)destPos.x - shooterPos.x)); if(shooter->getPosition() < dest) projectileAngle = -projectileAngle; // Calculate projectile start position. Offsets are read out of the CRANIM.TXT. if (projectileAngle > straightAngle) { //upper shot shotPos.x = shooterPos.x + 222 + ( -25 + shooterInfo->animation.upperRightMissleOffsetX ) * multiplier; shotPos.y = shooterPos.y + 265 + shooterInfo->animation.upperRightMissleOffsetY; } else if (projectileAngle < -straightAngle) { //lower shot shotPos.x = shooterPos.x + 222 + ( -25 + shooterInfo->animation.lowerRightMissleOffsetX ) * multiplier; shotPos.y = shooterPos.y + 265 + shooterInfo->animation.lowerRightMissleOffsetY; } else { //straight shot shotPos.x = shooterPos.x + 222 + ( -25 + shooterInfo->animation.rightMissleOffsetX ) * multiplier; shotPos.y = shooterPos.y + 265 + shooterInfo->animation.rightMissleOffsetY; } owner->projectilesController->createProjectile(attackingStack, attackedStack, shotPos, destPos); //attack animation shooting = true; if(projectileAngle > straightAngle) group = CCreatureAnim::SHOOT_UP; else if(projectileAngle < -straightAngle) group = CCreatureAnim::SHOOT_DOWN; else //straight shot group = CCreatureAnim::SHOOT_FRONT; return true; } void CShootingAnimation::nextFrame() { if (owner->projectilesController->hasActiveProjectile(attackingStack)) { const CCreature *shooterInfo = attackingStack->getCreature(); if(shooterInfo->idNumber == CreatureID::ARROW_TOWERS) shooterInfo = owner->siegeController->getTurretCreature(); // animation should be paused if there is an active projectile if ( stackAnimation(attackingStack)->getCurrentFrame() >= shooterInfo->animation.attackClimaxFrame ) { owner->projectilesController->fireStackProjectile(attackingStack);//FIXME: should only be called once return; } } for(auto & it : pendingAnimations()) { CMovementStartAnimation * anim = dynamic_cast(it.first); CReverseAnimation * anim2 = dynamic_cast(it.first); if( (anim && anim->stack->ID == stack->ID) || (anim2 && anim2->stack->ID == stack->ID && anim2->priority ) ) return; } CAttackAnimation::nextFrame(); } void CShootingAnimation::endAnim() { // FIXME: is this possible? Animation is over but we're yet to fire projectile? owner->projectilesController->fireStackProjectile(attackingStack); // play wall hit/miss sound for catapult attack if(!attackedStack) { if(catapultDamage > 0) { CCS->soundh->playSound("WALLHIT"); } else { CCS->soundh->playSound("WALLMISS"); } } CAttackAnimation::endAnim(); delete this; } CCastAnimation::CCastAnimation(CBattleInterface * owner_, const CStack * attacker, BattleHex dest_, const CStack * defender) : CRangedAttackAnimation(owner_, attacker, dest_, defender) { if(!dest_.isValid() && defender) dest = defender->getPosition(); } bool CCastAnimation::init() { if(!CAttackAnimation::checkInitialConditions()) return false; if(!attackingStack || myAnim->isDead()) { endAnim(); return false; } //reverse unit if necessary if(attackedStack) { if(owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStack->getPosition(), attackedStack->getPosition(), stackFacingRight(attackingStack), attackingStack->doubleWide(), stackFacingRight(attackedStack))) { owner->stacksController->addNewAnim(new CReverseAnimation(owner, attackingStack, attackingStack->getPosition(), true)); return false; } } else { if(dest.isValid() && owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStack->getPosition(), dest, stackFacingRight(attackingStack), false, false)) { owner->stacksController->addNewAnim(new CReverseAnimation(owner, attackingStack, attackingStack->getPosition(), true)); return false; } } //TODO: display spell projectile here static const double straightAngle = 0.2; Point fromPos; Point destPos; // NOTE: two lines below return different positions (very notable with 2-hex creatures). Obtaining via creanims seems to be more precise fromPos = stackAnimation(attackingStack)->pos.topLeft(); //xycoord = CClickableHex::getXYUnitAnim(shooter->getPosition(), true, shooter, owner); destPos = CClickableHex::getXYUnitAnim(dest, attackedStack, owner); double projectileAngle = atan2(fabs((double)destPos.y - fromPos.y), fabs((double)destPos.x - fromPos.x)); if(attackingStack->getPosition() < dest) projectileAngle = -projectileAngle; if(projectileAngle > straightAngle) group = CCreatureAnim::VCMI_CAST_UP; else if(projectileAngle < -straightAngle) group = CCreatureAnim::VCMI_CAST_DOWN; else group = CCreatureAnim::VCMI_CAST_FRONT; //fall back to H3 cast/2hex //even if creature have 2hex attack instead of cast it is ok since we fall back to attack anyway if(myAnim->framesInGroup(group) == 0) { if(projectileAngle > straightAngle) group = CCreatureAnim::CAST_UP; else if(projectileAngle < -straightAngle) group = CCreatureAnim::CAST_DOWN; else group = CCreatureAnim::CAST_FRONT; } //fall back to ranged attack if(myAnim->framesInGroup(group) == 0) { if(projectileAngle > straightAngle) group = CCreatureAnim::SHOOT_UP; else if(projectileAngle < -straightAngle) group = CCreatureAnim::SHOOT_DOWN; else group = CCreatureAnim::SHOOT_FRONT; } //fall back to normal attack if(myAnim->framesInGroup(group) == 0) { if(projectileAngle > straightAngle) group = CCreatureAnim::ATTACK_UP; else if(projectileAngle < -straightAngle) group = CCreatureAnim::ATTACK_DOWN; else group = CCreatureAnim::ATTACK_FRONT; } return true; } void CCastAnimation::nextFrame() { for(auto & it : pendingAnimations()) { CReverseAnimation * anim = dynamic_cast(it.first); if(anim && anim->stack->ID == stack->ID && anim->priority) return; } if(myAnim->getType() != group) { myAnim->setType(group); myAnim->onAnimationReset += std::bind(&CAttackAnimation::endAnim, this); } CBattleAnimation::nextFrame(); } void CCastAnimation::endAnim() { CAttackAnimation::endAnim(); delete this; } CEffectAnimation::CEffectAnimation(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx, int _dy, bool _Vflip, bool _alignToBottom) : CBattleAnimation(_owner), destTile(BattleHex::INVALID), x(_x), y(_y), dx(_dx), dy(_dy), Vflip(_Vflip), alignToBottom(_alignToBottom) { logAnim->debug("Created effect animation %s", _customAnim); customAnim = std::make_shared(_customAnim); } CEffectAnimation::CEffectAnimation(CBattleInterface * _owner, std::shared_ptr _customAnim, int _x, int _y, int _dx, int _dy) : CBattleAnimation(_owner), destTile(BattleHex::INVALID), customAnim(_customAnim), x(_x), y(_y), dx(_dx), dy(_dy), Vflip(false), alignToBottom(false) { logAnim->debug("Created custom effect animation"); } CEffectAnimation::CEffectAnimation(CBattleInterface * _owner, std::string _customAnim, BattleHex _destTile, bool _Vflip, bool _alignToBottom) : CBattleAnimation(_owner), destTile(_destTile), x(-1), y(-1), dx(0), dy(0), Vflip(_Vflip), alignToBottom(_alignToBottom) { logAnim->debug("Created effect animation %s", _customAnim); customAnim = std::make_shared(_customAnim); } bool CEffectAnimation::init() { if(!isEarliest(true)) return false; const bool areaEffect = (!destTile.isValid() && x == -1 && y == -1); std::shared_ptr animation = customAnim; animation->preload(); if(Vflip) animation->verticalFlip(); auto first = animation->getImage(0, 0, true); if(!first) { endAnim(); return false; } if(areaEffect) //f.e. armageddon { for(int i=0; i * first->width() < owner->pos.w ; ++i) { for(int j=0; j * first->height() < owner->pos.h ; ++j) { BattleEffect be; be.effectID = ID; be.animation = animation; be.currentFrame = 0; be.x = i * first->width() + owner->pos.x; be.y = j * first->height() + owner->pos.y; be.position = BattleHex::INVALID; owner->effectsController->battleEffects.push_back(be); } } } else // Effects targeted at a specific creature/hex. { const CStack * destStack = owner->getCurrentPlayerInterface()->cb->battleGetStackByPos(destTile, false); BattleEffect be; be.effectID = ID; be.animation = animation; be.currentFrame = 0; //todo: lightning anim frame count override // if(effect == 1) // be.maxFrame = 3; be.x = x; be.y = y; if(destTile.isValid()) { Rect tilePos = owner->fieldController->hexPosition(destTile); if(x == -1) be.x = tilePos.x + tilePos.w/2 - first->width()/2; if(y == -1) { if(alignToBottom) be.y = tilePos.y + tilePos.h - first->height(); else be.y = tilePos.y - first->height()/2; } // Correction for 2-hex creatures. if(destStack != nullptr && destStack->doubleWide()) be.x += (destStack->side == BattleSide::ATTACKER ? -1 : 1)*tilePos.w/2; } assert(be.x != -1 && be.y != -1); //Indicate if effect should be drawn on top of everything or just on top of the hex be.position = destTile; owner->effectsController->battleEffects.push_back(be); } return true; } void CEffectAnimation::nextFrame() { //notice: there may be more than one effect in owner->battleEffects correcponding to this animation (ie. armageddon) for(auto & elem : owner->effectsController->battleEffects) { if(elem.effectID == ID) { elem.currentFrame += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000; if(elem.currentFrame >= elem.animation->size()) { endAnim(); break; } else { elem.x += dx; elem.y += dy; } } } } void CEffectAnimation::endAnim() { CBattleAnimation::endAnim(); boost::range::remove_if(owner->effectsController->battleEffects, [&](const BattleEffect & elem) { return elem.effectID == ID; }); delete this; }