mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-14 10:12:59 +02:00
36c1ed670f
Removed most of hardcoded checks for fort level or for presence of fort/ citadel/castle buildings. It is now possible to define which parts of town fortifications are provided by town buildings Configuration for H3-like fortifications is provided in buildingsLibrary.json and will be used automatically by mods as long as mods have buidings named "fort", "citadel" and "castle". Alternatively, mods can separately define: - hitpoints of walls (shared value for all sections) - hitpoints of central, upper and lower towers (separate values) - presence of moat - shooters for each tower (separate values)
1137 lines
30 KiB
C++
1137 lines
30 KiB
C++
/*
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* BattleAnimationClasses.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "BattleAnimationClasses.h"
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#include "BattleInterface.h"
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#include "BattleInterfaceClasses.h"
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#include "BattleProjectileController.h"
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#include "BattleSiegeController.h"
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#include "BattleFieldController.h"
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#include "BattleEffectsController.h"
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#include "BattleStacksController.h"
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#include "CreatureAnimation.h"
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#include "../CGameInfo.h"
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#include "../CPlayerInterface.h"
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#include "../gui/CursorHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../media/ISoundPlayer.h"
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#include "../render/CAnimation.h"
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#include "../render/IRenderHandler.h"
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#include "../../CCallback.h"
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#include "../../lib/CStack.h"
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BattleAnimation::BattleAnimation(BattleInterface & owner)
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: owner(owner),
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ID(owner.stacksController->animIDhelper++),
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initialized(false)
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{
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logAnim->trace("Animation #%d created", ID);
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}
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bool BattleAnimation::tryInitialize()
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{
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assert(!initialized);
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if ( init() )
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{
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initialized = true;
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return true;
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}
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return false;
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}
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bool BattleAnimation::isInitialized()
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{
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return initialized;
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}
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BattleAnimation::~BattleAnimation()
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{
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logAnim->trace("Animation #%d ended, type is %s", ID, typeid(this).name());
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for(auto & elem : pendingAnimations())
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{
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if(elem == this)
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elem = nullptr;
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}
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logAnim->trace("Animation #%d deleted", ID);
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}
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std::vector<BattleAnimation *> & BattleAnimation::pendingAnimations()
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{
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return owner.stacksController->currentAnimations;
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}
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std::shared_ptr<CreatureAnimation> BattleAnimation::stackAnimation(const CStack * stack) const
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{
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return owner.stacksController->stackAnimation[stack->unitId()];
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}
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bool BattleAnimation::stackFacingRight(const CStack * stack)
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{
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return owner.stacksController->stackFacingRight[stack->unitId()];
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}
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void BattleAnimation::setStackFacingRight(const CStack * stack, bool facingRight)
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{
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owner.stacksController->stackFacingRight[stack->unitId()] = facingRight;
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}
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BattleStackAnimation::BattleStackAnimation(BattleInterface & owner, const CStack * stack)
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: BattleAnimation(owner),
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myAnim(stackAnimation(stack)),
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stack(stack)
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{
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assert(myAnim);
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}
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StackActionAnimation::StackActionAnimation(BattleInterface & owner, const CStack * stack)
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: BattleStackAnimation(owner, stack)
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, nextGroup(ECreatureAnimType::HOLDING)
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, currGroup(ECreatureAnimType::HOLDING)
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{
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}
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ECreatureAnimType StackActionAnimation::getGroup() const
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{
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return currGroup;
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}
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void StackActionAnimation::setNextGroup( ECreatureAnimType group )
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{
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nextGroup = group;
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}
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void StackActionAnimation::setGroup( ECreatureAnimType group )
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{
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currGroup = group;
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}
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void StackActionAnimation::setSound( const AudioPath & sound )
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{
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this->sound = sound;
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}
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bool StackActionAnimation::init()
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{
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if (!sound.empty())
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CCS->soundh->playSound(sound);
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if (myAnim->framesInGroup(currGroup) > 0)
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{
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myAnim->playOnce(currGroup);
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myAnim->onAnimationReset += [&](){ delete this; };
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}
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else
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delete this;
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return true;
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}
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StackActionAnimation::~StackActionAnimation()
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{
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if (stack->isFrozen() && currGroup != ECreatureAnimType::DEATH && currGroup != ECreatureAnimType::DEATH_RANGED)
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myAnim->setType(ECreatureAnimType::HOLDING);
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else
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myAnim->setType(nextGroup);
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}
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ECreatureAnimType AttackAnimation::findValidGroup( const std::vector<ECreatureAnimType> candidates ) const
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{
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for ( auto group : candidates)
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{
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if(myAnim->framesInGroup(group) > 0)
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return group;
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}
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assert(0);
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return ECreatureAnimType::HOLDING;
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}
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const CCreature * AttackAnimation::getCreature() const
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{
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if (attackingStack->unitType()->getId() == CreatureID::ARROW_TOWERS)
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return owner.siegeController->getTurretCreature(attackingStack->initialPosition);
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else
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return attackingStack->unitType();
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}
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AttackAnimation::AttackAnimation(BattleInterface & owner, const CStack *attacker, BattleHex _dest, const CStack *defender)
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: StackActionAnimation(owner, attacker),
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dest(_dest),
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defendingStack(defender),
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attackingStack(attacker)
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{
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assert(attackingStack && "attackingStack is nullptr in CBattleAttack::CBattleAttack !\n");
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attackingStackPosBeforeReturn = attackingStack->getPosition();
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}
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HittedAnimation::HittedAnimation(BattleInterface & owner, const CStack * stack)
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: StackActionAnimation(owner, stack)
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{
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setGroup(ECreatureAnimType::HITTED);
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setSound(stack->unitType()->sounds.wince);
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logAnim->debug("Created HittedAnimation for %s", stack->getName());
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}
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DefenceAnimation::DefenceAnimation(BattleInterface & owner, const CStack * stack)
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: StackActionAnimation(owner, stack)
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{
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setGroup(ECreatureAnimType::DEFENCE);
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setSound(stack->unitType()->sounds.defend);
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logAnim->debug("Created DefenceAnimation for %s", stack->getName());
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}
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DeathAnimation::DeathAnimation(BattleInterface & owner, const CStack * stack, bool ranged):
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StackActionAnimation(owner, stack)
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{
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setSound(stack->unitType()->sounds.killed);
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if(ranged && myAnim->framesInGroup(ECreatureAnimType::DEATH_RANGED) > 0)
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setGroup(ECreatureAnimType::DEATH_RANGED);
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else
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setGroup(ECreatureAnimType::DEATH);
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if(ranged && myAnim->framesInGroup(ECreatureAnimType::DEAD_RANGED) > 0)
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setNextGroup(ECreatureAnimType::DEAD_RANGED);
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else
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setNextGroup(ECreatureAnimType::DEAD);
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logAnim->debug("Created DeathAnimation for %s", stack->getName());
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}
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DummyAnimation::DummyAnimation(BattleInterface & owner, int howManyFrames)
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: BattleAnimation(owner),
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counter(0),
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howMany(howManyFrames)
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{
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logAnim->debug("Created dummy animation for %d frames", howManyFrames);
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}
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bool DummyAnimation::init()
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{
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return true;
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}
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void DummyAnimation::tick(uint32_t msPassed)
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{
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counter++;
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if(counter > howMany)
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delete this;
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}
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ECreatureAnimType MeleeAttackAnimation::getUpwardsGroup(bool multiAttack) const
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{
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if (!multiAttack)
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return ECreatureAnimType::ATTACK_UP;
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return findValidGroup({
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ECreatureAnimType::GROUP_ATTACK_UP,
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ECreatureAnimType::SPECIAL_UP,
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ECreatureAnimType::SPECIAL_FRONT, // weird, but required for H3
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ECreatureAnimType::ATTACK_UP
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});
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}
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ECreatureAnimType MeleeAttackAnimation::getForwardGroup(bool multiAttack) const
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{
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if (!multiAttack)
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return ECreatureAnimType::ATTACK_FRONT;
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return findValidGroup({
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ECreatureAnimType::GROUP_ATTACK_FRONT,
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ECreatureAnimType::SPECIAL_FRONT,
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ECreatureAnimType::ATTACK_FRONT
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});
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}
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ECreatureAnimType MeleeAttackAnimation::getDownwardsGroup(bool multiAttack) const
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{
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if (!multiAttack)
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return ECreatureAnimType::ATTACK_DOWN;
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return findValidGroup({
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ECreatureAnimType::GROUP_ATTACK_DOWN,
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ECreatureAnimType::SPECIAL_DOWN,
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ECreatureAnimType::SPECIAL_FRONT, // weird, but required for H3
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ECreatureAnimType::ATTACK_DOWN
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});
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}
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ECreatureAnimType MeleeAttackAnimation::selectGroup(bool multiAttack)
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{
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const ECreatureAnimType mutPosToGroup[] =
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{
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getUpwardsGroup (multiAttack),
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getUpwardsGroup (multiAttack),
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getForwardGroup (multiAttack),
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getDownwardsGroup(multiAttack),
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getDownwardsGroup(multiAttack),
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getForwardGroup (multiAttack)
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};
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int revShiftattacker = (attackingStack->unitSide() == BattleSide::ATTACKER ? -1 : 1);
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int mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, dest);
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if(mutPos == -1 && attackingStack->doubleWide())
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{
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mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, defendingStack->getPosition());
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}
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if (mutPos == -1 && defendingStack->doubleWide())
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{
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mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, defendingStack->occupiedHex());
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}
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if (mutPos == -1 && defendingStack->doubleWide() && attackingStack->doubleWide())
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{
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mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, defendingStack->occupiedHex());
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}
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assert(mutPos >= 0 && mutPos <=5);
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return mutPosToGroup[mutPos];
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}
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void MeleeAttackAnimation::tick(uint32_t msPassed)
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{
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size_t currentFrame = stackAnimation(attackingStack)->getCurrentFrame();
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size_t totalFrames = stackAnimation(attackingStack)->framesInGroup(getGroup());
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if ( currentFrame * 2 >= totalFrames )
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owner.executeAnimationStage(EAnimationEvents::HIT);
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AttackAnimation::tick(msPassed);
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}
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MeleeAttackAnimation::MeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, bool multiAttack)
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: AttackAnimation(owner, attacker, _dest, _attacked)
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{
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logAnim->debug("Created MeleeAttackAnimation for %s", attacker->getName());
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setSound(getCreature()->sounds.attack);
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setGroup(selectGroup(multiAttack));
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}
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StackMoveAnimation::StackMoveAnimation(BattleInterface & owner, const CStack * _stack, BattleHex prevHex, BattleHex nextHex):
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BattleStackAnimation(owner, _stack),
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prevHex(prevHex),
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nextHex(nextHex)
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{
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}
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bool MovementAnimation::init()
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{
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assert(stack);
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assert(!myAnim->isDeadOrDying());
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assert(stackAnimation(stack)->framesInGroup(ECreatureAnimType::MOVING) > 0);
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if(stackAnimation(stack)->framesInGroup(ECreatureAnimType::MOVING) == 0)
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{
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//no movement, end immediately
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delete this;
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return false;
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}
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logAnim->debug("CMovementAnimation::init: stack %s moves %d -> %d", stack->getName(), prevHex, nextHex);
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//reverse unit if necessary
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if(owner.stacksController->shouldRotate(stack, prevHex, nextHex))
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{
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// it seems that H3 does NOT plays full rotation animation during movement
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// Logical since it takes quite a lot of time
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rotateStack(prevHex);
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}
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if(myAnim->getType() != ECreatureAnimType::MOVING)
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{
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myAnim->setType(ECreatureAnimType::MOVING);
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}
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if (moveSoundHandler == -1)
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{
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moveSoundHandler = CCS->soundh->playSound(stack->unitType()->sounds.move, -1);
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}
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Point begPosition = owner.stacksController->getStackPositionAtHex(prevHex, stack);
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Point endPosition = owner.stacksController->getStackPositionAtHex(nextHex, stack);
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progressPerSecond = AnimationControls::getMovementRange(stack->unitType());
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begX = begPosition.x;
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begY = begPosition.y;
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//progress = 0;
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distanceX = endPosition.x - begPosition.x;
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distanceY = endPosition.y - begPosition.y;
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if (stack->hasBonus(Selector::type()(BonusType::FLYING)))
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{
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float distance = static_cast<float>(sqrt(distanceX * distanceX + distanceY * distanceY));
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progressPerSecond = AnimationControls::getFlightDistance(stack->unitType()) / distance;
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}
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return true;
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}
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void MovementAnimation::tick(uint32_t msPassed)
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{
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progress += float(msPassed) / 1000 * progressPerSecond;
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//moving instructions
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myAnim->pos.x = begX + distanceX * progress;
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myAnim->pos.y = begY + distanceY * progress;
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BattleAnimation::tick(msPassed);
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if(progress >= 1.0)
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{
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progress -= 1.0;
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// Sets the position of the creature animation sprites
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Point coords = owner.stacksController->getStackPositionAtHex(nextHex, stack);
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myAnim->pos.moveTo(coords);
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// true if creature haven't reached the final destination hex
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if ((currentMoveIndex + 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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currentMoveIndex++;
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prevHex = nextHex;
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nextHex = destTiles[currentMoveIndex];
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// request re-initialization
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initialized = false;
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}
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else
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delete this;
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}
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}
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MovementAnimation::~MovementAnimation()
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{
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assert(stack);
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if(moveSoundHandler != -1)
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CCS->soundh->stopSound(moveSoundHandler);
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}
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MovementAnimation::MovementAnimation(BattleInterface & owner, const CStack *stack, std::vector<BattleHex> _destTiles, int _distance)
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: StackMoveAnimation(owner, stack, stack->getPosition(), _destTiles.front()),
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destTiles(_destTiles),
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currentMoveIndex(0),
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begX(0), begY(0),
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distanceX(0), distanceY(0),
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progressPerSecond(0.0),
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moveSoundHandler(-1),
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progress(0.0)
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{
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logAnim->debug("Created MovementAnimation for %s", stack->getName());
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}
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MovementEndAnimation::MovementEndAnimation(BattleInterface & owner, const CStack * _stack, BattleHex destTile)
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: StackMoveAnimation(owner, _stack, destTile, destTile)
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{
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logAnim->debug("Created MovementEndAnimation for %s", stack->getName());
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}
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bool MovementEndAnimation::init()
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{
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assert(stack);
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assert(!myAnim->isDeadOrDying());
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if(!stack || myAnim->isDeadOrDying())
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{
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delete this;
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return false;
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}
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logAnim->debug("CMovementEndAnimation::init: stack %s", stack->getName());
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myAnim->pos.moveTo(owner.stacksController->getStackPositionAtHex(nextHex, stack));
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CCS->soundh->playSound(stack->unitType()->sounds.endMoving);
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if(!myAnim->framesInGroup(ECreatureAnimType::MOVE_END))
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{
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delete this;
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return false;
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}
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myAnim->setType(ECreatureAnimType::MOVE_END);
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myAnim->onAnimationReset += [&](){ delete this; };
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return true;
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}
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MovementEndAnimation::~MovementEndAnimation()
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{
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if(myAnim->getType() != ECreatureAnimType::DEAD)
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myAnim->setType(ECreatureAnimType::HOLDING); //resetting to default
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CCS->curh->show();
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}
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MovementStartAnimation::MovementStartAnimation(BattleInterface & owner, const CStack * _stack)
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: StackMoveAnimation(owner, _stack, _stack->getPosition(), _stack->getPosition())
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{
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logAnim->debug("Created MovementStartAnimation for %s", stack->getName());
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}
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bool MovementStartAnimation::init()
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{
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assert(stack);
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assert(!myAnim->isDeadOrDying());
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if(!stack || myAnim->isDeadOrDying())
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{
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delete this;
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return false;
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}
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logAnim->debug("CMovementStartAnimation::init: stack %s", stack->getName());
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CCS->soundh->playSound(stack->unitType()->sounds.startMoving);
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if(!myAnim->framesInGroup(ECreatureAnimType::MOVE_START))
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{
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delete this;
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return false;
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}
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myAnim->setType(ECreatureAnimType::MOVE_START);
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myAnim->onAnimationReset += [&](){ delete this; };
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return true;
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}
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ReverseAnimation::ReverseAnimation(BattleInterface & owner, const CStack * stack, BattleHex dest)
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: StackMoveAnimation(owner, stack, dest, dest)
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{
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logAnim->debug("Created ReverseAnimation for %s", stack->getName());
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}
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bool ReverseAnimation::init()
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{
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assert(myAnim);
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assert(!myAnim->isDeadOrDying());
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if(myAnim == nullptr || myAnim->isDeadOrDying())
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{
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delete this;
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return false; //there is no such creature
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}
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logAnim->debug("CReverseAnimation::init: stack %s", stack->getName());
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if(myAnim->framesInGroup(ECreatureAnimType::TURN_L))
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{
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myAnim->playOnce(ECreatureAnimType::TURN_L);
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myAnim->onAnimationReset += std::bind(&ReverseAnimation::setupSecondPart, this);
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}
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|
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<size_t>(-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<int>(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<BattleHex> 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<Point> 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<BattleHero> 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();
|
|
}
|
|
}
|