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vcmi/client/BattleInterface/CBattleAnimations.cpp
2013-04-04 19:54:58 +00:00

1041 lines
29 KiB
C++

#include "StdInc.h"
#include "CBattleAnimations.h"
#include <boost/math/constants/constants.hpp>
#include "../CMusicHandler.h"
#include "../CGameInfo.h"
#include "CBattleInterface.h"
#include "CBattleInterfaceClasses.h"
#include "CCreatureAnimation.h"
#include "../../lib/BattleState.h"
#include "../CPlayerInterface.h"
#include "../../CCallback.h"
#include "../UIFramework/SDL_Extensions.h"
#include "../Graphics.h"
#include "../UIFramework/CCursorHandler.h"
#include "../../lib/CTownHandler.h"
CBattleAnimation::CBattleAnimation(CBattleInterface * _owner)
: owner(_owner), ID(_owner->animIDhelper++)
{}
void CBattleAnimation::endAnim()
{
for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
{
if(it->first == this)
{
it->first = NULL;
}
}
}
bool CBattleAnimation::isEarliest(bool perStackConcurrency)
{
int lowestMoveID = owner->animIDhelper + 5;
CBattleStackAnimation * thAnim = dynamic_cast<CBattleStackAnimation *>(this);
CSpellEffectAnimation * thSen = dynamic_cast<CSpellEffectAnimation *>(this);
for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
{
CBattleStackAnimation * stAnim = dynamic_cast<CBattleStackAnimation *>(it->first);
CSpellEffectAnimation * sen = dynamic_cast<CSpellEffectAnimation *>(it->first);
if(perStackConcurrency && stAnim && thAnim && stAnim->stack->ID != thAnim->stack->ID)
continue;
if(sen && thSen && sen != thSen && perStackConcurrency)
continue;
CReverseAnimation * revAnim = dynamic_cast<CReverseAnimation *>(stAnim);
if(revAnim && thAnim && stAnim && stAnim->stack->ID == thAnim->stack->ID && revAnim->priority)
return false;
if(it->first)
vstd::amin(lowestMoveID, it->first->ID);
}
return (ID == lowestMoveID) || (lowestMoveID == (owner->animIDhelper + 5));
}
CBattleStackAnimation::CBattleStackAnimation(CBattleInterface * _owner, const CStack * _stack)
: CBattleAnimation(_owner), stack(_stack)
{}
CCreatureAnimation* CBattleStackAnimation::myAnim()
{
return owner->creAnims[stack->ID];
}
void CAttackAnimation::nextFrame()
{
if(myAnim()->getType() != group)
myAnim()->setType(group);
if(myAnim()->onFirstFrameInGroup())
{
if(shooting)
CCS->soundh->playSound(battle_sound(attackingStack->getCreature(), shoot));
else
CCS->soundh->playSound(battle_sound(attackingStack->getCreature(), attack));
}
else if(myAnim()->onLastFrameInGroup())
{
myAnim()->setType(CCreatureAnim::HOLDING);
endAnim();
return; //execution of endAnim deletes this !!!
}
}
bool CAttackAnimation::checkInitialConditions()
{
return isEarliest(false);
}
CAttackAnimation::CAttackAnimation(CBattleInterface *_owner, const CStack *attacker, BattleHex _dest, const CStack *defender)
: CBattleStackAnimation(_owner, attacker), dest(_dest), attackedStack(defender), attackingStack(attacker)
{
assert(attackingStack && "attackingStack is NULL in CBattleAttack::CBattleAttack !\n");
bool isCatapultAttack = attackingStack->hasBonusOfType(Bonus::CATAPULT)
&& owner->curInt->cb->battleHexToWallPart(_dest) >= 0;
assert(attackedStack || isCatapultAttack);
attackingStackPosBeforeReturn = attackingStack->position;
}
CDefenceAnimation::CDefenceAnimation(StackAttackedInfo _attackedInfo, CBattleInterface * _owner)
: CBattleStackAnimation(_owner, _attackedInfo.defender),
attacker(_attackedInfo.attacker), byShooting(_attackedInfo.byShooting),
killed(_attackedInfo.killed)
{}
bool CDefenceAnimation::init()
{
//checking initial conditions
//if(owner->creAnims[stackID]->getType() != 2)
//{
// return false;
//}
if(attacker == NULL && owner->battleEffects.size() > 0)
return false;
ui32 lowestMoveID = owner->animIDhelper + 5;
for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
{
CDefenceAnimation * defAnim = dynamic_cast<CDefenceAnimation *>(it->first);
if(defAnim && defAnim->stack->ID != stack->ID)
continue;
CAttackAnimation * attAnim = dynamic_cast<CAttackAnimation *>(it->first);
if(attAnim && attAnim->stack->ID != stack->ID)
continue;
if(attacker != NULL)
{
int attackerAnimType = owner->creAnims[attacker->ID]->getType();
if( ( attackerAnimType == CCreatureAnim::ATTACK_UP ||
attackerAnimType == CCreatureAnim::ATTACK_FRONT ||
attackerAnimType == CCreatureAnim::ATTACK_DOWN ) &&
owner->creAnims[attacker->ID]->getFrame() < attacker->getCreature()->animation.attackClimaxFrame )
return false;
}
CReverseAnimation * animAsRev = dynamic_cast<CReverseAnimation *>(it->first);
if(animAsRev && animAsRev->priority)
return false;
if(it->first)
vstd::amin(lowestMoveID, it->first->ID);
}
if(ID > lowestMoveID)
return false;
//reverse unit if necessary
if (attacker && owner->curInt->cb->isToReverse(stack->position, attacker->position, owner->creDir[stack->ID], attacker->doubleWide(), owner->creDir[attacker->ID]))
{
owner->addNewAnim(new CReverseAnimation(owner, stack, stack->position, true));
return false;
}
//unit reversed
if(byShooting) //delay hit animation
{
for(std::list<ProjectileInfo>::const_iterator it = owner->projectiles.begin(); it != owner->projectiles.end(); ++it)
{
if(it->creID == attacker->getCreature()->idNumber)
{
return false;
}
}
}
//initializing
if(killed)
{
CCS->soundh->playSound(battle_sound(stack->getCreature(), killed));
myAnim()->setType(CCreatureAnim::DEATH); //death
}
else
{
// TODO: this block doesn't seems correct if the unit is defending.
CCS->soundh->playSound(battle_sound(stack->getCreature(), wince));
myAnim()->setType(CCreatureAnim::HITTED); //getting hit
}
return true; //initialized successfuly
}
void CDefenceAnimation::nextFrame()
{
if(!killed && myAnim()->getType() != CCreatureAnim::HITTED)
{
myAnim()->setType(CCreatureAnim::HITTED);
}
if(!myAnim()->onLastFrameInGroup())
{
if( myAnim()->getType() == CCreatureAnim::DEATH && (owner->animCount+1)%(4/owner->getAnimSpeed())==0
&& !myAnim()->onLastFrameInGroup() )
{
myAnim()->incrementFrame();
}
}
else
{
endAnim();
}
}
void CDefenceAnimation::endAnim()
{
//restoring animType
if(myAnim()->getType() == CCreatureAnim::HITTED)
myAnim()->setType(CCreatureAnim::HOLDING);
//printing info to console
//if(attacker!=NULL)
// owner->printConsoleAttacked(stack, dmg, amountKilled, attacker);
//const CStack * attacker = owner->curInt->cb->battleGetStackByID(IDby, false);
//const CStack * attacked = owner->curInt->cb->battleGetStackByID(stackID, false);
CBattleAnimation::endAnim();
delete this;
}
CDummyAnimation::CDummyAnimation(CBattleInterface * _owner, int howManyFrames)
: CBattleAnimation(_owner), counter(0), howMany(howManyFrames)
{}
bool CDummyAnimation::init()
{
return true;
}
void CDummyAnimation::nextFrame()
{
counter++;
if(counter > howMany)
endAnim();
}
void CDummyAnimation::endAnim()
{
CBattleAnimation::endAnim();
delete this;
}
bool CMeleeAttackAnimation::init()
{
if( !CAttackAnimation::checkInitialConditions() )
return false;
//if(owner->creAnims[stackID]->getType()!=2)
//{
// return false;
//}
if(!attackingStack || myAnim()->getType() == 5)
{
endAnim();
return false;
}
bool toReverse = owner->curInt->cb->isToReverse(attackingStackPosBeforeReturn, dest, owner->creDir[stack->ID], attackedStack->doubleWide(), owner->creDir[attackedStack->ID]);
if (toReverse)
{
owner->addNewAnim(new CReverseAnimation(owner, stack, attackingStackPosBeforeReturn, true));
return false;
}
//reversed
shooting = false;
static const CCreatureAnim::EAnimType mutPosToGroup[] = {CCreatureAnim::ATTACK_UP, CCreatureAnim::ATTACK_UP,
CCreatureAnim::ATTACK_FRONT, CCreatureAnim::ATTACK_DOWN, CCreatureAnim::ATTACK_DOWN, CCreatureAnim::ATTACK_FRONT};
int revShiftattacker = (attackingStack->attackerOwned ? -1 : 1);
int mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, dest);
if(mutPos == -1 && attackingStack->doubleWide())
{
mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, attackedStack->position);
}
if (mutPos == -1 && attackedStack->doubleWide())
{
mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, attackedStack->occupiedHex());
}
if (mutPos == -1 && attackedStack->doubleWide() && attackingStack->doubleWide())
{
mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, attackedStack->occupiedHex());
}
switch(mutPos) //attack direction
{
case 0: case 1: case 2: case 3: case 4: case 5:
group = mutPosToGroup[mutPos];
break;
default:
tlog1<<"Critical Error! Wrong dest in stackAttacking! dest: "<<dest<<" attacking stack pos: "<<attackingStackPosBeforeReturn<<" mutual pos: "<<mutPos<<std::endl;
group = CCreatureAnim::ATTACK_FRONT;
break;
}
return true;
}
CMeleeAttackAnimation::CMeleeAttackAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked)
: CAttackAnimation(_owner, attacker, _dest, _attacked)
{}
void CMeleeAttackAnimation::nextFrame()
{
/*for(std::list<std::pair<CBattleAnimation *, bool> >::const_iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
{
CBattleMoveStart * anim = dynamic_cast<CBattleMoveStart *>(it->first);
CReverseAnim * anim2 = dynamic_cast<CReverseAnim *>(it->first);
if( (anim && anim->stackID == stackID) || (anim2 && anim2->stackID == stackID ) )
return;
}*/
CAttackAnimation::nextFrame();
}
void CMeleeAttackAnimation::endAnim()
{
CBattleAnimation::endAnim();
delete this;
}
bool CMovementAnimation::init()
{
if( !isEarliest(false) )
return false;
//a few useful variables
steps = static_cast<int>(myAnim()->framesInGroup(CCreatureAnim::MOVING) * owner->getAnimSpeedMultiplier() - 1);
const CStack * movedStack = stack;
if(!movedStack || myAnim()->getType() == 5)
{
endAnim();
return false;
}
Point begPosition = CClickableHex::getXYUnitAnim(curStackPos, movedStack->attackerOwned, movedStack, owner);
Point endPosition = CClickableHex::getXYUnitAnim(nextHex, movedStack->attackerOwned, movedStack, owner);
if(steps < 0 || stack->hasBonus(Selector::typeSubtype(Bonus::FLYING, 1))) //no movement or teleport
{
//this creature seems to have no move animation so we can end it immediately
endAnim();
return false;
}
whichStep = 0;
int hexWbase = 44, hexHbase = 42;
//bool twoTiles = movedStack->doubleWide();
int mutPos = BattleHex::mutualPosition(curStackPos, nextHex);
//reverse unit if necessary
if((begPosition.x > endPosition.x) && owner->creDir[stack->ID] == true)
{
owner->addNewAnim(new CReverseAnimation(owner, stack, curStackPos, true));
return false;
}
else if ((begPosition.x < endPosition.x) && owner->creDir[stack->ID] == false)
{
owner->addNewAnim(new CReverseAnimation(owner, stack, curStackPos, true));
return false;
}
if(myAnim()->getType() != CCreatureAnim::MOVING)
{
myAnim()->setType(CCreatureAnim::MOVING);
}
//unit reversed
if (owner->moveSh == -1)
{
owner->moveSh = CCS->soundh->playSound(battle_sound(movedStack->getCreature(), move), -1);
}
//step shift calculation
posX = myAnim()->pos.x, posY = myAnim()->pos.y; // for precise calculations ;]
if(mutPos == -1 && movedStack->hasBonusOfType(Bonus::FLYING))
{
steps *= distance;
steps /= 2; //to make animation faster
stepX = (endPosition.x - begPosition.x) / static_cast<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
Point coords = CClickableHex::getXYUnitAnim(nextHex, owner->creDir[stack->ID], stack, owner);
myAnim()->pos = coords;
// true if creature haven't reached the final destination hex
if ((nextPos + 1) < destTiles.size())
{
// update the next hex field which has to be reached by the stack
nextPos++;
curStackPos = nextHex;
nextHex = destTiles[nextPos];
// update position of double wide creatures
bool twoTiles = stack->doubleWide();
if(twoTiles && bool(stack->attackerOwned) && (owner->creDir[stack->ID] != bool(stack->attackerOwned) )) //big attacker creature is reversed
myAnim()->pos.x -= 44;
else if(twoTiles && (! bool(stack->attackerOwned) ) && (owner->creDir[stack->ID] != bool(stack->attackerOwned) )) //big defender creature is reversed
myAnim()->pos.x += 44;
// re-init animation
for(std::list<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;
myAnim()->pos = CClickableHex::getXYUnitAnim(nextHex, movedStack->attackerOwned, movedStack, owner);
CBattleAnimation::endAnim();
if(movedStack)
owner->addNewAnim(new CMovementEndAnimation(owner, stack, nextHex));
if(owner->moveSh >= 0)
{
CCS->soundh->stopSound(owner->moveSh);
owner->moveSh = -1;
}
delete this;
}
CMovementAnimation::CMovementAnimation(CBattleInterface *_owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance)
: CBattleStackAnimation(_owner, _stack), destTiles(_destTiles), nextPos(0), distance(_distance), stepX(0.0), stepY(0.0)
{
curStackPos = stack->position;
nextHex = destTiles.front();
}
CMovementEndAnimation::CMovementEndAnimation(CBattleInterface * _owner, const CStack * _stack, BattleHex destTile)
: CBattleStackAnimation(_owner, _stack), destinationTile(destTile)
{}
bool CMovementEndAnimation::init()
{
if( !isEarliest(true) )
return false;
if(!stack || myAnim()->framesInGroup(CCreatureAnim::MOVE_END) == 0 ||
myAnim()->getType() == CCreatureAnim::DEATH)
{
endAnim();
return false;
}
CCS->soundh->playSound(battle_sound(stack->getCreature(), endMoving));
myAnim()->setType(CCreatureAnim::MOVE_END);
return true;
}
void CMovementEndAnimation::nextFrame()
{
if(myAnim()->onLastFrameInGroup())
{
endAnim();
}
}
void CMovementEndAnimation::endAnim()
{
CBattleAnimation::endAnim();
if(myAnim()->getType() != CCreatureAnim::DEATH)
myAnim()->setType(CCreatureAnim::HOLDING); //resetting to default
CCS->curh->show();
delete this;
}
CMovementStartAnimation::CMovementStartAnimation(CBattleInterface * _owner, const CStack * _stack)
: CBattleStackAnimation(_owner, _stack)
{}
bool CMovementStartAnimation::init()
{
if( !isEarliest(false) )
return false;
if(!stack || myAnim()->getType() == CCreatureAnim::DEATH)
{
CMovementStartAnimation::endAnim();
return false;
}
CCS->soundh->playSound(battle_sound(stack->getCreature(), startMoving));
myAnim()->setType(CCreatureAnim::MOVE_START);
return true;
}
void CMovementStartAnimation::nextFrame()
{
if(myAnim()->onLastFrameInGroup())
{
endAnim();
}
else
{
if((owner->animCount+1)%(4/owner->getAnimSpeed())==0)
myAnim()->incrementFrame();
}
}
void CMovementStartAnimation::endAnim()
{
CBattleAnimation::endAnim();
delete this;
}
CReverseAnimation::CReverseAnimation(CBattleInterface * _owner, const CStack * stack, BattleHex dest, bool _priority)
: CBattleStackAnimation(_owner, stack), partOfAnim(1), secondPartSetup(false), hex(dest), priority(_priority)
{}
bool CReverseAnimation::init()
{
if(myAnim() == NULL || myAnim()->getType() == CCreatureAnim::DEATH)
{
endAnim();
return false; //there is no such creature
}
if(!priority && !isEarliest(false))
return false;
if(myAnim()->framesInGroup(CCreatureAnim::TURN_R))
myAnim()->setType(CCreatureAnim::TURN_R);
else
setupSecondPart();
return true;
}
void CReverseAnimation::nextFrame()
{
if(partOfAnim == 1) //first part of animation
{
if(myAnim()->onLastFrameInGroup())
{
partOfAnim = 2;
}
}
else if(partOfAnim == 2)
{
if(!secondPartSetup)
{
setupSecondPart();
}
if(myAnim()->onLastFrameInGroup())
{
endAnim();
}
}
}
void CReverseAnimation::endAnim()
{
CBattleAnimation::endAnim();
if( stack->alive() )//don't do that if stack is dead
myAnim()->setType(CCreatureAnim::HOLDING);
delete this;
}
void CReverseAnimation::setupSecondPart()
{
if(!stack)
{
endAnim();
return;
}
owner->creDir[stack->ID] = !owner->creDir[stack->ID];
Point coords = CClickableHex::getXYUnitAnim(hex, owner->creDir[stack->ID], stack, owner);
myAnim()->pos.x = coords.x;
//creAnims[stackID]->pos.y = coords.second;
if(stack->doubleWide())
{
if(stack->attackerOwned)
{
if(!owner->creDir[stack->ID])
myAnim()->pos.x -= 44;
}
else
{
if(owner->creDir[stack->ID])
myAnim()->pos.x += 44;
}
}
secondPartSetup = true;
if(myAnim()->framesInGroup(CCreatureAnim::TURN_L))
myAnim()->setType(CCreatureAnim::TURN_L);
else
endAnim();
}
CShootingAnimation::CShootingAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, bool _catapult, int _catapultDmg)
: CAttackAnimation(_owner, attacker, _dest, _attacked), catapultDamage(_catapultDmg)
{}
bool CShootingAnimation::init()
{
if( !CAttackAnimation::checkInitialConditions() )
return false;
const CStack * shooter = attackingStack;
if(!shooter || myAnim()->getType() == CCreatureAnim::DEATH)
{
endAnim();
return false;
}
//reverse unit if necessary
if (attackingStack && attackedStack && owner->curInt->cb->isToReverse(attackingStack->position, attackedStack->position, owner->creDir[attackingStack->ID], attackingStack->doubleWide(), owner->creDir[attackedStack->ID]))
{
owner->addNewAnim(new CReverseAnimation(owner, attackingStack, attackingStack->position, true));
return false;
}
// Create the projectile animation
//maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value)
static const double straightAngle = 0.2;
// Get further info about the shooter e.g. relative pos of projectile to unit.
// If the creature id is 149 then it's a arrow tower which has no additional info so get the
// actual arrow tower shooter instead.
const CCreature *shooterInfo = shooter->getCreature();
if (shooterInfo->idNumber == CreatureID::ARROW_TOWERS)
{
int creID = owner->siegeH->town->town->clientInfo.siegeShooter;
shooterInfo = CGI->creh->creatures[creID];
}
ProjectileInfo spi;
spi.creID = shooter->getCreature()->idNumber;
spi.stackID = shooter->ID;
// reverse if creature is facing right OR this is non-existing stack that is not tower (war machines)
spi.reverse = attackingStack ? !owner->creDir[attackingStack->ID] : shooter->getCreature()->idNumber != CreatureID::ARROW_TOWERS ;
spi.step = 0;
spi.frameNum = 0;
Point fromPos;
Point destPos;
// NOTE: two lines below return different positions (very notable with 2-hex creatures). Obtaining via creanims seems to be more precise
fromPos = owner->creAnims[spi.stackID]->pos.topLeft();
//xycoord = CClickableHex::getXYUnitAnim(shooter->position, true, shooter, owner);
destPos = CClickableHex::getXYUnitAnim(dest, false, attackedStack, owner);
// to properly translate coordinates when shooter is rotated
int multiplier = spi.reverse ? -1 : 1;
double projectileAngle = atan2(fabs((double)destPos.y - fromPos.y), fabs((double)destPos.x - fromPos.x));
if(shooter->position < dest)
projectileAngle = -projectileAngle;
// Calculate projectile start position. Offsets are read out of the CRANIM.TXT.
if (projectileAngle > straightAngle)
{
//upper shot
spi.x = fromPos.x + 222 + ( -25 + shooterInfo->animation.upperRightMissleOffsetX ) * multiplier;
spi.y = fromPos.y + 265 + shooterInfo->animation.upperRightMissleOffsetY;
}
else if (projectileAngle < -straightAngle)
{
//lower shot
spi.x = fromPos.x + 222 + ( -25 + shooterInfo->animation.lowerRightMissleOffsetX ) * multiplier;
spi.y = fromPos.y + 265 + shooterInfo->animation.lowerRightMissleOffsetY;
}
else
{
//straight shot
spi.x = fromPos.x + 222 + ( -25 + shooterInfo->animation.rightMissleOffsetX ) * multiplier;
spi.y = fromPos.y + 265 + shooterInfo->animation.rightMissleOffsetY;
}
destPos += Point(225, 225);
// recalculate angle taking in account offsets
//projectileAngle = atan2(fabs(destPos.y - spi.y), fabs(destPos.x - spi.x));
//if(shooter->position < dest)
// projectileAngle = -projectileAngle;
if (attackedStack)
{
double animSpeed = 23.0 * owner->getAnimSpeed(); // flight speed of projectile
spi.lastStep = static_cast<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 = 3.318 * owner->getAnimSpeed();
spi.lastStep = abs((destPos.x - spi.x) / animSpeed);
spi.dx = animSpeed;
spi.dy = 0;
SDL_Surface * img = owner->idToProjectile[spi.creID]->ourImages[0].bitmap;
// Add explosion anim
Point animPos(destPos.x - 126 + img->w / 2,
destPos.y - 105 + img->h / 2);
owner->addNewAnim( new CSpellEffectAnimation(owner, catapultDamage ? "SGEXPL.DEF" : "CSGRCK.DEF", animPos.x, animPos.y));
}
auto & angles = shooterInfo->animation.missleFrameAngles;
double pi = boost::math::constants::pi<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(std::list<std::pair<CBattleAnimation *, bool> >::const_iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
{
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()
{
CBattleAnimation::endAnim();
delete this;
}
CSpellEffectAnimation::CSpellEffectAnimation(CBattleInterface * _owner, ui32 _effect, BattleHex _destTile, int _dx, int _dy, bool _Vflip)
:CBattleAnimation(_owner), effect(_effect), destTile(_destTile), customAnim(""), x(0), y(0), dx(_dx), dy(_dy), Vflip(_Vflip)
{}
CSpellEffectAnimation::CSpellEffectAnimation(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx, int _dy, bool _Vflip)
:CBattleAnimation(_owner), effect(-1), destTile(0), customAnim(_customAnim), x(_x), y(_y), dx(_dx), dy(_dy), Vflip(_Vflip)
{}
bool CSpellEffectAnimation::init()
{
if(!isEarliest(true))
return false;
if(effect == 12) //armageddon
{
if(effect == -1 || graphics->battleACToDef[effect].size() != 0)
{
CDefHandler * anim;
if(customAnim.size())
anim = CDefHandler::giveDef(customAnim);
else
anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
if (Vflip)
{
for (size_t v = 0; v < anim->ourImages.size(); ++v)
{
CSDL_Ext::VflipSurf(anim->ourImages[v].bitmap);
}
}
for(int i=0; i * anim->width < owner->pos.w ; ++i)
{
for(int j=0; j * anim->height < owner->pos.h ; ++j)
{
BattleEffect be;
be.effectID = ID;
be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
if (Vflip)
{
for (size_t v = 0; v < be.anim->ourImages.size(); ++v)
{
CSDL_Ext::VflipSurf(be.anim->ourImages[v].bitmap);
}
}
be.frame = 0;
be.maxFrame = be.anim->ourImages.size();
be.x = i * anim->width + owner->pos.x;
be.y = j * anim->height + owner->pos.y;
owner->battleEffects.push_back(be);
}
}
}
else //there is nothing to play
{
endAnim();
return false;
}
}
else // Effects targeted at a specific creature/hex.
{
if(effect == -1 || graphics->battleACToDef[effect].size() != 0)
{
const CStack* destStack = owner->curInt->cb->battleGetStackByPos(destTile, false);
Rect &tilePos = owner->bfield[destTile]->pos;
BattleEffect be;
be.effectID = ID;
if(customAnim.size())
be.anim = CDefHandler::giveDef(customAnim);
else
be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
if (Vflip)
{
for (size_t v = 0; v < be.anim->ourImages.size(); ++v)
{
CSDL_Ext::VflipSurf(be.anim->ourImages[v].bitmap);
}
}
be.frame = 0;
be.maxFrame = be.anim->ourImages.size();
if(effect == 1)
be.maxFrame = 3;
switch (effect)
{
case ui32(-1):
be.x = x;
be.y = y;
break;
case 0: // Prayer and Lightning Bolt.
case 1:
// Position effect with it's bottom center touching the bottom center of affected tile(s).
be.x = tilePos.x + tilePos.w/2 - be.anim->width/2;
be.y = tilePos.y + tilePos.h - be.anim->height;
break;
default:
// Position effect with it's center touching the top center of affected tile(s).
be.x = tilePos.x + tilePos.w/2 - be.anim->width/2;
be.y = tilePos.y - be.anim->height/2;
break;
}
// Correction for 2-hex creatures.
if (destStack != NULL && destStack->doubleWide())
be.x += (destStack->attackerOwned ? -1 : 1)*tilePos.w/2;
owner->battleEffects.push_back(be);
}
else //there is nothing to play
{
endAnim();
return false;
}
}
//battleEffects
return true;
}
void CSpellEffectAnimation::nextFrame()
{
//notice: there may be more than one effect in owner->battleEffects correcponding to this animation (ie. armageddon)
for(std::list<BattleEffect>::iterator it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it)
{
if(it->effectID == ID)
{
++(it->frame);
if(it->frame == it->maxFrame)
{
endAnim();
break;
}
else
{
it->x += dx;
it->y += dy;
}
}
}
}
void CSpellEffectAnimation::endAnim()
{
CBattleAnimation::endAnim();
std::vector<std::list<BattleEffect>::iterator> toDel;
for(std::list<BattleEffect>::iterator it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it)
{
if(it->effectID == ID)
{
toDel.push_back(it);
}
}
for(size_t b = 0; b < toDel.size(); ++b)
{
delete toDel[b]->anim;
owner->battleEffects.erase(toDel[b]);
}
delete this;
}