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vcmi/client/BattleInterface/CMovementAnimation.cpp
beegee1 2f5d6f2684 * CHexField renamed to CBattleHex
* 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/...
2011-12-17 18:59:59 +00:00

176 lines
5.0 KiB
C++

#include "StdInc.h"
#include "CMovementAnimation.h"
#include "CBattleInterface.h"
#include "CCreatureAnimation.h"
#include "../../lib/BattleState.h"
#include "../CGameInfo.h"
#include "../CMusicHandler.h"
#include "CReverseAnimation.h"
#include "CMovementEndAnimation.h"
#include "CClickableHex.h"
bool CMovementAnimation::init()
{
if( !isEarliest(false) )
return false;
//a few useful variables
steps = static_cast<int>(myAnim()->framesInGroup(CCreatureAnim::MOVING) * owner->getAnimSpeedMultiplier() - 1);
if(steps == 0) //this creature seems to have no move animation so we can end it immediately
{
endAnim();
return false;
}
whichStep = 0;
int hexWbase = 44, hexHbase = 42;
const CStack * movedStack = stack;
if(!movedStack || myAnim()->getType() == 5)
{
endAnim();
return false;
}
//bool twoTiles = movedStack->doubleWide();
SPoint begPosition = CClickableHex::getXYUnitAnim(curStackPos, movedStack->attackerOwned, movedStack, owner);
SPoint endPosition = CClickableHex::getXYUnitAnim(nextHex, movedStack->attackerOwned, movedStack, owner);
int mutPos = SBattleHex::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 <= 0)
// 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<double>(steps);
stepY = (endPosition.y - begPosition.y) / static_cast<double>(steps);
}
else
{
switch(mutPos)
{
case 0:
stepX = -1.0 * (hexWbase / (2.0 * steps));
stepY = -1.0 * (hexHbase / (static_cast<double>(steps)));
break;
case 1:
stepX = hexWbase / (2.0 * steps);
stepY = -1.0 * hexHbase / (static_cast<double>(steps));
break;
case 2:
stepX = hexWbase / static_cast<double>(steps);
stepY = 0.0;
break;
case 3:
stepX = hexWbase / (2.0 * steps);
stepY = hexHbase / static_cast<double>(steps);
break;
case 4:
stepX = -1.0 * hexWbase / (2.0 * steps);
stepY = hexHbase / static_cast<double>(steps);
break;
case 5:
stepX = -1.0 * hexWbase / static_cast<double>(steps);
stepY = 0.0;
break;
}
}
//step shifts calculated
return true;
}
void CMovementAnimation::nextFrame()
{
//moving instructions
posX += stepX;
myAnim()->pos.x = static_cast<Sint16>(posX);
posY += stepY;
myAnim()->pos.y = static_cast<Sint16>(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
SPoint 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<std::pair<CBattleAnimation *, bool> >::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;
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<SBattleHex> _destTiles, int _distance)
: CBattleStackAnimation(_owner, _stack), destTiles(_destTiles), nextPos(0), distance(_distance), stepX(0.0), stepY(0.0)
{
curStackPos = stack->position;
nextHex = destTiles.front();
}