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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/client/battle/CBattleAnimations.cpp
Arseniy Shestakov 10dbbead2d Fix indentation of logging code and around it
That wouldn't be as big issue if problem affected few files, but it everywhere in codebase.
Fixed it everywhere since in most files that is the only code with wrong indentation.
2016-03-12 04:46:21 +03:00

1045 lines
29 KiB
C++

#include "StdInc.h"
#include "CBattleAnimations.h"
#include <boost/math/constants/constants.hpp>
#include "CBattleInterfaceClasses.h"
#include "CBattleInterface.h"
#include "CCreatureAnimation.h"
#include "../CDefHandler.h"
#include "../CGameInfo.h"
#include "../CMusicHandler.h"
#include "../CPlayerInterface.h"
#include "../Graphics.h"
#include "../gui/CCursorHandler.h"
#include "../gui/CGuiHandler.h"
#include "../gui/SDL_Extensions.h"
#include "../../CCallback.h"
#include "../../lib/BattleState.h"
#include "../../lib/CTownHandler.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/spells/CSpellHandler.h"
/*
* 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
*
*/
CBattleAnimation::CBattleAnimation(CBattleInterface * _owner)
: owner(_owner), ID(_owner->animIDhelper++)
{
logAnim->traceStream() << "Animation #" << ID << " created";
}
CBattleAnimation::~CBattleAnimation()
{
logAnim->traceStream() << "Animation #" << ID << " deleted";
}
void CBattleAnimation::endAnim()
{
logAnim->traceStream() << "Animation #" << ID << " ended, type is " << typeid(this).name();
for(auto & elem : owner->pendingAnims)
{
if(elem.first == this)
{
elem.first = nullptr;
}
}
}
bool CBattleAnimation::isEarliest(bool perStackConcurrency)
{
int lowestMoveID = owner->animIDhelper + 5;
CBattleStackAnimation * thAnim = dynamic_cast<CBattleStackAnimation *>(this);
CSpellEffectAnimation * thSen = dynamic_cast<CSpellEffectAnimation *>(this);
for(auto & elem : owner->pendingAnims)
{
CBattleStackAnimation * stAnim = dynamic_cast<CBattleStackAnimation *>(elem.first);
CSpellEffectAnimation * sen = dynamic_cast<CSpellEffectAnimation *>(elem.first);
if(perStackConcurrency && stAnim && thAnim && stAnim->stack->ID != thAnim->stack->ID)
continue;
if(perStackConcurrency && sen && thSen && sen != thSen)
continue;
CReverseAnimation * revAnim = dynamic_cast<CReverseAnimation *>(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 == (owner->animIDhelper + 5));
}
CBattleStackAnimation::CBattleStackAnimation(CBattleInterface * owner, const CStack * stack)
: CBattleAnimation(owner),
myAnim(owner->creAnims[stack->ID]),
stack(stack)
{
assert(myAnim);
}
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 : owner->pendingAnims)
{
CBattleStackAnimation * stAnim = dynamic_cast<CBattleStackAnimation *>(elem.first);
CReverseAnimation * revAnim = dynamic_cast<CReverseAnimation *>(stAnim);
if(revAnim) // 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),
soundPlayed(false),
dest(_dest), attackedStack(defender), attackingStack(attacker)
{
assert(attackingStack && "attackingStack is nullptr in CBattleAttack::CBattleAttack !\n");
bool isCatapultAttack = attackingStack->hasBonusOfType(Bonus::CATAPULT)
&& owner->getCurrentPlayerInterface()->cb->battleHexToWallPart(_dest) >= 0;
assert(attackedStack || isCatapultAttack);
UNUSED(isCatapultAttack);
attackingStackPosBeforeReturn = attackingStack->position;
}
CDefenceAnimation::CDefenceAnimation(StackAttackedInfo _attackedInfo, CBattleInterface * _owner)
: CBattleStackAnimation(_owner, _attackedInfo.defender),
attacker(_attackedInfo.attacker), rangedAttack(_attackedInfo.indirectAttack),
killed(_attackedInfo.killed)
{
logAnim->debugStream() << "Created defence anim for " << _attackedInfo.defender->getName();
}
bool CDefenceAnimation::init()
{
if(attacker == nullptr && owner->battleEffects.size() > 0)
return false;
ui32 lowestMoveID = owner->animIDhelper + 5;
for(auto & elem : owner->pendingAnims)
{
CDefenceAnimation * defAnim = dynamic_cast<CDefenceAnimation *>(elem.first);
if(defAnim && defAnim->stack->ID != stack->ID)
continue;
CAttackAnimation * attAnim = dynamic_cast<CAttackAnimation *>(elem.first);
if(attAnim && attAnim->stack->ID != stack->ID)
continue;
CSpellEffectAnimation * sen = dynamic_cast<CSpellEffectAnimation *>(elem.first);
if (sen)
continue;
CReverseAnimation * animAsRev = dynamic_cast<CReverseAnimation *>(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->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(rangedAttack) //delay hit animation
{
for(std::list<ProjectileInfo>::const_iterator it = owner->projectiles.begin(); it != owner->projectiles.end(); ++it)
{
if(it->creID == attacker->getCreature()->idNumber)
{
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(), owner->creAnims[stack->ID], 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);
if (vstd::contains(stack->state, EBattleStackState::DEFENDING_ANIM))
return battle_sound(stack->getCreature(), defend);
return battle_sound(stack->getCreature(), wince);
}
CCreatureAnim::EAnimType CDefenceAnimation::getMyAnimType()
{
if(killed)
return CCreatureAnim::DEATH;
if (vstd::contains(stack->state, EBattleStackState::DEFENDING_ANIM))
return CCreatureAnim::DEFENCE;
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)
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->debugStream() << "Created dummy animation for " << howManyFrames <<" frames";
}
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->position, owner->creDir[stack->ID], attackedStack->doubleWide(), owner->creDir[attackedStack->ID]);
if (toReverse)
{
owner->addNewAnim(new CReverseAnimation(owner, stack, attackingStackPosBeforeReturn, true));
return false;
}
// opponent must face attacker ( = different directions) before he can be attacked
if (attackingStack && attackedStack &&
owner->creDir[attackingStack->ID] == owner->creDir[attackedStack->ID])
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:
logGlobal->errorStream()<<"Critical Error! Wrong dest in stackAttacking! dest: "<<dest<<" attacking stack pos: "<<attackingStackPosBeforeReturn<<" mutual pos: "<<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->debugStream() << "Created melee attack anim for " << attacker->getName();
}
void CMeleeAttackAnimation::endAnim()
{
CAttackAnimation::endAnim();
delete this;
}
bool CMovementAnimation::shouldRotate()
{
Point begPosition = CClickableHex::getXYUnitAnim(oldPos, stack, owner);
Point endPosition = CClickableHex::getXYUnitAnim(nextHex, stack, owner);
if((begPosition.x > endPosition.x) && owner->creDir[stack->ID] == true)
{
return true;
}
else if ((begPosition.x < endPosition.x) && owner->creDir[stack->ID] == false)
{
return true;
}
return false;
}
bool CMovementAnimation::init()
{
if( !isEarliest(false) )
return false;
if(!stack || myAnim->isDead())
{
endAnim();
return false;
}
if(owner->creAnims[stack->ID]->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(shouldRotate())
{
// 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->addNewAnim(new CReverseAnimation(owner, stack, oldPos, true));
return false;
}
else
{
CReverseAnimation::rotateStack(owner, stack, 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 = 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<Sint16>(begX + distanceX * progress );
myAnim->pos.y = static_cast<Sint16>(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 : owner->pendingAnims)
{
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->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<BattleHex> _destTiles, int _distance)
: CBattleStackAnimation(_owner, _stack),
destTiles(_destTiles),
curentMoveIndex(0),
oldPos(stack->position),
begX(0), begY(0),
distanceX(0), distanceY(0),
timeToMove(0.0),
progress(0.0),
nextHex(destTiles.front())
{
logAnim->debugStream() << "Created movement anim for " << stack->getName();
}
CMovementEndAnimation::CMovementEndAnimation(CBattleInterface * _owner, const CStack * _stack, BattleHex destTile)
: CBattleStackAnimation(_owner, _stack), destinationTile(destTile)
{
logAnim->debugStream() << "Created movement end anim for " << 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->debugStream() << "Created movement start anim for " << 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->debugStream() << "Created reverse anim for " << 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 CReverseAnimation::rotateStack(CBattleInterface * owner, const CStack * stack, BattleHex hex)
{
owner->creDir[stack->ID] = !owner->creDir[stack->ID];
owner->creAnims[stack->ID]->pos = CClickableHex::getXYUnitAnim(hex, stack, owner);
}
void CReverseAnimation::setupSecondPart()
{
if(!stack)
{
endAnim();
return;
}
rotateStack(owner, stack, hex);
if(myAnim->framesInGroup(CCreatureAnim::TURN_R))
{
myAnim->setType(CCreatureAnim::TURN_R);
myAnim->onAnimationReset += std::bind(&CReverseAnimation::endAnim, this);
}
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)
{
logAnim->debugStream() << "Created shooting anim for " << 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->position, attackedStack->position, owner->creDir[attackingStack->ID], attackingStack->doubleWide(), owner->creDir[attackedStack->ID]))
{
owner->addNewAnim(new CReverseAnimation(owner, attackingStack, attackingStack->position, true));
return false;
}
// opponent must face attacker ( = different directions) before he can be attacked
if (attackingStack && attackedStack &&
owner->creDir[attackingStack->ID] == owner->creDir[attackedStack->ID])
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.shotDone = false;
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, 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 = AnimationControls::getProjectileSpeed(); // flight speed of projectile
spi.lastStep = static_cast<int>(sqrt(static_cast<double>((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 = AnimationControls::getProjectileSpeed() / 10;
spi.lastStep = std::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<double>();
// 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<size_t>(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; i<maxFrame; i++)
{
double currentDiff = fabs( angles[i] / 180 * pi - projectileAngle );
if (currentDiff < bestDiff)
{
bestID = i;
bestDiff = currentDiff;
}
}
spi.frameNum = bestID;
// Set projectile animation start delay which is specified in frames
spi.animStartDelay = shooterInfo->animation.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(auto & it : owner->pendingAnims)
{
CMovementStartAnimation * anim = dynamic_cast<CMovementStartAnimation *>(it.first);
CReverseAnimation * anim2 = dynamic_cast<CReverseAnimation *>(it.first);
if( (anim && anim->stack->ID == stack->ID) || (anim2 && anim2->stack->ID == stack->ID && anim2->priority ) )
return;
}
CAttackAnimation::nextFrame();
}
void CShootingAnimation::endAnim()
{
// 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;
}
CSpellEffectAnimation::CSpellEffectAnimation(CBattleInterface * _owner, ui32 _effect, BattleHex _destTile, int _dx, int _dy, bool _Vflip, bool _alignToBottom)
:CBattleAnimation(_owner), effect(_effect), destTile(_destTile), customAnim(""), x(-1), y(-1), dx(_dx), dy(_dy), Vflip(_Vflip), alignToBottom(_alignToBottom)
{
logAnim->debugStream() << "Created spell anim for effect #" << effect;
}
CSpellEffectAnimation::CSpellEffectAnimation(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx, int _dy, bool _Vflip, bool _alignToBottom)
:CBattleAnimation(_owner), effect(-1), destTile(BattleHex::INVALID), customAnim(_customAnim), x(_x), y(_y), dx(_dx), dy(_dy), Vflip(_Vflip), alignToBottom(_alignToBottom)
{
logAnim->debugStream() << "Created spell anim for " << customAnim;
}
CSpellEffectAnimation::CSpellEffectAnimation(CBattleInterface * _owner, std::string _customAnim, BattleHex _destTile, bool _Vflip, bool _alignToBottom)
:CBattleAnimation(_owner), effect(-1), destTile(_destTile), customAnim(_customAnim), x(-1), y(-1), dx(0), dy(0), Vflip(_Vflip), alignToBottom(_alignToBottom)
{
logAnim->debugStream() << "Created spell anim for " << customAnim;
}
bool CSpellEffectAnimation::init()
{
if(!isEarliest(true))
return false;
if(customAnim.empty() && effect != ui32(-1) && !graphics->battleACToDef[effect].empty())
{
customAnim = graphics->battleACToDef[effect][0];
}
if(customAnim.empty())
{
endAnim();
return false;
}
const bool areaEffect = (!destTile.isValid() && x == -1 && y == -1);
if(areaEffect) //f.e. armageddon
{
CDefHandler * anim = CDefHandler::giveDef(customAnim);
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(customAnim);
if (Vflip)
{
for (auto & elem : be.anim->ourImages)
{
CSDL_Ext::VflipSurf(elem.bitmap);
}
}
be.currentFrame = 0;
be.maxFrame = be.anim->ourImages.size();
be.x = i * anim->width + owner->pos.x;
be.y = j * anim->height + owner->pos.y;
be.position = BattleHex::INVALID;
owner->battleEffects.push_back(be);
}
}
delete anim;
}
else // Effects targeted at a specific creature/hex.
{
const CStack* destStack = owner->getCurrentPlayerInterface()->cb->battleGetStackByPos(destTile, false);
Rect &tilePos = owner->bfield[destTile]->pos;
BattleEffect be;
be.effectID = ID;
be.anim = CDefHandler::giveDef(customAnim);
if (Vflip)
{
for (auto & elem : be.anim->ourImages)
{
CSDL_Ext::VflipSurf(elem.bitmap);
}
}
be.currentFrame = 0;
be.maxFrame = be.anim->ourImages.size();
//todo: lightning anim frame count override
// if(effect == 1)
// be.maxFrame = 3;
if(x == -1)
{
be.x = tilePos.x + tilePos.w/2 - be.anim->width/2;
}
else
{
be.x = x;
}
if(y == -1)
{
if(alignToBottom)
be.y = tilePos.y + tilePos.h - be.anim->height;
else
be.y = tilePos.y - be.anim->height/2;
}
else
{
be.y = y;
}
// Correction for 2-hex creatures.
if (destStack != nullptr && destStack->doubleWide())
be.x += (destStack->attackerOwned ? -1 : 1)*tilePos.w/2;
//Indicate if effect should be drawn on top of everything or just on top of the hex
be.position = destTile;
owner->battleEffects.push_back(be);
}
//battleEffects
return true;
}
void CSpellEffectAnimation::nextFrame()
{
//notice: there may be more than one effect in owner->battleEffects correcponding to this animation (ie. armageddon)
for(auto & elem : owner->battleEffects)
{
if(elem.effectID == ID)
{
elem.currentFrame += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
if(elem.currentFrame >= elem.maxFrame)
{
endAnim();
break;
}
else
{
elem.x += dx;
elem.y += dy;
}
}
}
}
void CSpellEffectAnimation::endAnim()
{
CBattleAnimation::endAnim();
std::vector<std::list<BattleEffect>::iterator> toDel;
for(auto it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it)
{
if(it->effectID == ID)
{
toDel.push_back(it);
}
}
for(auto & elem : toDel)
{
delete elem->anim;
owner->battleEffects.erase(elem);
}
delete this;
}