/* * BattleAnimationClasses.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 "BattleAnimationClasses.h" #include "BattleInterface.h" #include "BattleInterfaceClasses.h" #include "BattleProjectileController.h" #include "BattleSiegeController.h" #include "BattleFieldController.h" #include "BattleEffectsController.h" #include "BattleStacksController.h" #include "CreatureAnimation.h" #include "../CGameInfo.h" #include "../CPlayerInterface.h" #include "../gui/CursorHandler.h" #include "../gui/CGuiHandler.h" #include "../media/ISoundPlayer.h" #include "../render/CAnimation.h" #include "../render/IRenderHandler.h" #include "../../CCallback.h" #include "../../lib/CStack.h" BattleAnimation::BattleAnimation(BattleInterface & owner) : owner(owner), ID(owner.stacksController->animIDhelper++), initialized(false) { logAnim->trace("Animation #%d created", ID); } bool BattleAnimation::tryInitialize() { assert(!initialized); if ( init() ) { initialized = true; return true; } return false; } bool BattleAnimation::isInitialized() { return initialized; } BattleAnimation::~BattleAnimation() { logAnim->trace("Animation #%d ended, type is %s", ID, typeid(this).name()); for(auto & elem : pendingAnimations()) { if(elem == this) elem = nullptr; } logAnim->trace("Animation #%d deleted", ID); } std::vector & BattleAnimation::pendingAnimations() { return owner.stacksController->currentAnimations; } std::shared_ptr BattleAnimation::stackAnimation(const CStack * stack) const { return owner.stacksController->stackAnimation[stack->unitId()]; } bool BattleAnimation::stackFacingRight(const CStack * stack) { return owner.stacksController->stackFacingRight[stack->unitId()]; } void BattleAnimation::setStackFacingRight(const CStack * stack, bool facingRight) { owner.stacksController->stackFacingRight[stack->unitId()] = facingRight; } BattleStackAnimation::BattleStackAnimation(BattleInterface & owner, const CStack * stack) : BattleAnimation(owner), myAnim(stackAnimation(stack)), stack(stack) { assert(myAnim); } StackActionAnimation::StackActionAnimation(BattleInterface & owner, const CStack * stack) : BattleStackAnimation(owner, stack) , nextGroup(ECreatureAnimType::HOLDING) , currGroup(ECreatureAnimType::HOLDING) { } ECreatureAnimType StackActionAnimation::getGroup() const { return currGroup; } void StackActionAnimation::setNextGroup( ECreatureAnimType group ) { nextGroup = group; } void StackActionAnimation::setGroup( ECreatureAnimType group ) { currGroup = group; } void StackActionAnimation::setSound( const AudioPath & sound ) { this->sound = sound; } bool StackActionAnimation::init() { if (!sound.empty()) CCS->soundh->playSound(sound); if (myAnim->framesInGroup(currGroup) > 0) { myAnim->playOnce(currGroup); myAnim->onAnimationReset += [&](){ delete this; }; } else delete this; return true; } StackActionAnimation::~StackActionAnimation() { if (stack->isFrozen() && currGroup != ECreatureAnimType::DEATH && currGroup != ECreatureAnimType::DEATH_RANGED) myAnim->setType(ECreatureAnimType::HOLDING); else myAnim->setType(nextGroup); } ECreatureAnimType AttackAnimation::findValidGroup( const std::vector candidates ) const { for ( auto group : candidates) { if(myAnim->framesInGroup(group) > 0) return group; } assert(0); return ECreatureAnimType::HOLDING; } const CCreature * AttackAnimation::getCreature() const { if (attackingStack->unitType()->getId() == CreatureID::ARROW_TOWERS) return owner.siegeController->getTurretCreature(attackingStack->initialPosition); else return attackingStack->unitType(); } AttackAnimation::AttackAnimation(BattleInterface & owner, const CStack *attacker, BattleHex _dest, const CStack *defender) : StackActionAnimation(owner, attacker), dest(_dest), defendingStack(defender), attackingStack(attacker) { assert(attackingStack && "attackingStack is nullptr in CBattleAttack::CBattleAttack !\n"); attackingStackPosBeforeReturn = attackingStack->getPosition(); } HittedAnimation::HittedAnimation(BattleInterface & owner, const CStack * stack) : StackActionAnimation(owner, stack) { setGroup(ECreatureAnimType::HITTED); setSound(stack->unitType()->sounds.wince); logAnim->debug("Created HittedAnimation for %s", stack->getName()); } DefenceAnimation::DefenceAnimation(BattleInterface & owner, const CStack * stack) : StackActionAnimation(owner, stack) { setGroup(ECreatureAnimType::DEFENCE); setSound(stack->unitType()->sounds.defend); logAnim->debug("Created DefenceAnimation for %s", stack->getName()); } DeathAnimation::DeathAnimation(BattleInterface & owner, const CStack * stack, bool ranged): StackActionAnimation(owner, stack) { setSound(stack->unitType()->sounds.killed); if(ranged && myAnim->framesInGroup(ECreatureAnimType::DEATH_RANGED) > 0) setGroup(ECreatureAnimType::DEATH_RANGED); else setGroup(ECreatureAnimType::DEATH); if(ranged && myAnim->framesInGroup(ECreatureAnimType::DEAD_RANGED) > 0) setNextGroup(ECreatureAnimType::DEAD_RANGED); else setNextGroup(ECreatureAnimType::DEAD); logAnim->debug("Created DeathAnimation for %s", stack->getName()); } DummyAnimation::DummyAnimation(BattleInterface & owner, int howManyFrames) : BattleAnimation(owner), counter(0), howMany(howManyFrames) { logAnim->debug("Created dummy animation for %d frames", howManyFrames); } bool DummyAnimation::init() { return true; } void DummyAnimation::tick(uint32_t msPassed) { counter++; if(counter > howMany) delete this; } ECreatureAnimType MeleeAttackAnimation::getUpwardsGroup(bool multiAttack) const { if (!multiAttack) return ECreatureAnimType::ATTACK_UP; return findValidGroup({ ECreatureAnimType::GROUP_ATTACK_UP, ECreatureAnimType::SPECIAL_UP, ECreatureAnimType::SPECIAL_FRONT, // weird, but required for H3 ECreatureAnimType::ATTACK_UP }); } ECreatureAnimType MeleeAttackAnimation::getForwardGroup(bool multiAttack) const { if (!multiAttack) return ECreatureAnimType::ATTACK_FRONT; return findValidGroup({ ECreatureAnimType::GROUP_ATTACK_FRONT, ECreatureAnimType::SPECIAL_FRONT, ECreatureAnimType::ATTACK_FRONT }); } ECreatureAnimType MeleeAttackAnimation::getDownwardsGroup(bool multiAttack) const { if (!multiAttack) return ECreatureAnimType::ATTACK_DOWN; return findValidGroup({ ECreatureAnimType::GROUP_ATTACK_DOWN, ECreatureAnimType::SPECIAL_DOWN, ECreatureAnimType::SPECIAL_FRONT, // weird, but required for H3 ECreatureAnimType::ATTACK_DOWN }); } ECreatureAnimType MeleeAttackAnimation::selectGroup(bool multiAttack) { const ECreatureAnimType mutPosToGroup[] = { getUpwardsGroup (multiAttack), getUpwardsGroup (multiAttack), getForwardGroup (multiAttack), getDownwardsGroup(multiAttack), getDownwardsGroup(multiAttack), getForwardGroup (multiAttack) }; int revShiftattacker = (attackingStack->unitSide() == BattleSide::ATTACKER ? -1 : 1); int mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, dest); if(mutPos == -1 && attackingStack->doubleWide()) { mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, defendingStack->getPosition()); } if (mutPos == -1 && defendingStack->doubleWide()) { mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, defendingStack->occupiedHex()); } if (mutPos == -1 && defendingStack->doubleWide() && attackingStack->doubleWide()) { mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, defendingStack->occupiedHex()); } assert(mutPos >= 0 && mutPos <=5); return mutPosToGroup[mutPos]; } void MeleeAttackAnimation::tick(uint32_t msPassed) { size_t currentFrame = stackAnimation(attackingStack)->getCurrentFrame(); size_t totalFrames = stackAnimation(attackingStack)->framesInGroup(getGroup()); if ( currentFrame * 2 >= totalFrames ) owner.executeAnimationStage(EAnimationEvents::HIT); AttackAnimation::tick(msPassed); } MeleeAttackAnimation::MeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, bool multiAttack) : AttackAnimation(owner, attacker, _dest, _attacked) { logAnim->debug("Created MeleeAttackAnimation for %s", attacker->getName()); setSound(getCreature()->sounds.attack); setGroup(selectGroup(multiAttack)); } StackMoveAnimation::StackMoveAnimation(BattleInterface & owner, const CStack * _stack, BattleHex prevHex, BattleHex nextHex): BattleStackAnimation(owner, _stack), prevHex(prevHex), nextHex(nextHex) { } bool MovementAnimation::init() { assert(stack); assert(!myAnim->isDeadOrDying()); assert(stackAnimation(stack)->framesInGroup(ECreatureAnimType::MOVING) > 0); if(stackAnimation(stack)->framesInGroup(ECreatureAnimType::MOVING) == 0) { //no movement, end immediately delete this; return false; } logAnim->debug("CMovementAnimation::init: stack %s moves %d -> %d", stack->getName(), prevHex, nextHex); //reverse unit if necessary if(owner.stacksController->shouldRotate(stack, prevHex, nextHex)) { // it seems that H3 does NOT plays full rotation animation during movement // Logical since it takes quite a lot of time rotateStack(prevHex); } if(myAnim->getType() != ECreatureAnimType::MOVING) { myAnim->setType(ECreatureAnimType::MOVING); } if (moveSoundHandler == -1) { moveSoundHandler = CCS->soundh->playSound(stack->unitType()->sounds.move, -1); } Point begPosition = owner.stacksController->getStackPositionAtHex(prevHex, stack); Point endPosition = owner.stacksController->getStackPositionAtHex(nextHex, stack); progressPerSecond = AnimationControls::getMovementRange(stack->unitType()); begX = begPosition.x; begY = begPosition.y; //progress = 0; distanceX = endPosition.x - begPosition.x; distanceY = endPosition.y - begPosition.y; if (stack->hasBonus(Selector::type()(BonusType::FLYING))) { float distance = static_cast(sqrt(distanceX * distanceX + distanceY * distanceY)); progressPerSecond = AnimationControls::getFlightDistance(stack->unitType()) / distance; } return true; } void MovementAnimation::tick(uint32_t msPassed) { progress += float(msPassed) / 1000 * progressPerSecond; //moving instructions myAnim->pos.x = begX + distanceX * progress; myAnim->pos.y = begY + distanceY * progress; BattleAnimation::tick(msPassed); if(progress >= 1.0) { progress -= 1.0; // Sets the position of the creature animation sprites Point coords = owner.stacksController->getStackPositionAtHex(nextHex, stack); myAnim->pos.moveTo(coords); // true if creature haven't reached the final destination hex if ((currentMoveIndex + 1) < destTiles.size()) { // update the next hex field which has to be reached by the stack currentMoveIndex++; prevHex = nextHex; nextHex = destTiles[currentMoveIndex]; // request re-initialization initialized = false; } else delete this; } } MovementAnimation::~MovementAnimation() { assert(stack); if(moveSoundHandler != -1) CCS->soundh->stopSound(moveSoundHandler); } MovementAnimation::MovementAnimation(BattleInterface & owner, const CStack *stack, std::vector _destTiles, int _distance) : StackMoveAnimation(owner, stack, stack->getPosition(), _destTiles.front()), destTiles(_destTiles), currentMoveIndex(0), begX(0), begY(0), distanceX(0), distanceY(0), progressPerSecond(0.0), moveSoundHandler(-1), progress(0.0) { logAnim->debug("Created MovementAnimation for %s", stack->getName()); } MovementEndAnimation::MovementEndAnimation(BattleInterface & owner, const CStack * _stack, BattleHex destTile) : StackMoveAnimation(owner, _stack, destTile, destTile) { logAnim->debug("Created MovementEndAnimation for %s", stack->getName()); } bool MovementEndAnimation::init() { assert(stack); assert(!myAnim->isDeadOrDying()); if(!stack || myAnim->isDeadOrDying()) { delete this; return false; } logAnim->debug("CMovementEndAnimation::init: stack %s", stack->getName()); myAnim->pos.moveTo(owner.stacksController->getStackPositionAtHex(nextHex, stack)); CCS->soundh->playSound(stack->unitType()->sounds.endMoving); if(!myAnim->framesInGroup(ECreatureAnimType::MOVE_END)) { delete this; return false; } myAnim->setType(ECreatureAnimType::MOVE_END); myAnim->onAnimationReset += [&](){ delete this; }; return true; } MovementEndAnimation::~MovementEndAnimation() { if(myAnim->getType() != ECreatureAnimType::DEAD) myAnim->setType(ECreatureAnimType::HOLDING); //resetting to default CCS->curh->show(); } MovementStartAnimation::MovementStartAnimation(BattleInterface & owner, const CStack * _stack) : StackMoveAnimation(owner, _stack, _stack->getPosition(), _stack->getPosition()) { logAnim->debug("Created MovementStartAnimation for %s", stack->getName()); } bool MovementStartAnimation::init() { assert(stack); assert(!myAnim->isDeadOrDying()); if(!stack || myAnim->isDeadOrDying()) { delete this; return false; } logAnim->debug("CMovementStartAnimation::init: stack %s", stack->getName()); CCS->soundh->playSound(stack->unitType()->sounds.startMoving); if(!myAnim->framesInGroup(ECreatureAnimType::MOVE_START)) { delete this; return false; } myAnim->setType(ECreatureAnimType::MOVE_START); myAnim->onAnimationReset += [&](){ delete this; }; return true; } ReverseAnimation::ReverseAnimation(BattleInterface & owner, const CStack * stack, BattleHex dest) : StackMoveAnimation(owner, stack, dest, dest) { logAnim->debug("Created ReverseAnimation for %s", stack->getName()); } bool ReverseAnimation::init() { assert(myAnim); assert(!myAnim->isDeadOrDying()); if(myAnim == nullptr || myAnim->isDeadOrDying()) { delete this; return false; //there is no such creature } logAnim->debug("CReverseAnimation::init: stack %s", stack->getName()); if(myAnim->framesInGroup(ECreatureAnimType::TURN_L)) { myAnim->playOnce(ECreatureAnimType::TURN_L); myAnim->onAnimationReset += std::bind(&ReverseAnimation::setupSecondPart, this); } else { setupSecondPart(); } return true; } void BattleStackAnimation::rotateStack(BattleHex hex) { setStackFacingRight(stack, !stackFacingRight(stack)); stackAnimation(stack)->pos.moveTo(owner.stacksController->getStackPositionAtHex(hex, stack)); } void ReverseAnimation::setupSecondPart() { assert(stack); if(!stack) { delete this; return; } rotateStack(nextHex); if(myAnim->framesInGroup(ECreatureAnimType::TURN_R)) { myAnim->playOnce(ECreatureAnimType::TURN_R); myAnim->onAnimationReset += [&](){ delete this; }; } else delete this; } ResurrectionAnimation::ResurrectionAnimation(BattleInterface & owner, const CStack * _stack): StackActionAnimation(owner, _stack) { setGroup(ECreatureAnimType::RESURRECTION); logAnim->debug("Created ResurrectionAnimation for %s", stack->getName()); } bool ColorTransformAnimation::init() { return true; } void ColorTransformAnimation::tick(uint32_t msPassed) { float elapsed = msPassed / 1000.f; float fullTime = AnimationControls::getFadeInDuration(); float delta = elapsed / fullTime; totalProgress += delta; size_t index = 0; while (index < timePoints.size() && timePoints[index] < totalProgress ) ++index; if (index == timePoints.size()) { //end of animation. Apply ColorShifter using final values and die const auto & shifter = steps[index - 1]; owner.stacksController->setStackColorFilter(shifter, stack, spell, false); delete this; return; } assert(index != 0); const auto & prevShifter = steps[index - 1]; const auto & nextShifter = steps[index]; float prevPoint = timePoints[index-1]; float nextPoint = timePoints[index]; float localProgress = totalProgress - prevPoint; float stepDuration = (nextPoint - prevPoint); float factor = localProgress / stepDuration; auto shifter = ColorFilter::genInterpolated(prevShifter, nextShifter, factor); owner.stacksController->setStackColorFilter(shifter, stack, spell, true); } ColorTransformAnimation::ColorTransformAnimation(BattleInterface & owner, const CStack * _stack, const std::string & colorFilterName, const CSpell * spell): BattleStackAnimation(owner, _stack), spell(spell), totalProgress(0.f) { auto effect = owner.effectsController->getMuxerEffect(colorFilterName); steps = effect.filters; timePoints = effect.timePoints; assert(!steps.empty() && steps.size() == timePoints.size()); logAnim->debug("Created ColorTransformAnimation for %s", stack->getName()); } RangedAttackAnimation::RangedAttackAnimation(BattleInterface & owner_, const CStack * attacker, BattleHex dest_, const CStack * defender) : AttackAnimation(owner_, attacker, dest_, defender), projectileEmitted(false) { setSound(getCreature()->sounds.shoot); } bool RangedAttackAnimation::init() { setAnimationGroup(); initializeProjectile(); return AttackAnimation::init(); } void RangedAttackAnimation::setAnimationGroup() { Point shooterPos = stackAnimation(attackingStack)->pos.topLeft(); Point shotTarget = owner.stacksController->getStackPositionAtHex(dest, defendingStack); //maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absolute value) static const double straightAngle = 0.2; double projectileAngle = -atan2(shotTarget.y - shooterPos.y, std::abs(shotTarget.x - shooterPos.x)); // Calculate projectile start position. Offsets are read out of the CRANIM.TXT. if (projectileAngle > straightAngle) setGroup(getUpwardsGroup()); else if (projectileAngle < -straightAngle) setGroup(getDownwardsGroup()); else setGroup(getForwardGroup()); } void RangedAttackAnimation::initializeProjectile() { const CCreature *shooterInfo = getCreature(); Point shotTarget = owner.stacksController->getStackPositionAtHex(dest, defendingStack) + Point(225, 225); Point shotOrigin = stackAnimation(attackingStack)->pos.topLeft() + Point(222, 265); int multiplier = stackFacingRight(attackingStack) ? 1 : -1; if (getGroup() == getUpwardsGroup()) { shotOrigin.x += ( -25 + shooterInfo->animation.upperRightMissileOffsetX ) * multiplier; shotOrigin.y += shooterInfo->animation.upperRightMissileOffsetY; } else if (getGroup() == getDownwardsGroup()) { shotOrigin.x += ( -25 + shooterInfo->animation.lowerRightMissileOffsetX ) * multiplier; shotOrigin.y += shooterInfo->animation.lowerRightMissileOffsetY; } else if (getGroup() == getForwardGroup()) { shotOrigin.x += ( -25 + shooterInfo->animation.rightMissileOffsetX ) * multiplier; shotOrigin.y += shooterInfo->animation.rightMissileOffsetY; } else { assert(0); } createProjectile(shotOrigin, shotTarget); } void RangedAttackAnimation::emitProjectile() { logAnim->debug("Ranged attack projectile emitted"); owner.projectilesController->emitStackProjectile(attackingStack); projectileEmitted = true; } void RangedAttackAnimation::tick(uint32_t msPassed) { // animation should be paused if there is an active projectile if (projectileEmitted) { if (!owner.projectilesController->hasActiveProjectile(attackingStack, false)) owner.executeAnimationStage(EAnimationEvents::HIT); } bool stackHasProjectile = owner.projectilesController->hasActiveProjectile(stack, true); if (!projectileEmitted || stackHasProjectile) stackAnimation(attackingStack)->playUntil(getAttackClimaxFrame()); else stackAnimation(attackingStack)->playUntil(static_cast(-1)); AttackAnimation::tick(msPassed); if (!projectileEmitted) { // emit projectile once animation playback reached "climax" frame if ( stackAnimation(attackingStack)->getCurrentFrame() >= getAttackClimaxFrame() ) { emitProjectile(); return; } } } RangedAttackAnimation::~RangedAttackAnimation() { assert(!owner.projectilesController->hasActiveProjectile(attackingStack, false)); assert(projectileEmitted); // FIXME: is this possible? Animation is over but we're yet to fire projectile? if (!projectileEmitted) { logAnim->warn("Shooting animation has finished but projectile was not emitted! Emitting it now..."); emitProjectile(); } } ShootingAnimation::ShootingAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked) : RangedAttackAnimation(owner, attacker, _dest, _attacked) { logAnim->debug("Created ShootingAnimation for %s", stack->getName()); } void ShootingAnimation::createProjectile(const Point & from, const Point & dest) const { owner.projectilesController->createProjectile(attackingStack, from, dest); } uint32_t ShootingAnimation::getAttackClimaxFrame() const { const CCreature *shooterInfo = getCreature(); uint32_t maxFrames = stackAnimation(attackingStack)->framesInGroup(getGroup()); uint32_t climaxFrame = shooterInfo->animation.attackClimaxFrame; uint32_t selectedFrame = std::clamp(shooterInfo->animation.attackClimaxFrame, 1, maxFrames); if (climaxFrame != selectedFrame) logGlobal->warn("Shooter %s has ranged attack climax frame set to %d, but only %d available!", shooterInfo->getNamePluralTranslated(), climaxFrame, maxFrames); return selectedFrame - 1; // H3 counts frames from 1 } ECreatureAnimType ShootingAnimation::getUpwardsGroup() const { return ECreatureAnimType::SHOOT_UP; } ECreatureAnimType ShootingAnimation::getForwardGroup() const { return ECreatureAnimType::SHOOT_FRONT; } ECreatureAnimType ShootingAnimation::getDownwardsGroup() const { return ECreatureAnimType::SHOOT_DOWN; } CatapultAnimation::CatapultAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, int _catapultDmg) : ShootingAnimation(owner, attacker, _dest, _attacked), catapultDamage(_catapultDmg), explosionEmitted(false) { logAnim->debug("Created shooting anim for %s", stack->getName()); } void CatapultAnimation::tick(uint32_t msPassed) { ShootingAnimation::tick(msPassed); if ( explosionEmitted) return; if ( !projectileEmitted) return; if (owner.projectilesController->hasActiveProjectile(attackingStack, false)) return; explosionEmitted = true; Point shotTarget = owner.stacksController->getStackPositionAtHex(dest, defendingStack) + Point(225, 225) - Point(126, 105); auto soundFilename = AudioPath::builtin((catapultDamage > 0) ? "WALLHIT" : "WALLMISS"); AnimationPath effectFilename = AnimationPath::builtin((catapultDamage > 0) ? "SGEXPL" : "CSGRCK"); CCS->soundh->playSound( soundFilename ); owner.stacksController->addNewAnim( new EffectAnimation(owner, effectFilename, shotTarget)); } void CatapultAnimation::createProjectile(const Point & from, const Point & dest) const { owner.projectilesController->createCatapultProjectile(attackingStack, from, dest); } CastAnimation::CastAnimation(BattleInterface & owner_, const CStack * attacker, BattleHex dest, const CStack * defender, const CSpell * spell) : RangedAttackAnimation(owner_, attacker, dest, defender), spell(spell) { if(!dest.isValid()) { assert(spell->animationInfo.projectile.empty()); if (defender) dest = defender->getPosition(); else dest = attacker->getPosition(); } } ECreatureAnimType CastAnimation::getUpwardsGroup() const { return findValidGroup({ ECreatureAnimType::CAST_UP, ECreatureAnimType::SPECIAL_UP, ECreatureAnimType::SPECIAL_FRONT, // weird, but required for H3 ECreatureAnimType::SHOOT_UP, ECreatureAnimType::ATTACK_UP }); } ECreatureAnimType CastAnimation::getForwardGroup() const { return findValidGroup({ ECreatureAnimType::CAST_FRONT, ECreatureAnimType::SPECIAL_FRONT, ECreatureAnimType::SHOOT_FRONT, ECreatureAnimType::ATTACK_FRONT }); } ECreatureAnimType CastAnimation::getDownwardsGroup() const { return findValidGroup({ ECreatureAnimType::CAST_DOWN, ECreatureAnimType::SPECIAL_DOWN, ECreatureAnimType::SPECIAL_FRONT, // weird, but required for H3 ECreatureAnimType::SHOOT_DOWN, ECreatureAnimType::ATTACK_DOWN }); } void CastAnimation::createProjectile(const Point & from, const Point & dest) const { if (!spell->animationInfo.projectile.empty()) owner.projectilesController->createSpellProjectile(attackingStack, from, dest, spell); } uint32_t CastAnimation::getAttackClimaxFrame() const { //TODO: allow defining this parameter in config file, separately from attackClimaxFrame of missile attacks uint32_t maxFrames = stackAnimation(attackingStack)->framesInGroup(getGroup()); return maxFrames / 2; } EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, int effects, bool reversed): BattleAnimation(owner), animation(GH.renderHandler().loadAnimation(animationName, EImageBlitMode::ALPHA)), effectFlags(effects), effectFinished(false), reversed(reversed) { logAnim->debug("CPointEffectAnimation::init: effect %s", animationName.getName()); } EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, std::vector hex, int effects, bool reversed): EffectAnimation(owner, animationName, effects, reversed) { battlehexes = hex; } EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, BattleHex hex, int effects, bool reversed): EffectAnimation(owner, animationName, effects, reversed) { assert(hex.isValid()); battlehexes.push_back(hex); } EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, std::vector pos, int effects, bool reversed): EffectAnimation(owner, animationName, effects, reversed) { positions = pos; } EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, Point pos, int effects, bool reversed): EffectAnimation(owner, animationName, effects, reversed) { positions.push_back(pos); } EffectAnimation::EffectAnimation(BattleInterface & owner, const AnimationPath & animationName, Point pos, BattleHex hex, int effects, bool reversed): EffectAnimation(owner, animationName, effects, reversed) { assert(hex.isValid()); battlehexes.push_back(hex); positions.push_back(pos); } bool EffectAnimation::init() { auto first = animation->getImage(0, 0, true); if(!first) { delete this; return false; } for (size_t i = 0; i < animation->size(size_t(BattleEffect::AnimType::DEFAULT)); ++i) { size_t current = animation->size(size_t(BattleEffect::AnimType::DEFAULT)) - 1 - i; animation->duplicateImage(size_t(BattleEffect::AnimType::DEFAULT), current, size_t(BattleEffect::AnimType::REVERSE)); } if (screenFill()) { for(int i=0; i * first->width() < owner.fieldController->pos.w ; ++i) for(int j=0; j * first->height() < owner.fieldController->pos.h ; ++j) positions.push_back(Point( i * first->width(), j * first->height())); } BattleEffect be; be.effectID = ID; be.animation = animation; be.currentFrame = 0; be.type = reversed ? BattleEffect::AnimType::REVERSE : BattleEffect::AnimType::DEFAULT; for (size_t i = 0; i < std::max(battlehexes.size(), positions.size()); ++i) { bool hasTile = i < battlehexes.size(); bool hasPosition = i < positions.size(); if (hasTile && !forceOnTop()) be.tile = battlehexes[i]; else be.tile = BattleHex::INVALID; if (hasPosition) { be.pos.x = positions[i].x; be.pos.y = positions[i].y; } else { const auto * destStack = owner.getBattle()->battleGetUnitByPos(battlehexes[i], false); Rect tilePos = owner.fieldController->hexPositionLocal(battlehexes[i]); be.pos.x = tilePos.x + tilePos.w/2 - first->width()/2; if(destStack && destStack->doubleWide()) // Correction for 2-hex creatures. be.pos.x += (destStack->unitSide() == BattleSide::ATTACKER ? -1 : 1)*tilePos.w/2; if (alignToBottom()) be.pos.y = tilePos.y + tilePos.h - first->height(); else be.pos.y = tilePos.y - first->height()/2; } owner.effectsController->battleEffects.push_back(be); } return true; } void EffectAnimation::tick(uint32_t msPassed) { playEffect(msPassed); if (effectFinished) { //remove visual effect itself only if sound has finished as well - necessary for obstacles like force field clearEffect(); delete this; } } bool EffectAnimation::alignToBottom() const { return effectFlags & ALIGN_TO_BOTTOM; } bool EffectAnimation::forceOnTop() const { return effectFlags & FORCE_ON_TOP; } bool EffectAnimation::screenFill() const { return effectFlags & SCREEN_FILL; } void EffectAnimation::onEffectFinished() { effectFinished = true; } void EffectAnimation::playEffect(uint32_t msPassed) { if ( effectFinished ) return; for(auto & elem : owner.effectsController->battleEffects) { if(elem.effectID == ID) { elem.currentFrame += AnimationControls::getSpellEffectSpeed() * msPassed / 1000; if(elem.currentFrame >= elem.animation->size()) { elem.currentFrame = elem.animation->size() - 1; onEffectFinished(); break; } } } } void EffectAnimation::clearEffect() { auto & effects = owner.effectsController->battleEffects; vstd::erase_if(effects, [&](const BattleEffect & effect){ return effect.effectID == ID; }); } EffectAnimation::~EffectAnimation() { assert(effectFinished); } HeroCastAnimation::HeroCastAnimation(BattleInterface & owner, std::shared_ptr hero, BattleHex dest, const CStack * defender, const CSpell * spell): BattleAnimation(owner), projectileEmitted(false), hero(hero), target(defender), tile(dest), spell(spell) { } bool HeroCastAnimation::init() { hero->setPhase(EHeroAnimType::CAST_SPELL); hero->onPhaseFinished([&](){ delete this; }); initializeProjectile(); return true; } void HeroCastAnimation::initializeProjectile() { // spell has no projectile to play, ignore this step if (spell->animationInfo.projectile.empty()) return; // targeted spells should have well, target assert(tile.isValid()); Point srccoord = hero->pos.center() - hero->parent->pos.topLeft(); Point destcoord = owner.stacksController->getStackPositionAtHex(tile, target); //position attacked by projectile destcoord += Point(222, 265); // FIXME: what are these constants? owner.projectilesController->createSpellProjectile( nullptr, srccoord, destcoord, spell); } void HeroCastAnimation::emitProjectile() { if (projectileEmitted) return; //spell has no projectile to play, skip this step and immediately play hit animations if (spell->animationInfo.projectile.empty()) emitAnimationEvent(); else owner.projectilesController->emitStackProjectile( nullptr ); projectileEmitted = true; } void HeroCastAnimation::emitAnimationEvent() { owner.executeAnimationStage(EAnimationEvents::HIT); } void HeroCastAnimation::tick(uint32_t msPassed) { float frame = hero->getFrame(); if (frame < 4.0f) // middle point of animation //TODO: un-hardcode return; if (!projectileEmitted) { emitProjectile(); hero->pause(); return; } if (!owner.projectilesController->hasActiveProjectile(nullptr, false)) { emitAnimationEvent(); //TODO: check H3 - it is possible that hero animation should be paused until hit effect is over, not just projectile hero->play(); } }