#include "StdInc.h" #include "CBattleAnimations.h" #include #include "../CMusicHandler.h" #include "../CGameInfo.h" #include "CBattleInterface.h" #include "CBattleInterfaceClasses.h" #include "CCreatureAnimation.h" #include "../../lib/BattleState.h" #include "../CPlayerInterface.h" #include "../../CCallback.h" #include "../UIFramework/SDL_Extensions.h" #include "../Graphics.h" #include "../UIFramework/CCursorHandler.h" #include "../../lib/CTownHandler.h" CBattleAnimation::CBattleAnimation(CBattleInterface * _owner) : owner(_owner), ID(_owner->animIDhelper++) {} void CBattleAnimation::endAnim() { for(std::list >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it) { if(it->first == this) { it->first = NULL; } } } bool CBattleAnimation::isEarliest(bool perStackConcurrency) { int lowestMoveID = owner->animIDhelper + 5; CBattleStackAnimation * thAnim = dynamic_cast(this); CSpellEffectAnimation * thSen = dynamic_cast(this); for(std::list >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it) { CBattleStackAnimation * stAnim = dynamic_cast(it->first); CSpellEffectAnimation * sen = dynamic_cast(it->first); if(perStackConcurrency && stAnim && thAnim && stAnim->stack->ID != thAnim->stack->ID) continue; if(sen && thSen && sen != thSen && perStackConcurrency) continue; CReverseAnimation * revAnim = dynamic_cast(stAnim); if(revAnim && thAnim && stAnim && stAnim->stack->ID == thAnim->stack->ID && revAnim->priority) return false; if(it->first) vstd::amin(lowestMoveID, it->first->ID); } return (ID == lowestMoveID) || (lowestMoveID == (owner->animIDhelper + 5)); } CBattleStackAnimation::CBattleStackAnimation(CBattleInterface * _owner, const CStack * _stack) : CBattleAnimation(_owner), stack(_stack) {} CCreatureAnimation* CBattleStackAnimation::myAnim() { return owner->creAnims[stack->ID]; } void CAttackAnimation::nextFrame() { if(myAnim()->getType() != group) myAnim()->setType(group); if(myAnim()->onFirstFrameInGroup()) { if(shooting) CCS->soundh->playSound(battle_sound(attackingStack->getCreature(), shoot)); else CCS->soundh->playSound(battle_sound(attackingStack->getCreature(), attack)); } else if(myAnim()->onLastFrameInGroup()) { myAnim()->setType(CCreatureAnim::HOLDING); endAnim(); return; //execution of endAnim deletes this !!! } } bool CAttackAnimation::checkInitialConditions() { return isEarliest(false); } CAttackAnimation::CAttackAnimation(CBattleInterface *_owner, const CStack *attacker, BattleHex _dest, const CStack *defender) : CBattleStackAnimation(_owner, attacker), dest(_dest), attackedStack(defender), attackingStack(attacker) { assert(attackingStack && "attackingStack is NULL in CBattleAttack::CBattleAttack !\n"); bool isCatapultAttack = attackingStack->hasBonusOfType(Bonus::CATAPULT) && owner->curInt->cb->battleHexToWallPart(_dest) >= 0; assert(attackedStack || isCatapultAttack); attackingStackPosBeforeReturn = attackingStack->position; } CDefenceAnimation::CDefenceAnimation(StackAttackedInfo _attackedInfo, CBattleInterface * _owner) : CBattleStackAnimation(_owner, _attackedInfo.defender), attacker(_attackedInfo.attacker), byShooting(_attackedInfo.byShooting), killed(_attackedInfo.killed) {} bool CDefenceAnimation::init() { //checking initial conditions //if(owner->creAnims[stackID]->getType() != 2) //{ // return false; //} if(attacker == NULL && owner->battleEffects.size() > 0) return false; ui32 lowestMoveID = owner->animIDhelper + 5; for(std::list >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it) { CDefenceAnimation * defAnim = dynamic_cast(it->first); if(defAnim && defAnim->stack->ID != stack->ID) continue; CAttackAnimation * attAnim = dynamic_cast(it->first); if(attAnim && attAnim->stack->ID != stack->ID) continue; if(attacker != NULL) { int attackerAnimType = owner->creAnims[attacker->ID]->getType(); if( ( attackerAnimType == CCreatureAnim::ATTACK_UP || attackerAnimType == CCreatureAnim::ATTACK_FRONT || attackerAnimType == CCreatureAnim::ATTACK_DOWN ) && owner->creAnims[attacker->ID]->getFrame() < attacker->getCreature()->animation.attackClimaxFrame ) return false; } CReverseAnimation * animAsRev = dynamic_cast(it->first); if(animAsRev && animAsRev->priority) return false; if(it->first) vstd::amin(lowestMoveID, it->first->ID); } if(ID > lowestMoveID) return false; //reverse unit if necessary if (attacker && owner->curInt->cb->isToReverse(stack->position, attacker->position, owner->creDir[stack->ID], attacker->doubleWide(), owner->creDir[attacker->ID])) { owner->addNewAnim(new CReverseAnimation(owner, stack, stack->position, true)); return false; } //unit reversed if(byShooting) //delay hit animation { for(std::list::const_iterator it = owner->projectiles.begin(); it != owner->projectiles.end(); ++it) { if(it->creID == attacker->getCreature()->idNumber) { return false; } } } //initializing if(killed) { CCS->soundh->playSound(battle_sound(stack->getCreature(), killed)); myAnim()->setType(CCreatureAnim::DEATH); //death } else { // TODO: this block doesn't seems correct if the unit is defending. CCS->soundh->playSound(battle_sound(stack->getCreature(), wince)); myAnim()->setType(CCreatureAnim::HITTED); //getting hit } return true; //initialized successfuly } void CDefenceAnimation::nextFrame() { if(!killed && myAnim()->getType() != CCreatureAnim::HITTED) { myAnim()->setType(CCreatureAnim::HITTED); } if(!myAnim()->onLastFrameInGroup()) { if( myAnim()->getType() == CCreatureAnim::DEATH && (owner->animCount+1)%(4/owner->getAnimSpeed())==0 && !myAnim()->onLastFrameInGroup() ) { myAnim()->incrementFrame(); } } else { endAnim(); } } void CDefenceAnimation::endAnim() { //restoring animType if(myAnim()->getType() == CCreatureAnim::HITTED) myAnim()->setType(CCreatureAnim::HOLDING); //printing info to console //if(attacker!=NULL) // owner->printConsoleAttacked(stack, dmg, amountKilled, attacker); //const CStack * attacker = owner->curInt->cb->battleGetStackByID(IDby, false); //const CStack * attacked = owner->curInt->cb->battleGetStackByID(stackID, false); CBattleAnimation::endAnim(); delete this; } CDummyAnimation::CDummyAnimation(CBattleInterface * _owner, int howManyFrames) : CBattleAnimation(_owner), counter(0), howMany(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(owner->creAnims[stackID]->getType()!=2) //{ // return false; //} if(!attackingStack || myAnim()->getType() == 5) { endAnim(); return false; } bool toReverse = owner->curInt->cb->isToReverse(attackingStackPosBeforeReturn, dest, owner->creDir[stack->ID], attackedStack->doubleWide(), owner->creDir[attackedStack->ID]); if (toReverse) { owner->addNewAnim(new CReverseAnimation(owner, stack, attackingStackPosBeforeReturn, true)); 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}; int revShiftattacker = (attackingStack->attackerOwned ? -1 : 1); int mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, dest); if(mutPos == -1 && attackingStack->doubleWide()) { mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, attackedStack->position); } 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]; break; default: tlog1<<"Critical Error! Wrong dest in stackAttacking! dest: "< >::const_iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it) { CBattleMoveStart * anim = dynamic_cast(it->first); CReverseAnim * anim2 = dynamic_cast(it->first); if( (anim && anim->stackID == stackID) || (anim2 && anim2->stackID == stackID ) ) return; }*/ CAttackAnimation::nextFrame(); } void CMeleeAttackAnimation::endAnim() { CBattleAnimation::endAnim(); delete this; } bool CMovementAnimation::init() { if( !isEarliest(false) ) return false; //a few useful variables steps = static_cast(myAnim()->framesInGroup(CCreatureAnim::MOVING) * owner->getAnimSpeedMultiplier() - 1); const CStack * movedStack = stack; if(!movedStack || myAnim()->getType() == 5) { endAnim(); return false; } Point begPosition = CClickableHex::getXYUnitAnim(curStackPos, movedStack->attackerOwned, movedStack, owner); Point endPosition = CClickableHex::getXYUnitAnim(nextHex, movedStack->attackerOwned, movedStack, owner); if(steps < 0 || stack->hasBonus(Selector::typeSubtype(Bonus::FLYING, 1))) //no movement or teleport { //this creature seems to have no move animation so we can end it immediately endAnim(); return false; } whichStep = 0; int hexWbase = 44, hexHbase = 42; //bool twoTiles = movedStack->doubleWide(); int mutPos = BattleHex::mutualPosition(curStackPos, nextHex); //reverse unit if necessary if((begPosition.x > endPosition.x) && owner->creDir[stack->ID] == true) { owner->addNewAnim(new CReverseAnimation(owner, stack, curStackPos, true)); return false; } else if ((begPosition.x < endPosition.x) && owner->creDir[stack->ID] == false) { owner->addNewAnim(new CReverseAnimation(owner, stack, curStackPos, true)); return false; } if(myAnim()->getType() != CCreatureAnim::MOVING) { myAnim()->setType(CCreatureAnim::MOVING); } //unit reversed if (owner->moveSh == -1) { owner->moveSh = CCS->soundh->playSound(battle_sound(movedStack->getCreature(), move), -1); } //step shift calculation posX = myAnim()->pos.x, posY = myAnim()->pos.y; // for precise calculations ;] if(mutPos == -1 && movedStack->hasBonusOfType(Bonus::FLYING)) { steps *= distance; steps /= 2; //to make animation faster stepX = (endPosition.x - begPosition.x) / static_cast(steps); stepY = (endPosition.y - begPosition.y) / static_cast(steps); } else { switch(mutPos) { case 0: stepX = -1.0 * (hexWbase / (2.0 * steps)); stepY = -1.0 * (hexHbase / (static_cast(steps))); break; case 1: stepX = hexWbase / (2.0 * steps); stepY = -1.0 * hexHbase / (static_cast(steps)); break; case 2: stepX = hexWbase / static_cast(steps); stepY = 0.0; break; case 3: stepX = hexWbase / (2.0 * steps); stepY = hexHbase / static_cast(steps); break; case 4: stepX = -1.0 * hexWbase / (2.0 * steps); stepY = hexHbase / static_cast(steps); break; case 5: stepX = -1.0 * hexWbase / static_cast(steps); stepY = 0.0; break; } } //step shifts calculated return true; } void CMovementAnimation::nextFrame() { //moving instructions posX += stepX; myAnim()->pos.x = static_cast(posX); posY += stepY; myAnim()->pos.y = static_cast(posY); // Increments step count and check if we are finished with current animation ++whichStep; if(whichStep == steps) { // Sets the position of the creature animation sprites Point coords = CClickableHex::getXYUnitAnim(nextHex, owner->creDir[stack->ID], stack, owner); myAnim()->pos = coords; // true if creature haven't reached the final destination hex if ((nextPos + 1) < destTiles.size()) { // update the next hex field which has to be reached by the stack nextPos++; curStackPos = nextHex; nextHex = destTiles[nextPos]; // update position of double wide creatures bool twoTiles = stack->doubleWide(); if(twoTiles && bool(stack->attackerOwned) && (owner->creDir[stack->ID] != bool(stack->attackerOwned) )) //big attacker creature is reversed myAnim()->pos.x -= 44; else if(twoTiles && (! bool(stack->attackerOwned) ) && (owner->creDir[stack->ID] != bool(stack->attackerOwned) )) //big defender creature is reversed myAnim()->pos.x += 44; // re-init animation for(std::list >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it) { if (it->first == this) { it->second = false; break; } } } else endAnim(); } } void CMovementAnimation::endAnim() { const CStack * movedStack = stack; myAnim()->pos = CClickableHex::getXYUnitAnim(nextHex, movedStack->attackerOwned, movedStack, owner); CBattleAnimation::endAnim(); if(movedStack) owner->addNewAnim(new CMovementEndAnimation(owner, stack, nextHex)); if(owner->moveSh >= 0) { CCS->soundh->stopSound(owner->moveSh); owner->moveSh = -1; } delete this; } CMovementAnimation::CMovementAnimation(CBattleInterface *_owner, const CStack *_stack, std::vector _destTiles, int _distance) : CBattleStackAnimation(_owner, _stack), destTiles(_destTiles), nextPos(0), distance(_distance), stepX(0.0), stepY(0.0) { curStackPos = stack->position; nextHex = destTiles.front(); } CMovementEndAnimation::CMovementEndAnimation(CBattleInterface * _owner, const CStack * _stack, BattleHex destTile) : CBattleStackAnimation(_owner, _stack), destinationTile(destTile) {} bool CMovementEndAnimation::init() { if( !isEarliest(true) ) return false; if(!stack || myAnim()->framesInGroup(CCreatureAnim::MOVE_END) == 0 || myAnim()->getType() == CCreatureAnim::DEATH) { endAnim(); return false; } CCS->soundh->playSound(battle_sound(stack->getCreature(), endMoving)); myAnim()->setType(CCreatureAnim::MOVE_END); return true; } void CMovementEndAnimation::nextFrame() { if(myAnim()->onLastFrameInGroup()) { endAnim(); } } void CMovementEndAnimation::endAnim() { CBattleAnimation::endAnim(); if(myAnim()->getType() != CCreatureAnim::DEATH) myAnim()->setType(CCreatureAnim::HOLDING); //resetting to default CCS->curh->show(); delete this; } CMovementStartAnimation::CMovementStartAnimation(CBattleInterface * _owner, const CStack * _stack) : CBattleStackAnimation(_owner, _stack) {} bool CMovementStartAnimation::init() { if( !isEarliest(false) ) return false; if(!stack || myAnim()->getType() == CCreatureAnim::DEATH) { CMovementStartAnimation::endAnim(); return false; } CCS->soundh->playSound(battle_sound(stack->getCreature(), startMoving)); myAnim()->setType(CCreatureAnim::MOVE_START); return true; } void CMovementStartAnimation::nextFrame() { if(myAnim()->onLastFrameInGroup()) { endAnim(); } else { if((owner->animCount+1)%(4/owner->getAnimSpeed())==0) myAnim()->incrementFrame(); } } void CMovementStartAnimation::endAnim() { CBattleAnimation::endAnim(); delete this; } CReverseAnimation::CReverseAnimation(CBattleInterface * _owner, const CStack * stack, BattleHex dest, bool _priority) : CBattleStackAnimation(_owner, stack), partOfAnim(1), secondPartSetup(false), hex(dest), priority(_priority) {} bool CReverseAnimation::init() { if(myAnim() == NULL || myAnim()->getType() == CCreatureAnim::DEATH) { endAnim(); return false; //there is no such creature } if(!priority && !isEarliest(false)) return false; if(myAnim()->framesInGroup(CCreatureAnim::TURN_R)) myAnim()->setType(CCreatureAnim::TURN_R); else setupSecondPart(); return true; } void CReverseAnimation::nextFrame() { if(partOfAnim == 1) //first part of animation { if(myAnim()->onLastFrameInGroup()) { partOfAnim = 2; } } else if(partOfAnim == 2) { if(!secondPartSetup) { setupSecondPart(); } if(myAnim()->onLastFrameInGroup()) { endAnim(); } } } void CReverseAnimation::endAnim() { CBattleAnimation::endAnim(); if( stack->alive() )//don't do that if stack is dead myAnim()->setType(CCreatureAnim::HOLDING); delete this; } void CReverseAnimation::setupSecondPart() { if(!stack) { endAnim(); return; } owner->creDir[stack->ID] = !owner->creDir[stack->ID]; Point coords = CClickableHex::getXYUnitAnim(hex, owner->creDir[stack->ID], stack, owner); myAnim()->pos.x = coords.x; //creAnims[stackID]->pos.y = coords.second; if(stack->doubleWide()) { if(stack->attackerOwned) { if(!owner->creDir[stack->ID]) myAnim()->pos.x -= 44; } else { if(owner->creDir[stack->ID]) myAnim()->pos.x += 44; } } secondPartSetup = true; if(myAnim()->framesInGroup(CCreatureAnim::TURN_L)) myAnim()->setType(CCreatureAnim::TURN_L); else endAnim(); } CShootingAnimation::CShootingAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, bool _catapult, int _catapultDmg) : CAttackAnimation(_owner, attacker, _dest, _attacked), catapultDamage(_catapultDmg) {} bool CShootingAnimation::init() { if( !CAttackAnimation::checkInitialConditions() ) return false; const CStack * shooter = attackingStack; if(!shooter || myAnim()->getType() == CCreatureAnim::DEATH) { endAnim(); return false; } //reverse unit if necessary if (attackingStack && attackedStack && owner->curInt->cb->isToReverse(attackingStack->position, attackedStack->position, owner->creDir[attackingStack->ID], attackingStack->doubleWide(), owner->creDir[attackedStack->ID])) { owner->addNewAnim(new CReverseAnimation(owner, attackingStack, attackingStack->position, true)); return false; } // Create the projectile animation //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) { int creID = owner->siegeH->town->town->clientInfo.siegeShooter; shooterInfo = CGI->creh->creatures[creID]; } ProjectileInfo spi; spi.creID = shooter->getCreature()->idNumber; spi.stackID = shooter->ID; // reverse if creature is facing right OR this is non-existing stack that is not tower (war machines) spi.reverse = attackingStack ? !owner->creDir[attackingStack->ID] : shooter->getCreature()->idNumber != CreatureID::ARROW_TOWERS ; spi.step = 0; spi.frameNum = 0; 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 = owner->creAnims[spi.stackID]->pos.topLeft(); //xycoord = CClickableHex::getXYUnitAnim(shooter->position, true, shooter, owner); destPos = CClickableHex::getXYUnitAnim(dest, false, attackedStack, owner); // to properly translate coordinates when shooter is rotated int multiplier = spi.reverse ? -1 : 1; double projectileAngle = atan2(fabs((double)destPos.y - fromPos.y), fabs((double)destPos.x - fromPos.x)); if(shooter->position < dest) projectileAngle = -projectileAngle; // Calculate projectile start position. Offsets are read out of the CRANIM.TXT. if (projectileAngle > straightAngle) { //upper shot spi.x = fromPos.x + 222 + ( -25 + shooterInfo->animation.upperRightMissleOffsetX ) * multiplier; spi.y = fromPos.y + 265 + shooterInfo->animation.upperRightMissleOffsetY; } else if (projectileAngle < -straightAngle) { //lower shot spi.x = fromPos.x + 222 + ( -25 + shooterInfo->animation.lowerRightMissleOffsetX ) * multiplier; spi.y = fromPos.y + 265 + shooterInfo->animation.lowerRightMissleOffsetY; } else { //straight shot spi.x = fromPos.x + 222 + ( -25 + shooterInfo->animation.rightMissleOffsetX ) * multiplier; spi.y = fromPos.y + 265 + shooterInfo->animation.rightMissleOffsetY; } destPos += Point(225, 225); // recalculate angle taking in account offsets //projectileAngle = atan2(fabs(destPos.y - spi.y), fabs(destPos.x - spi.x)); //if(shooter->position < dest) // projectileAngle = -projectileAngle; if (attackedStack) { double animSpeed = 23.0 * owner->getAnimSpeed(); // flight speed of projectile spi.lastStep = static_cast(sqrt(static_cast((destPos.x - spi.x) * (destPos.x - spi.x) + (destPos.y - spi.y) * (destPos.y - spi.y))) / animSpeed); if(spi.lastStep == 0) spi.lastStep = 1; spi.dx = (destPos.x - spi.x) / spi.lastStep; spi.dy = (destPos.y - spi.y) / spi.lastStep; } else { // Catapult attack spi.catapultInfo.reset(new CatapultProjectileInfo(Point(spi.x, spi.y), destPos)); double animSpeed = 3.318 * owner->getAnimSpeed(); spi.lastStep = abs((destPos.x - spi.x) / animSpeed); spi.dx = animSpeed; spi.dy = 0; SDL_Surface * img = owner->idToProjectile[spi.creID]->ourImages[0].bitmap; // Add explosion anim Point animPos(destPos.x - 126 + img->w / 2, destPos.y - 105 + img->h / 2); owner->addNewAnim( new CSpellEffectAnimation(owner, catapultDamage ? "SGEXPL.DEF" : "CSGRCK.DEF", animPos.x, animPos.y)); } auto & angles = shooterInfo->animation.missleFrameAngles; double pi = boost::math::constants::pi(); // only frames below maxFrame are usable: anything higher is either no present or we don't know when it should be used size_t maxFrame = std::min(angles.size(), owner->idToProjectile[spi.creID]->ourImages.size()); assert(maxFrame > 0); // values in angles array indicate position from which this frame was rendered, in degrees. // find frame that has closest angle to one that we need for this shot size_t bestID = 0; double bestDiff = fabs( angles[0] / 180 * pi - projectileAngle ); for (size_t i=1; ianimation.attackClimaxFrame; owner->projectiles.push_back(spi); //attack animation shooting = true; if(projectileAngle > straightAngle) //upper shot group = CCreatureAnim::SHOOT_UP; else if(projectileAngle < -straightAngle) //lower shot group = CCreatureAnim::SHOOT_DOWN; else //straight shot group = CCreatureAnim::SHOOT_FRONT; return true; } void CShootingAnimation::nextFrame() { for(std::list >::const_iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it) { 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() { CBattleAnimation::endAnim(); delete this; } CSpellEffectAnimation::CSpellEffectAnimation(CBattleInterface * _owner, ui32 _effect, BattleHex _destTile, int _dx, int _dy, bool _Vflip) :CBattleAnimation(_owner), effect(_effect), destTile(_destTile), customAnim(""), x(0), y(0), dx(_dx), dy(_dy), Vflip(_Vflip) {} CSpellEffectAnimation::CSpellEffectAnimation(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx, int _dy, bool _Vflip) :CBattleAnimation(_owner), effect(-1), destTile(0), customAnim(_customAnim), x(_x), y(_y), dx(_dx), dy(_dy), Vflip(_Vflip) {} bool CSpellEffectAnimation::init() { if(!isEarliest(true)) return false; if(effect == 12) //armageddon { if(effect == -1 || graphics->battleACToDef[effect].size() != 0) { CDefHandler * anim; if(customAnim.size()) anim = CDefHandler::giveDef(customAnim); else anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]); if (Vflip) { for (size_t v = 0; v < anim->ourImages.size(); ++v) { CSDL_Ext::VflipSurf(anim->ourImages[v].bitmap); } } for(int i=0; i * anim->width < owner->pos.w ; ++i) { for(int j=0; j * anim->height < owner->pos.h ; ++j) { BattleEffect be; be.effectID = ID; be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]); if (Vflip) { for (size_t v = 0; v < be.anim->ourImages.size(); ++v) { CSDL_Ext::VflipSurf(be.anim->ourImages[v].bitmap); } } be.frame = 0; be.maxFrame = be.anim->ourImages.size(); be.x = i * anim->width + owner->pos.x; be.y = j * anim->height + owner->pos.y; owner->battleEffects.push_back(be); } } } else //there is nothing to play { endAnim(); return false; } } else // Effects targeted at a specific creature/hex. { if(effect == -1 || graphics->battleACToDef[effect].size() != 0) { const CStack* destStack = owner->curInt->cb->battleGetStackByPos(destTile, false); Rect &tilePos = owner->bfield[destTile]->pos; BattleEffect be; be.effectID = ID; if(customAnim.size()) be.anim = CDefHandler::giveDef(customAnim); else be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]); if (Vflip) { for (size_t v = 0; v < be.anim->ourImages.size(); ++v) { CSDL_Ext::VflipSurf(be.anim->ourImages[v].bitmap); } } be.frame = 0; be.maxFrame = be.anim->ourImages.size(); if(effect == 1) be.maxFrame = 3; switch (effect) { case ui32(-1): be.x = x; be.y = y; break; case 0: // Prayer and Lightning Bolt. case 1: // Position effect with it's bottom center touching the bottom center of affected tile(s). be.x = tilePos.x + tilePos.w/2 - be.anim->width/2; be.y = tilePos.y + tilePos.h - be.anim->height; break; default: // Position effect with it's center touching the top center of affected tile(s). be.x = tilePos.x + tilePos.w/2 - be.anim->width/2; be.y = tilePos.y - be.anim->height/2; break; } // Correction for 2-hex creatures. if (destStack != NULL && destStack->doubleWide()) be.x += (destStack->attackerOwned ? -1 : 1)*tilePos.w/2; owner->battleEffects.push_back(be); } else //there is nothing to play { endAnim(); return false; } } //battleEffects return true; } void CSpellEffectAnimation::nextFrame() { //notice: there may be more than one effect in owner->battleEffects correcponding to this animation (ie. armageddon) for(std::list::iterator it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it) { if(it->effectID == ID) { ++(it->frame); if(it->frame == it->maxFrame) { endAnim(); break; } else { it->x += dx; it->y += dy; } } } } void CSpellEffectAnimation::endAnim() { CBattleAnimation::endAnim(); std::vector::iterator> toDel; for(std::list::iterator it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it) { if(it->effectID == ID) { toDel.push_back(it); } } for(size_t b = 0; b < toDel.size(); ++b) { delete toDel[b]->anim; owner->battleEffects.erase(toDel[b]); } delete this; }