mirror of
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1041 lines
29 KiB
C++
1041 lines
29 KiB
C++
#include "StdInc.h"
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#include "CBattleAnimations.h"
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#include <boost/math/constants/constants.hpp>
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#include "../CMusicHandler.h"
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#include "../CGameInfo.h"
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#include "CBattleInterface.h"
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#include "CBattleInterfaceClasses.h"
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#include "CCreatureAnimation.h"
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#include "../../lib/BattleState.h"
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#include "../CPlayerInterface.h"
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#include "../../CCallback.h"
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#include "../UIFramework/SDL_Extensions.h"
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#include "../Graphics.h"
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#include "../UIFramework/CCursorHandler.h"
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#include "../../lib/CTownHandler.h"
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CBattleAnimation::CBattleAnimation(CBattleInterface * _owner)
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: owner(_owner), ID(_owner->animIDhelper++)
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{}
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void CBattleAnimation::endAnim()
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{
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for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
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{
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if(it->first == this)
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{
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it->first = NULL;
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}
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}
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}
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bool CBattleAnimation::isEarliest(bool perStackConcurrency)
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{
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int lowestMoveID = owner->animIDhelper + 5;
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CBattleStackAnimation * thAnim = dynamic_cast<CBattleStackAnimation *>(this);
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CSpellEffectAnimation * thSen = dynamic_cast<CSpellEffectAnimation *>(this);
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for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
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{
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CBattleStackAnimation * stAnim = dynamic_cast<CBattleStackAnimation *>(it->first);
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CSpellEffectAnimation * sen = dynamic_cast<CSpellEffectAnimation *>(it->first);
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if(perStackConcurrency && stAnim && thAnim && stAnim->stack->ID != thAnim->stack->ID)
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continue;
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if(sen && thSen && sen != thSen && perStackConcurrency)
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continue;
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CReverseAnimation * revAnim = dynamic_cast<CReverseAnimation *>(stAnim);
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if(revAnim && thAnim && stAnim && stAnim->stack->ID == thAnim->stack->ID && revAnim->priority)
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return false;
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if(it->first)
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vstd::amin(lowestMoveID, it->first->ID);
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}
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return (ID == lowestMoveID) || (lowestMoveID == (owner->animIDhelper + 5));
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}
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CBattleStackAnimation::CBattleStackAnimation(CBattleInterface * _owner, const CStack * _stack)
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: CBattleAnimation(_owner), stack(_stack)
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{}
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CCreatureAnimation* CBattleStackAnimation::myAnim()
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{
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return owner->creAnims[stack->ID];
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}
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void CAttackAnimation::nextFrame()
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{
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if(myAnim()->getType() != group)
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myAnim()->setType(group);
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if(myAnim()->onFirstFrameInGroup())
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{
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if(shooting)
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CCS->soundh->playSound(battle_sound(attackingStack->getCreature(), shoot));
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else
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CCS->soundh->playSound(battle_sound(attackingStack->getCreature(), attack));
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}
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else if(myAnim()->onLastFrameInGroup())
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{
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myAnim()->setType(CCreatureAnim::HOLDING);
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endAnim();
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return; //execution of endAnim deletes this !!!
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}
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}
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bool CAttackAnimation::checkInitialConditions()
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{
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return isEarliest(false);
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}
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CAttackAnimation::CAttackAnimation(CBattleInterface *_owner, const CStack *attacker, BattleHex _dest, const CStack *defender)
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: CBattleStackAnimation(_owner, attacker), dest(_dest), attackedStack(defender), attackingStack(attacker)
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{
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assert(attackingStack && "attackingStack is NULL in CBattleAttack::CBattleAttack !\n");
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bool isCatapultAttack = attackingStack->hasBonusOfType(Bonus::CATAPULT)
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&& owner->curInt->cb->battleHexToWallPart(_dest) >= 0;
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assert(attackedStack || isCatapultAttack);
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attackingStackPosBeforeReturn = attackingStack->position;
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}
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CDefenceAnimation::CDefenceAnimation(StackAttackedInfo _attackedInfo, CBattleInterface * _owner)
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: CBattleStackAnimation(_owner, _attackedInfo.defender),
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attacker(_attackedInfo.attacker), byShooting(_attackedInfo.byShooting),
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killed(_attackedInfo.killed)
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{}
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bool CDefenceAnimation::init()
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{
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//checking initial conditions
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//if(owner->creAnims[stackID]->getType() != 2)
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//{
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// return false;
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//}
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if(attacker == NULL && owner->battleEffects.size() > 0)
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return false;
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ui32 lowestMoveID = owner->animIDhelper + 5;
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for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
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{
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CDefenceAnimation * defAnim = dynamic_cast<CDefenceAnimation *>(it->first);
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if(defAnim && defAnim->stack->ID != stack->ID)
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continue;
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CAttackAnimation * attAnim = dynamic_cast<CAttackAnimation *>(it->first);
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if(attAnim && attAnim->stack->ID != stack->ID)
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continue;
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if(attacker != NULL)
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{
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int attackerAnimType = owner->creAnims[attacker->ID]->getType();
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if( ( attackerAnimType == CCreatureAnim::ATTACK_UP ||
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attackerAnimType == CCreatureAnim::ATTACK_FRONT ||
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attackerAnimType == CCreatureAnim::ATTACK_DOWN ) &&
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owner->creAnims[attacker->ID]->getFrame() < attacker->getCreature()->animation.attackClimaxFrame )
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return false;
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}
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CReverseAnimation * animAsRev = dynamic_cast<CReverseAnimation *>(it->first);
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if(animAsRev && animAsRev->priority)
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return false;
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if(it->first)
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vstd::amin(lowestMoveID, it->first->ID);
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}
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if(ID > lowestMoveID)
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return false;
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//reverse unit if necessary
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if (attacker && owner->curInt->cb->isToReverse(stack->position, attacker->position, owner->creDir[stack->ID], attacker->doubleWide(), owner->creDir[attacker->ID]))
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{
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owner->addNewAnim(new CReverseAnimation(owner, stack, stack->position, true));
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return false;
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}
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//unit reversed
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if(byShooting) //delay hit animation
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{
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for(std::list<ProjectileInfo>::const_iterator it = owner->projectiles.begin(); it != owner->projectiles.end(); ++it)
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{
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if(it->creID == attacker->getCreature()->idNumber)
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{
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return false;
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}
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}
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}
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//initializing
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if(killed)
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{
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CCS->soundh->playSound(battle_sound(stack->getCreature(), killed));
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myAnim()->setType(CCreatureAnim::DEATH); //death
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}
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else
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{
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// TODO: this block doesn't seems correct if the unit is defending.
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CCS->soundh->playSound(battle_sound(stack->getCreature(), wince));
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myAnim()->setType(CCreatureAnim::HITTED); //getting hit
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}
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return true; //initialized successfuly
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}
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void CDefenceAnimation::nextFrame()
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{
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if(!killed && myAnim()->getType() != CCreatureAnim::HITTED)
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{
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myAnim()->setType(CCreatureAnim::HITTED);
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}
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if(!myAnim()->onLastFrameInGroup())
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{
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if( myAnim()->getType() == CCreatureAnim::DEATH && (owner->animCount+1)%(4/owner->getAnimSpeed())==0
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&& !myAnim()->onLastFrameInGroup() )
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{
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myAnim()->incrementFrame();
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}
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}
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else
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{
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endAnim();
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}
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}
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void CDefenceAnimation::endAnim()
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{
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//restoring animType
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if(myAnim()->getType() == CCreatureAnim::HITTED)
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myAnim()->setType(CCreatureAnim::HOLDING);
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//printing info to console
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//if(attacker!=NULL)
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// owner->printConsoleAttacked(stack, dmg, amountKilled, attacker);
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//const CStack * attacker = owner->curInt->cb->battleGetStackByID(IDby, false);
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//const CStack * attacked = owner->curInt->cb->battleGetStackByID(stackID, false);
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CBattleAnimation::endAnim();
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delete this;
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}
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CDummyAnimation::CDummyAnimation(CBattleInterface * _owner, int howManyFrames)
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: CBattleAnimation(_owner), counter(0), howMany(howManyFrames)
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{}
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bool CDummyAnimation::init()
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{
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return true;
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}
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void CDummyAnimation::nextFrame()
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{
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counter++;
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if(counter > howMany)
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endAnim();
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}
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void CDummyAnimation::endAnim()
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{
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CBattleAnimation::endAnim();
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delete this;
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}
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bool CMeleeAttackAnimation::init()
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{
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if( !CAttackAnimation::checkInitialConditions() )
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return false;
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//if(owner->creAnims[stackID]->getType()!=2)
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//{
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// return false;
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//}
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if(!attackingStack || myAnim()->getType() == 5)
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{
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endAnim();
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return false;
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}
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bool toReverse = owner->curInt->cb->isToReverse(attackingStackPosBeforeReturn, dest, owner->creDir[stack->ID], attackedStack->doubleWide(), owner->creDir[attackedStack->ID]);
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if (toReverse)
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{
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owner->addNewAnim(new CReverseAnimation(owner, stack, attackingStackPosBeforeReturn, true));
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return false;
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}
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//reversed
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shooting = false;
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static const CCreatureAnim::EAnimType mutPosToGroup[] = {CCreatureAnim::ATTACK_UP, CCreatureAnim::ATTACK_UP,
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CCreatureAnim::ATTACK_FRONT, CCreatureAnim::ATTACK_DOWN, CCreatureAnim::ATTACK_DOWN, CCreatureAnim::ATTACK_FRONT};
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int revShiftattacker = (attackingStack->attackerOwned ? -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, attackedStack->position);
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}
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if (mutPos == -1 && attackedStack->doubleWide())
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{
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mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, attackedStack->occupiedHex());
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}
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if (mutPos == -1 && attackedStack->doubleWide() && attackingStack->doubleWide())
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{
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mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, attackedStack->occupiedHex());
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}
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switch(mutPos) //attack direction
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{
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case 0: case 1: case 2: case 3: case 4: case 5:
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group = mutPosToGroup[mutPos];
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break;
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default:
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tlog1<<"Critical Error! Wrong dest in stackAttacking! dest: "<<dest<<" attacking stack pos: "<<attackingStackPosBeforeReturn<<" mutual pos: "<<mutPos<<std::endl;
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group = CCreatureAnim::ATTACK_FRONT;
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break;
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}
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return true;
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}
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CMeleeAttackAnimation::CMeleeAttackAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked)
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: CAttackAnimation(_owner, attacker, _dest, _attacked)
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{}
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void CMeleeAttackAnimation::nextFrame()
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{
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/*for(std::list<std::pair<CBattleAnimation *, bool> >::const_iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
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{
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CBattleMoveStart * anim = dynamic_cast<CBattleMoveStart *>(it->first);
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CReverseAnim * anim2 = dynamic_cast<CReverseAnim *>(it->first);
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if( (anim && anim->stackID == stackID) || (anim2 && anim2->stackID == stackID ) )
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return;
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}*/
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CAttackAnimation::nextFrame();
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}
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void CMeleeAttackAnimation::endAnim()
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{
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CBattleAnimation::endAnim();
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delete this;
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}
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bool CMovementAnimation::init()
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{
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if( !isEarliest(false) )
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return false;
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//a few useful variables
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steps = static_cast<int>(myAnim()->framesInGroup(CCreatureAnim::MOVING) * owner->getAnimSpeedMultiplier() - 1);
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const CStack * movedStack = stack;
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if(!movedStack || myAnim()->getType() == 5)
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{
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endAnim();
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return false;
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}
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Point begPosition = CClickableHex::getXYUnitAnim(curStackPos, movedStack->attackerOwned, movedStack, owner);
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Point endPosition = CClickableHex::getXYUnitAnim(nextHex, movedStack->attackerOwned, movedStack, owner);
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if(steps < 0 || stack->hasBonus(Selector::typeSubtype(Bonus::FLYING, 1))) //no movement or teleport
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{
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//this creature seems to have no move animation so we can end it immediately
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endAnim();
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return false;
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}
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whichStep = 0;
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int hexWbase = 44, hexHbase = 42;
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//bool twoTiles = movedStack->doubleWide();
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int mutPos = BattleHex::mutualPosition(curStackPos, nextHex);
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//reverse unit if necessary
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if((begPosition.x > endPosition.x) && owner->creDir[stack->ID] == true)
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{
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owner->addNewAnim(new CReverseAnimation(owner, stack, curStackPos, true));
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return false;
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}
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else if ((begPosition.x < endPosition.x) && owner->creDir[stack->ID] == false)
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{
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owner->addNewAnim(new CReverseAnimation(owner, stack, curStackPos, true));
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return false;
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}
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if(myAnim()->getType() != CCreatureAnim::MOVING)
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{
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myAnim()->setType(CCreatureAnim::MOVING);
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}
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//unit reversed
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if (owner->moveSh == -1)
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{
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owner->moveSh = CCS->soundh->playSound(battle_sound(movedStack->getCreature(), move), -1);
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}
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//step shift calculation
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posX = myAnim()->pos.x, posY = myAnim()->pos.y; // for precise calculations ;]
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if(mutPos == -1 && movedStack->hasBonusOfType(Bonus::FLYING))
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{
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steps *= distance;
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steps /= 2; //to make animation faster
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stepX = (endPosition.x - begPosition.x) / static_cast<double>(steps);
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stepY = (endPosition.y - begPosition.y) / static_cast<double>(steps);
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}
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else
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{
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switch(mutPos)
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{
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case 0:
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stepX = -1.0 * (hexWbase / (2.0 * steps));
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stepY = -1.0 * (hexHbase / (static_cast<double>(steps)));
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break;
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case 1:
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stepX = hexWbase / (2.0 * steps);
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stepY = -1.0 * hexHbase / (static_cast<double>(steps));
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break;
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case 2:
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stepX = hexWbase / static_cast<double>(steps);
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stepY = 0.0;
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break;
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case 3:
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stepX = hexWbase / (2.0 * steps);
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stepY = hexHbase / static_cast<double>(steps);
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break;
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case 4:
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stepX = -1.0 * hexWbase / (2.0 * steps);
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stepY = hexHbase / static_cast<double>(steps);
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break;
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case 5:
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stepX = -1.0 * hexWbase / static_cast<double>(steps);
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stepY = 0.0;
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break;
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}
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}
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//step shifts calculated
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return true;
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}
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void CMovementAnimation::nextFrame()
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{
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//moving instructions
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posX += stepX;
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myAnim()->pos.x = static_cast<Sint16>(posX);
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posY += stepY;
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myAnim()->pos.y = static_cast<Sint16>(posY);
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// Increments step count and check if we are finished with current animation
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++whichStep;
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if(whichStep == steps)
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{
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// Sets the position of the creature animation sprites
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Point coords = CClickableHex::getXYUnitAnim(nextHex, owner->creDir[stack->ID], stack, owner);
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myAnim()->pos = coords;
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// true if creature haven't reached the final destination hex
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if ((nextPos + 1) < destTiles.size())
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{
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// update the next hex field which has to be reached by the stack
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nextPos++;
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curStackPos = nextHex;
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nextHex = destTiles[nextPos];
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// update position of double wide creatures
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bool twoTiles = stack->doubleWide();
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if(twoTiles && bool(stack->attackerOwned) && (owner->creDir[stack->ID] != bool(stack->attackerOwned) )) //big attacker creature is reversed
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myAnim()->pos.x -= 44;
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else if(twoTiles && (! bool(stack->attackerOwned) ) && (owner->creDir[stack->ID] != bool(stack->attackerOwned) )) //big defender creature is reversed
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myAnim()->pos.x += 44;
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// re-init animation
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for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
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{
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if (it->first == this)
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{
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it->second = false;
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break;
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}
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}
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}
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else
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endAnim();
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}
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}
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void CMovementAnimation::endAnim()
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{
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const CStack * movedStack = stack;
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myAnim()->pos = CClickableHex::getXYUnitAnim(nextHex, movedStack->attackerOwned, movedStack, owner);
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CBattleAnimation::endAnim();
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if(movedStack)
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owner->addNewAnim(new CMovementEndAnimation(owner, stack, nextHex));
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if(owner->moveSh >= 0)
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{
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CCS->soundh->stopSound(owner->moveSh);
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owner->moveSh = -1;
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}
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delete this;
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}
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CMovementAnimation::CMovementAnimation(CBattleInterface *_owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance)
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: CBattleStackAnimation(_owner, _stack), destTiles(_destTiles), nextPos(0), distance(_distance), stepX(0.0), stepY(0.0)
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{
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curStackPos = stack->position;
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|
nextHex = destTiles.front();
|
|
}
|
|
|
|
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;
|
|
} |