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* CHexFieldControl renamed to CClickableHex * CCreatureAnimation.cpp/.h moved to BattleInterface/CCreatureAnimation.cpp/.h * Removed unused project files * Added VCMI_client filters file for VS 2010 * Gathered common parts of StdInc.h in Global.h * Boost.Spirit has been included in PCH for ERM project * StopWatch renamed to CStopWatch * GuiBase.cpp split up in UIFramework/...
176 lines
5.0 KiB
C++
176 lines
5.0 KiB
C++
#include "StdInc.h"
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#include "CMovementAnimation.h"
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#include "CBattleInterface.h"
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#include "CCreatureAnimation.h"
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#include "../../lib/BattleState.h"
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#include "../CGameInfo.h"
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#include "../CMusicHandler.h"
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#include "CReverseAnimation.h"
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#include "CMovementEndAnimation.h"
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#include "CClickableHex.h"
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bool CMovementAnimation::init()
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{
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if( !isEarliest(false) )
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return false;
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//a few useful variables
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steps = static_cast<int>(myAnim()->framesInGroup(CCreatureAnim::MOVING) * owner->getAnimSpeedMultiplier() - 1);
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if(steps == 0) //this creature seems to have no move animation so we can end it immediately
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{
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endAnim();
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return false;
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}
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whichStep = 0;
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int hexWbase = 44, hexHbase = 42;
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const CStack * movedStack = stack;
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if(!movedStack || myAnim()->getType() == 5)
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{
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endAnim();
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return false;
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}
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//bool twoTiles = movedStack->doubleWide();
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SPoint begPosition = CClickableHex::getXYUnitAnim(curStackPos, movedStack->attackerOwned, movedStack, owner);
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SPoint endPosition = CClickableHex::getXYUnitAnim(nextHex, movedStack->attackerOwned, movedStack, owner);
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int mutPos = SBattleHex::mutualPosition(curStackPos, nextHex);
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//reverse unit if necessary
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if((begPosition.x > endPosition.x) && owner->creDir[stack->ID] == true)
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{
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owner->addNewAnim(new CReverseAnimation(owner, stack, curStackPos, true));
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return false;
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}
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else if ((begPosition.x < endPosition.x) && owner->creDir[stack->ID] == false)
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{
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owner->addNewAnim(new CReverseAnimation(owner, stack, curStackPos, true));
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return false;
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}
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if(myAnim()->getType() != CCreatureAnim::MOVING)
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{
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myAnim()->setType(CCreatureAnim::MOVING);
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}
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//unit reversed
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// if(owner->moveSh <= 0)
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// owner->moveSh = CCS->soundh->playSound(battle_sound(movedStack->getCreature(), move), -1);
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//step shift calculation
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posX = myAnim()->pos.x, posY = myAnim()->pos.y; // for precise calculations ;]
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if(mutPos == -1 && movedStack->hasBonusOfType(Bonus::FLYING))
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{
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steps *= distance;
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steps /= 2; //to make animation faster
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stepX = (endPosition.x - begPosition.x) / static_cast<double>(steps);
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stepY = (endPosition.y - begPosition.y) / static_cast<double>(steps);
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}
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else
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{
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switch(mutPos)
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{
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case 0:
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stepX = -1.0 * (hexWbase / (2.0 * steps));
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stepY = -1.0 * (hexHbase / (static_cast<double>(steps)));
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break;
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case 1:
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stepX = hexWbase / (2.0 * steps);
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stepY = -1.0 * hexHbase / (static_cast<double>(steps));
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break;
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case 2:
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stepX = hexWbase / static_cast<double>(steps);
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stepY = 0.0;
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break;
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case 3:
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stepX = hexWbase / (2.0 * steps);
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stepY = hexHbase / static_cast<double>(steps);
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break;
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case 4:
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stepX = -1.0 * hexWbase / (2.0 * steps);
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stepY = hexHbase / static_cast<double>(steps);
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break;
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case 5:
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stepX = -1.0 * hexWbase / static_cast<double>(steps);
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stepY = 0.0;
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break;
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}
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}
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//step shifts calculated
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return true;
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}
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void CMovementAnimation::nextFrame()
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{
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//moving instructions
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posX += stepX;
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myAnim()->pos.x = static_cast<Sint16>(posX);
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posY += stepY;
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myAnim()->pos.y = static_cast<Sint16>(posY);
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// Increments step count and check if we are finished with current animation
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++whichStep;
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if(whichStep == steps)
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{
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// Sets the position of the creature animation sprites
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SPoint coords = CClickableHex::getXYUnitAnim(nextHex, owner->creDir[stack->ID], stack, owner);
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myAnim()->pos = coords;
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// true if creature haven't reached the final destination hex
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if ((nextPos + 1) < destTiles.size())
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{
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// update the next hex field which has to be reached by the stack
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nextPos++;
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curStackPos = nextHex;
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nextHex = destTiles[nextPos];
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// update position of double wide creatures
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bool twoTiles = stack->doubleWide();
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if(twoTiles && bool(stack->attackerOwned) && (owner->creDir[stack->ID] != bool(stack->attackerOwned) )) //big attacker creature is reversed
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myAnim()->pos.x -= 44;
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else if(twoTiles && (! bool(stack->attackerOwned) ) && (owner->creDir[stack->ID] != bool(stack->attackerOwned) )) //big defender creature is reversed
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myAnim()->pos.x += 44;
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// re-init animation
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for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
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{
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if (it->first == this)
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{
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it->second = false;
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break;
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}
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}
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}
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else
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endAnim();
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}
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}
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void CMovementAnimation::endAnim()
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{
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const CStack * movedStack = stack;
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CBattleAnimation::endAnim();
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if(movedStack)
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owner->addNewAnim(new CMovementEndAnimation(owner, stack, nextHex));
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if(owner->moveSh >= 0)
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{
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CCS->soundh->stopSound(owner->moveSh);
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owner->moveSh = -1;
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}
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delete this;
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}
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CMovementAnimation::CMovementAnimation(CBattleInterface *_owner, const CStack *_stack, std::vector<SBattleHex> _destTiles, int _distance)
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: CBattleStackAnimation(_owner, _stack), destTiles(_destTiles), nextPos(0), distance(_distance), stepX(0.0), stepY(0.0)
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{
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curStackPos = stack->position;
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nextHex = destTiles.front();
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} |