BattleAnimationClasses.cpp 30 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121
  1. /*
  2. * BattleAnimationClasses.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "BattleAnimationClasses.h"
  12. #include "BattleInterface.h"
  13. #include "BattleInterfaceClasses.h"
  14. #include "BattleProjectileController.h"
  15. #include "BattleSiegeController.h"
  16. #include "BattleFieldController.h"
  17. #include "BattleEffectsController.h"
  18. #include "BattleStacksController.h"
  19. #include "CreatureAnimation.h"
  20. #include "../CGameInfo.h"
  21. #include "../CMusicHandler.h"
  22. #include "../CPlayerInterface.h"
  23. #include "../gui/CursorHandler.h"
  24. #include "../gui/CGuiHandler.h"
  25. #include "../../CCallback.h"
  26. #include "../../lib/CStack.h"
  27. BattleAnimation::BattleAnimation(BattleInterface & owner)
  28. : owner(owner),
  29. ID(owner.stacksController->animIDhelper++),
  30. initialized(false)
  31. {
  32. logAnim->trace("Animation #%d created", ID);
  33. }
  34. bool BattleAnimation::tryInitialize()
  35. {
  36. assert(!initialized);
  37. if ( init() )
  38. {
  39. initialized = true;
  40. return true;
  41. }
  42. return false;
  43. }
  44. bool BattleAnimation::isInitialized()
  45. {
  46. return initialized;
  47. }
  48. BattleAnimation::~BattleAnimation()
  49. {
  50. logAnim->trace("Animation #%d ended, type is %s", ID, typeid(this).name());
  51. for(auto & elem : pendingAnimations())
  52. {
  53. if(elem == this)
  54. elem = nullptr;
  55. }
  56. logAnim->trace("Animation #%d deleted", ID);
  57. }
  58. std::vector<BattleAnimation *> & BattleAnimation::pendingAnimations()
  59. {
  60. return owner.stacksController->currentAnimations;
  61. }
  62. std::shared_ptr<CreatureAnimation> BattleAnimation::stackAnimation(const CStack * stack) const
  63. {
  64. return owner.stacksController->stackAnimation[stack->ID];
  65. }
  66. bool BattleAnimation::stackFacingRight(const CStack * stack)
  67. {
  68. return owner.stacksController->stackFacingRight[stack->ID];
  69. }
  70. void BattleAnimation::setStackFacingRight(const CStack * stack, bool facingRight)
  71. {
  72. owner.stacksController->stackFacingRight[stack->ID] = facingRight;
  73. }
  74. BattleStackAnimation::BattleStackAnimation(BattleInterface & owner, const CStack * stack)
  75. : BattleAnimation(owner),
  76. myAnim(stackAnimation(stack)),
  77. stack(stack)
  78. {
  79. assert(myAnim);
  80. }
  81. StackActionAnimation::StackActionAnimation(BattleInterface & owner, const CStack * stack)
  82. : BattleStackAnimation(owner, stack)
  83. , nextGroup(ECreatureAnimType::HOLDING)
  84. , currGroup(ECreatureAnimType::HOLDING)
  85. {
  86. }
  87. ECreatureAnimType StackActionAnimation::getGroup() const
  88. {
  89. return currGroup;
  90. }
  91. void StackActionAnimation::setNextGroup( ECreatureAnimType group )
  92. {
  93. nextGroup = group;
  94. }
  95. void StackActionAnimation::setGroup( ECreatureAnimType group )
  96. {
  97. currGroup = group;
  98. }
  99. void StackActionAnimation::setSound( std::string sound )
  100. {
  101. this->sound = sound;
  102. }
  103. bool StackActionAnimation::init()
  104. {
  105. if (!sound.empty())
  106. CCS->soundh->playSound(sound);
  107. if (myAnim->framesInGroup(currGroup) > 0)
  108. {
  109. myAnim->playOnce(currGroup);
  110. myAnim->onAnimationReset += [&](){ delete this; };
  111. }
  112. else
  113. delete this;
  114. return true;
  115. }
  116. StackActionAnimation::~StackActionAnimation()
  117. {
  118. if (stack->isFrozen())
  119. myAnim->setType(ECreatureAnimType::HOLDING);
  120. else
  121. myAnim->setType(nextGroup);
  122. }
  123. ECreatureAnimType AttackAnimation::findValidGroup( const std::vector<ECreatureAnimType> candidates ) const
  124. {
  125. for ( auto group : candidates)
  126. {
  127. if(myAnim->framesInGroup(group) > 0)
  128. return group;
  129. }
  130. assert(0);
  131. return ECreatureAnimType::HOLDING;
  132. }
  133. const CCreature * AttackAnimation::getCreature() const
  134. {
  135. if (attackingStack->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
  136. return owner.siegeController->getTurretCreature();
  137. else
  138. return attackingStack->getCreature();
  139. }
  140. AttackAnimation::AttackAnimation(BattleInterface & owner, const CStack *attacker, BattleHex _dest, const CStack *defender)
  141. : StackActionAnimation(owner, attacker),
  142. dest(_dest),
  143. defendingStack(defender),
  144. attackingStack(attacker)
  145. {
  146. assert(attackingStack && "attackingStack is nullptr in CBattleAttack::CBattleAttack !\n");
  147. attackingStackPosBeforeReturn = attackingStack->getPosition();
  148. }
  149. HittedAnimation::HittedAnimation(BattleInterface & owner, const CStack * stack)
  150. : StackActionAnimation(owner, stack)
  151. {
  152. setGroup(ECreatureAnimType::HITTED);
  153. setSound(battle_sound(stack->getCreature(), wince));
  154. logAnim->debug("Created HittedAnimation for %s", stack->getName());
  155. }
  156. DefenceAnimation::DefenceAnimation(BattleInterface & owner, const CStack * stack)
  157. : StackActionAnimation(owner, stack)
  158. {
  159. setGroup(ECreatureAnimType::DEFENCE);
  160. setSound(battle_sound(stack->getCreature(), defend));
  161. logAnim->debug("Created DefenceAnimation for %s", stack->getName());
  162. }
  163. DeathAnimation::DeathAnimation(BattleInterface & owner, const CStack * stack, bool ranged):
  164. StackActionAnimation(owner, stack)
  165. {
  166. setSound(battle_sound(stack->getCreature(), killed));
  167. if(ranged && myAnim->framesInGroup(ECreatureAnimType::DEATH_RANGED) > 0)
  168. setGroup(ECreatureAnimType::DEATH_RANGED);
  169. else
  170. setGroup(ECreatureAnimType::DEATH);
  171. if(ranged && myAnim->framesInGroup(ECreatureAnimType::DEAD_RANGED) > 0)
  172. setNextGroup(ECreatureAnimType::DEAD_RANGED);
  173. else
  174. setNextGroup(ECreatureAnimType::DEAD);
  175. logAnim->debug("Created DeathAnimation for %s", stack->getName());
  176. }
  177. DummyAnimation::DummyAnimation(BattleInterface & owner, int howManyFrames)
  178. : BattleAnimation(owner),
  179. counter(0),
  180. howMany(howManyFrames)
  181. {
  182. logAnim->debug("Created dummy animation for %d frames", howManyFrames);
  183. }
  184. bool DummyAnimation::init()
  185. {
  186. return true;
  187. }
  188. void DummyAnimation::nextFrame()
  189. {
  190. counter++;
  191. if(counter > howMany)
  192. delete this;
  193. }
  194. ECreatureAnimType MeleeAttackAnimation::getUpwardsGroup(bool multiAttack) const
  195. {
  196. if (!multiAttack)
  197. return ECreatureAnimType::ATTACK_UP;
  198. return findValidGroup({
  199. ECreatureAnimType::GROUP_ATTACK_UP,
  200. ECreatureAnimType::SPECIAL_UP,
  201. ECreatureAnimType::SPECIAL_FRONT, // weird, but required for H3
  202. ECreatureAnimType::ATTACK_UP
  203. });
  204. }
  205. ECreatureAnimType MeleeAttackAnimation::getForwardGroup(bool multiAttack) const
  206. {
  207. if (!multiAttack)
  208. return ECreatureAnimType::ATTACK_FRONT;
  209. return findValidGroup({
  210. ECreatureAnimType::GROUP_ATTACK_FRONT,
  211. ECreatureAnimType::SPECIAL_FRONT,
  212. ECreatureAnimType::ATTACK_FRONT
  213. });
  214. }
  215. ECreatureAnimType MeleeAttackAnimation::getDownwardsGroup(bool multiAttack) const
  216. {
  217. if (!multiAttack)
  218. return ECreatureAnimType::ATTACK_DOWN;
  219. return findValidGroup({
  220. ECreatureAnimType::GROUP_ATTACK_DOWN,
  221. ECreatureAnimType::SPECIAL_DOWN,
  222. ECreatureAnimType::SPECIAL_FRONT, // weird, but required for H3
  223. ECreatureAnimType::ATTACK_DOWN
  224. });
  225. }
  226. ECreatureAnimType MeleeAttackAnimation::selectGroup(bool multiAttack)
  227. {
  228. const ECreatureAnimType mutPosToGroup[] =
  229. {
  230. getUpwardsGroup (multiAttack),
  231. getUpwardsGroup (multiAttack),
  232. getForwardGroup (multiAttack),
  233. getDownwardsGroup(multiAttack),
  234. getDownwardsGroup(multiAttack),
  235. getForwardGroup (multiAttack)
  236. };
  237. int revShiftattacker = (attackingStack->side == BattleSide::ATTACKER ? -1 : 1);
  238. int mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, dest);
  239. if(mutPos == -1 && attackingStack->doubleWide())
  240. {
  241. mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, defendingStack->getPosition());
  242. }
  243. if (mutPos == -1 && defendingStack->doubleWide())
  244. {
  245. mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, defendingStack->occupiedHex());
  246. }
  247. if (mutPos == -1 && defendingStack->doubleWide() && attackingStack->doubleWide())
  248. {
  249. mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, defendingStack->occupiedHex());
  250. }
  251. assert(mutPos >= 0 && mutPos <=5);
  252. return mutPosToGroup[mutPos];
  253. }
  254. void MeleeAttackAnimation::nextFrame()
  255. {
  256. size_t currentFrame = stackAnimation(attackingStack)->getCurrentFrame();
  257. size_t totalFrames = stackAnimation(attackingStack)->framesInGroup(getGroup());
  258. if ( currentFrame * 2 >= totalFrames )
  259. {
  260. if(owner.getAnimationCondition(EAnimationEvents::HIT) == false)
  261. owner.setAnimationCondition(EAnimationEvents::HIT, true);
  262. }
  263. AttackAnimation::nextFrame();
  264. }
  265. MeleeAttackAnimation::MeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, bool multiAttack)
  266. : AttackAnimation(owner, attacker, _dest, _attacked)
  267. {
  268. logAnim->debug("Created MeleeAttackAnimation for %s", attacker->getName());
  269. setSound(battle_sound(getCreature(), attack));
  270. setGroup(selectGroup(multiAttack));
  271. }
  272. StackMoveAnimation::StackMoveAnimation(BattleInterface & owner, const CStack * _stack, BattleHex prevHex, BattleHex nextHex):
  273. BattleStackAnimation(owner, _stack),
  274. prevHex(prevHex),
  275. nextHex(nextHex)
  276. {
  277. }
  278. bool MovementAnimation::init()
  279. {
  280. assert(stack);
  281. assert(!myAnim->isDeadOrDying());
  282. assert(stackAnimation(stack)->framesInGroup(ECreatureAnimType::MOVING) > 0);
  283. if(stackAnimation(stack)->framesInGroup(ECreatureAnimType::MOVING) == 0)
  284. {
  285. //no movement, end immediately
  286. delete this;
  287. return false;
  288. }
  289. logAnim->debug("CMovementAnimation::init: stack %s moves %d -> %d", stack->getName(), prevHex, nextHex);
  290. //reverse unit if necessary
  291. if(owner.stacksController->shouldRotate(stack, prevHex, nextHex))
  292. {
  293. // it seems that H3 does NOT plays full rotation animation during movement
  294. // Logical since it takes quite a lot of time
  295. rotateStack(prevHex);
  296. }
  297. if(myAnim->getType() != ECreatureAnimType::MOVING)
  298. {
  299. myAnim->setType(ECreatureAnimType::MOVING);
  300. }
  301. if (owner.moveSoundHander == -1)
  302. {
  303. owner.moveSoundHander = CCS->soundh->playSound(battle_sound(stack->getCreature(), move), -1);
  304. }
  305. Point begPosition = owner.stacksController->getStackPositionAtHex(prevHex, stack);
  306. Point endPosition = owner.stacksController->getStackPositionAtHex(nextHex, stack);
  307. timeToMove = AnimationControls::getMovementDuration(stack->getCreature());
  308. begX = begPosition.x;
  309. begY = begPosition.y;
  310. //progress = 0;
  311. distanceX = endPosition.x - begPosition.x;
  312. distanceY = endPosition.y - begPosition.y;
  313. if (stack->hasBonus(Selector::type()(Bonus::FLYING)))
  314. {
  315. float distance = static_cast<float>(sqrt(distanceX * distanceX + distanceY * distanceY));
  316. timeToMove *= AnimationControls::getFlightDistance(stack->getCreature()) / distance;
  317. }
  318. return true;
  319. }
  320. void MovementAnimation::nextFrame()
  321. {
  322. progress += float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000 * timeToMove;
  323. //moving instructions
  324. myAnim->pos.x = static_cast<Sint16>(begX + distanceX * progress );
  325. myAnim->pos.y = static_cast<Sint16>(begY + distanceY * progress );
  326. BattleAnimation::nextFrame();
  327. if(progress >= 1.0)
  328. {
  329. progress -= 1.0;
  330. // Sets the position of the creature animation sprites
  331. Point coords = owner.stacksController->getStackPositionAtHex(nextHex, stack);
  332. myAnim->pos.moveTo(coords);
  333. // true if creature haven't reached the final destination hex
  334. if ((curentMoveIndex + 1) < destTiles.size())
  335. {
  336. // update the next hex field which has to be reached by the stack
  337. curentMoveIndex++;
  338. prevHex = nextHex;
  339. nextHex = destTiles[curentMoveIndex];
  340. // request re-initialization
  341. initialized = false;
  342. }
  343. else
  344. delete this;
  345. }
  346. }
  347. MovementAnimation::~MovementAnimation()
  348. {
  349. assert(stack);
  350. if(owner.moveSoundHander != -1)
  351. {
  352. CCS->soundh->stopSound(owner.moveSoundHander);
  353. owner.moveSoundHander = -1;
  354. }
  355. }
  356. MovementAnimation::MovementAnimation(BattleInterface & owner, const CStack *stack, std::vector<BattleHex> _destTiles, int _distance)
  357. : StackMoveAnimation(owner, stack, stack->getPosition(), _destTiles.front()),
  358. destTiles(_destTiles),
  359. curentMoveIndex(0),
  360. begX(0), begY(0),
  361. distanceX(0), distanceY(0),
  362. timeToMove(0.0),
  363. progress(0.0)
  364. {
  365. logAnim->debug("Created MovementAnimation for %s", stack->getName());
  366. }
  367. MovementEndAnimation::MovementEndAnimation(BattleInterface & owner, const CStack * _stack, BattleHex destTile)
  368. : StackMoveAnimation(owner, _stack, destTile, destTile)
  369. {
  370. logAnim->debug("Created MovementEndAnimation for %s", stack->getName());
  371. }
  372. bool MovementEndAnimation::init()
  373. {
  374. assert(stack);
  375. assert(!myAnim->isDeadOrDying());
  376. if(!stack || myAnim->isDeadOrDying())
  377. {
  378. delete this;
  379. return false;
  380. }
  381. logAnim->debug("CMovementEndAnimation::init: stack %s", stack->getName());
  382. myAnim->pos.moveTo(owner.stacksController->getStackPositionAtHex(nextHex, stack));
  383. CCS->soundh->playSound(battle_sound(stack->getCreature(), endMoving));
  384. if(!myAnim->framesInGroup(ECreatureAnimType::MOVE_END))
  385. {
  386. delete this;
  387. return false;
  388. }
  389. myAnim->setType(ECreatureAnimType::MOVE_END);
  390. myAnim->onAnimationReset += [&](){ delete this; };
  391. return true;
  392. }
  393. MovementEndAnimation::~MovementEndAnimation()
  394. {
  395. if(myAnim->getType() != ECreatureAnimType::DEAD)
  396. myAnim->setType(ECreatureAnimType::HOLDING); //resetting to default
  397. CCS->curh->show();
  398. }
  399. MovementStartAnimation::MovementStartAnimation(BattleInterface & owner, const CStack * _stack)
  400. : StackMoveAnimation(owner, _stack, _stack->getPosition(), _stack->getPosition())
  401. {
  402. logAnim->debug("Created MovementStartAnimation for %s", stack->getName());
  403. }
  404. bool MovementStartAnimation::init()
  405. {
  406. assert(stack);
  407. assert(!myAnim->isDeadOrDying());
  408. if(!stack || myAnim->isDeadOrDying())
  409. {
  410. delete this;
  411. return false;
  412. }
  413. logAnim->debug("CMovementStartAnimation::init: stack %s", stack->getName());
  414. CCS->soundh->playSound(battle_sound(stack->getCreature(), startMoving));
  415. if(!myAnim->framesInGroup(ECreatureAnimType::MOVE_START))
  416. {
  417. delete this;
  418. return false;
  419. }
  420. myAnim->setType(ECreatureAnimType::MOVE_START);
  421. myAnim->onAnimationReset += [&](){ delete this; };
  422. return true;
  423. }
  424. ReverseAnimation::ReverseAnimation(BattleInterface & owner, const CStack * stack, BattleHex dest)
  425. : StackMoveAnimation(owner, stack, dest, dest)
  426. {
  427. logAnim->debug("Created ReverseAnimation for %s", stack->getName());
  428. }
  429. bool ReverseAnimation::init()
  430. {
  431. assert(myAnim);
  432. assert(!myAnim->isDeadOrDying());
  433. if(myAnim == nullptr || myAnim->isDeadOrDying())
  434. {
  435. delete this;
  436. return false; //there is no such creature
  437. }
  438. logAnim->debug("CReverseAnimation::init: stack %s", stack->getName());
  439. if(myAnim->framesInGroup(ECreatureAnimType::TURN_L))
  440. {
  441. myAnim->playOnce(ECreatureAnimType::TURN_L);
  442. myAnim->onAnimationReset += std::bind(&ReverseAnimation::setupSecondPart, this);
  443. }
  444. else
  445. {
  446. setupSecondPart();
  447. }
  448. return true;
  449. }
  450. void BattleStackAnimation::rotateStack(BattleHex hex)
  451. {
  452. setStackFacingRight(stack, !stackFacingRight(stack));
  453. stackAnimation(stack)->pos.moveTo(owner.stacksController->getStackPositionAtHex(hex, stack));
  454. }
  455. void ReverseAnimation::setupSecondPart()
  456. {
  457. assert(stack);
  458. if(!stack)
  459. {
  460. delete this;
  461. return;
  462. }
  463. rotateStack(nextHex);
  464. if(myAnim->framesInGroup(ECreatureAnimType::TURN_R))
  465. {
  466. myAnim->playOnce(ECreatureAnimType::TURN_R);
  467. myAnim->onAnimationReset += [&](){ delete this; };
  468. }
  469. else
  470. delete this;
  471. }
  472. ResurrectionAnimation::ResurrectionAnimation(BattleInterface & owner, const CStack * _stack):
  473. StackActionAnimation(owner, _stack)
  474. {
  475. setGroup(ECreatureAnimType::RESURRECTION);
  476. logAnim->debug("Created ResurrectionAnimation for %s", stack->getName());
  477. }
  478. bool ColorTransformAnimation::init()
  479. {
  480. return true;
  481. }
  482. void ColorTransformAnimation::nextFrame()
  483. {
  484. float elapsed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
  485. float fullTime = AnimationControls::getFadeInDuration();
  486. float delta = elapsed / fullTime;
  487. totalProgress += delta;
  488. size_t index = 0;
  489. while (index < timePoints.size() && timePoints[index] < totalProgress )
  490. ++index;
  491. if (index == timePoints.size())
  492. {
  493. //end of animation. Apply ColorShifter using final values and die
  494. const auto & shifter = steps[index - 1];
  495. owner.stacksController->setStackColorFilter(shifter, stack, spell, false);
  496. delete this;
  497. return;
  498. }
  499. assert(index != 0);
  500. const auto & prevShifter = steps[index - 1];
  501. const auto & nextShifter = steps[index];
  502. float prevPoint = timePoints[index-1];
  503. float nextPoint = timePoints[index];
  504. float localProgress = totalProgress - prevPoint;
  505. float stepDuration = (nextPoint - prevPoint);
  506. float factor = localProgress / stepDuration;
  507. auto shifter = ColorFilter::genInterpolated(prevShifter, nextShifter, factor);
  508. owner.stacksController->setStackColorFilter(shifter, stack, spell, true);
  509. }
  510. ColorTransformAnimation::ColorTransformAnimation(BattleInterface & owner, const CStack * _stack, const std::string & colorFilterName, const CSpell * spell):
  511. BattleStackAnimation(owner, _stack),
  512. spell(spell),
  513. totalProgress(0.f)
  514. {
  515. auto effect = owner.effectsController->getMuxerEffect(colorFilterName);
  516. steps = effect.filters;
  517. timePoints = effect.timePoints;
  518. assert(!steps.empty() && steps.size() == timePoints.size());
  519. logAnim->debug("Created ColorTransformAnimation for %s", stack->getName());
  520. }
  521. RangedAttackAnimation::RangedAttackAnimation(BattleInterface & owner_, const CStack * attacker, BattleHex dest_, const CStack * defender)
  522. : AttackAnimation(owner_, attacker, dest_, defender),
  523. projectileEmitted(false)
  524. {
  525. setSound(battle_sound(getCreature(), shoot));
  526. }
  527. bool RangedAttackAnimation::init()
  528. {
  529. setAnimationGroup();
  530. initializeProjectile();
  531. return AttackAnimation::init();
  532. }
  533. void RangedAttackAnimation::setAnimationGroup()
  534. {
  535. Point shooterPos = stackAnimation(attackingStack)->pos.topLeft();
  536. Point shotTarget = owner.stacksController->getStackPositionAtHex(dest, defendingStack);
  537. //maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value)
  538. static const double straightAngle = 0.2;
  539. double projectileAngle = -atan2(shotTarget.y - shooterPos.y, std::abs(shotTarget.x - shooterPos.x));
  540. // Calculate projectile start position. Offsets are read out of the CRANIM.TXT.
  541. if (projectileAngle > straightAngle)
  542. setGroup(getUpwardsGroup());
  543. else if (projectileAngle < -straightAngle)
  544. setGroup(getDownwardsGroup());
  545. else
  546. setGroup(getForwardGroup());
  547. }
  548. void RangedAttackAnimation::initializeProjectile()
  549. {
  550. const CCreature *shooterInfo = getCreature();
  551. Point shotTarget = owner.stacksController->getStackPositionAtHex(dest, defendingStack) + Point(225, 225);
  552. Point shotOrigin = stackAnimation(attackingStack)->pos.topLeft() + Point(222, 265);
  553. int multiplier = stackFacingRight(attackingStack) ? 1 : -1;
  554. if (getGroup() == getUpwardsGroup())
  555. {
  556. shotOrigin.x += ( -25 + shooterInfo->animation.upperRightMissleOffsetX ) * multiplier;
  557. shotOrigin.y += shooterInfo->animation.upperRightMissleOffsetY;
  558. }
  559. else if (getGroup() == getDownwardsGroup())
  560. {
  561. shotOrigin.x += ( -25 + shooterInfo->animation.lowerRightMissleOffsetX ) * multiplier;
  562. shotOrigin.y += shooterInfo->animation.lowerRightMissleOffsetY;
  563. }
  564. else if (getGroup() == getForwardGroup())
  565. {
  566. shotOrigin.x += ( -25 + shooterInfo->animation.rightMissleOffsetX ) * multiplier;
  567. shotOrigin.y += shooterInfo->animation.rightMissleOffsetY;
  568. }
  569. else
  570. {
  571. assert(0);
  572. }
  573. createProjectile(shotOrigin, shotTarget);
  574. }
  575. void RangedAttackAnimation::emitProjectile()
  576. {
  577. logAnim->debug("Ranged attack projectile emitted");
  578. owner.projectilesController->emitStackProjectile(attackingStack);
  579. projectileEmitted = true;
  580. }
  581. void RangedAttackAnimation::nextFrame()
  582. {
  583. // animation should be paused if there is an active projectile
  584. if (projectileEmitted)
  585. {
  586. if (!owner.projectilesController->hasActiveProjectile(attackingStack, false))
  587. {
  588. if(owner.getAnimationCondition(EAnimationEvents::HIT) == false)
  589. owner.setAnimationCondition(EAnimationEvents::HIT, true);
  590. }
  591. }
  592. AttackAnimation::nextFrame();
  593. if (!projectileEmitted)
  594. {
  595. // emit projectile once animation playback reached "climax" frame
  596. if ( stackAnimation(attackingStack)->getCurrentFrame() >= getAttackClimaxFrame() )
  597. {
  598. emitProjectile();
  599. return;
  600. }
  601. }
  602. }
  603. RangedAttackAnimation::~RangedAttackAnimation()
  604. {
  605. assert(!owner.projectilesController->hasActiveProjectile(attackingStack, false));
  606. assert(projectileEmitted);
  607. // FIXME: is this possible? Animation is over but we're yet to fire projectile?
  608. if (!projectileEmitted)
  609. {
  610. logAnim->warn("Shooting animation has finished but projectile was not emitted! Emitting it now...");
  611. emitProjectile();
  612. }
  613. }
  614. ShootingAnimation::ShootingAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked)
  615. : RangedAttackAnimation(owner, attacker, _dest, _attacked)
  616. {
  617. logAnim->debug("Created ShootingAnimation for %s", stack->getName());
  618. }
  619. void ShootingAnimation::createProjectile(const Point & from, const Point & dest) const
  620. {
  621. owner.projectilesController->createProjectile(attackingStack, from, dest);
  622. }
  623. uint32_t ShootingAnimation::getAttackClimaxFrame() const
  624. {
  625. const CCreature *shooterInfo = getCreature();
  626. return shooterInfo->animation.attackClimaxFrame;
  627. }
  628. ECreatureAnimType ShootingAnimation::getUpwardsGroup() const
  629. {
  630. return ECreatureAnimType::SHOOT_UP;
  631. }
  632. ECreatureAnimType ShootingAnimation::getForwardGroup() const
  633. {
  634. return ECreatureAnimType::SHOOT_FRONT;
  635. }
  636. ECreatureAnimType ShootingAnimation::getDownwardsGroup() const
  637. {
  638. return ECreatureAnimType::SHOOT_DOWN;
  639. }
  640. CatapultAnimation::CatapultAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, int _catapultDmg)
  641. : ShootingAnimation(owner, attacker, _dest, _attacked),
  642. catapultDamage(_catapultDmg),
  643. explosionEmitted(false)
  644. {
  645. logAnim->debug("Created shooting anim for %s", stack->getName());
  646. }
  647. void CatapultAnimation::nextFrame()
  648. {
  649. ShootingAnimation::nextFrame();
  650. if ( explosionEmitted)
  651. return;
  652. if ( !projectileEmitted)
  653. return;
  654. if (owner.projectilesController->hasActiveProjectile(attackingStack, false))
  655. return;
  656. explosionEmitted = true;
  657. Point shotTarget = owner.stacksController->getStackPositionAtHex(dest, defendingStack) + Point(225, 225) - Point(126, 105);
  658. std::string soundFilename = (catapultDamage > 0) ? "WALLHIT" : "WALLMISS";
  659. std::string effectFilename = (catapultDamage > 0) ? "SGEXPL" : "CSGRCK";
  660. CCS->soundh->playSound( soundFilename );
  661. owner.stacksController->addNewAnim( new EffectAnimation(owner, effectFilename, shotTarget));
  662. }
  663. void CatapultAnimation::createProjectile(const Point & from, const Point & dest) const
  664. {
  665. owner.projectilesController->createCatapultProjectile(attackingStack, from, dest);
  666. }
  667. CastAnimation::CastAnimation(BattleInterface & owner_, const CStack * attacker, BattleHex dest, const CStack * defender, const CSpell * spell)
  668. : RangedAttackAnimation(owner_, attacker, dest, defender),
  669. spell(spell)
  670. {
  671. if(!dest.isValid())
  672. {
  673. assert(spell->animationInfo.projectile.empty());
  674. if (defender)
  675. dest = defender->getPosition();
  676. else
  677. dest = attacker->getPosition();
  678. }
  679. }
  680. ECreatureAnimType CastAnimation::getUpwardsGroup() const
  681. {
  682. return findValidGroup({
  683. ECreatureAnimType::CAST_UP,
  684. ECreatureAnimType::SPECIAL_UP,
  685. ECreatureAnimType::SPECIAL_FRONT, // weird, but required for H3
  686. ECreatureAnimType::SHOOT_UP,
  687. ECreatureAnimType::ATTACK_UP
  688. });
  689. }
  690. ECreatureAnimType CastAnimation::getForwardGroup() const
  691. {
  692. return findValidGroup({
  693. ECreatureAnimType::CAST_FRONT,
  694. ECreatureAnimType::SPECIAL_FRONT,
  695. ECreatureAnimType::SHOOT_FRONT,
  696. ECreatureAnimType::ATTACK_FRONT
  697. });
  698. }
  699. ECreatureAnimType CastAnimation::getDownwardsGroup() const
  700. {
  701. return findValidGroup({
  702. ECreatureAnimType::CAST_DOWN,
  703. ECreatureAnimType::SPECIAL_DOWN,
  704. ECreatureAnimType::SPECIAL_FRONT, // weird, but required for H3
  705. ECreatureAnimType::SHOOT_DOWN,
  706. ECreatureAnimType::ATTACK_DOWN
  707. });
  708. }
  709. void CastAnimation::createProjectile(const Point & from, const Point & dest) const
  710. {
  711. if (!spell->animationInfo.projectile.empty())
  712. owner.projectilesController->createSpellProjectile(attackingStack, from, dest, spell);
  713. }
  714. uint32_t CastAnimation::getAttackClimaxFrame() const
  715. {
  716. //TODO: allow defining this parameter in config file, separately from attackClimaxFrame of missile attacks
  717. uint32_t maxFrames = stackAnimation(attackingStack)->framesInGroup(getGroup());
  718. return maxFrames / 2;
  719. }
  720. EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, int effects):
  721. BattleAnimation(owner),
  722. animation(std::make_shared<CAnimation>(animationName)),
  723. effectFlags(effects),
  724. effectFinished(false)
  725. {
  726. logAnim->debug("CPointEffectAnimation::init: effect %s", animationName);
  727. }
  728. EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<BattleHex> hex, int effects):
  729. EffectAnimation(owner, animationName, effects)
  730. {
  731. battlehexes = hex;
  732. }
  733. EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, BattleHex hex, int effects):
  734. EffectAnimation(owner, animationName, effects)
  735. {
  736. assert(hex.isValid());
  737. battlehexes.push_back(hex);
  738. }
  739. EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<Point> pos, int effects):
  740. EffectAnimation(owner, animationName, effects)
  741. {
  742. positions = pos;
  743. }
  744. EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, Point pos, int effects):
  745. EffectAnimation(owner, animationName, effects)
  746. {
  747. positions.push_back(pos);
  748. }
  749. EffectAnimation::EffectAnimation(BattleInterface & owner, std::string animationName, Point pos, BattleHex hex, int effects):
  750. EffectAnimation(owner, animationName, effects)
  751. {
  752. assert(hex.isValid());
  753. battlehexes.push_back(hex);
  754. positions.push_back(pos);
  755. }
  756. bool EffectAnimation::init()
  757. {
  758. animation->preload();
  759. auto first = animation->getImage(0, 0, true);
  760. if(!first)
  761. {
  762. delete this;
  763. return false;
  764. }
  765. if (screenFill())
  766. {
  767. for(int i=0; i * first->width() < owner.fieldController->pos.w ; ++i)
  768. for(int j=0; j * first->height() < owner.fieldController->pos.h ; ++j)
  769. positions.push_back(Point( i * first->width(), j * first->height()));
  770. }
  771. BattleEffect be;
  772. be.effectID = ID;
  773. be.animation = animation;
  774. be.currentFrame = 0;
  775. for (size_t i = 0; i < std::max(battlehexes.size(), positions.size()); ++i)
  776. {
  777. bool hasTile = i < battlehexes.size();
  778. bool hasPosition = i < positions.size();
  779. if (hasTile && !forceOnTop())
  780. be.tile = battlehexes[i];
  781. else
  782. be.tile = BattleHex::INVALID;
  783. if (hasPosition)
  784. {
  785. be.pos.x = positions[i].x;
  786. be.pos.y = positions[i].y;
  787. }
  788. else
  789. {
  790. const CStack * destStack = owner.getCurrentPlayerInterface()->cb->battleGetStackByPos(battlehexes[i], false);
  791. Rect tilePos = owner.fieldController->hexPositionLocal(battlehexes[i]);
  792. be.pos.x = tilePos.x + tilePos.w/2 - first->width()/2;
  793. if(destStack && destStack->doubleWide()) // Correction for 2-hex creatures.
  794. be.pos.x += (destStack->side == BattleSide::ATTACKER ? -1 : 1)*tilePos.w/2;
  795. if (alignToBottom())
  796. be.pos.y = tilePos.y + tilePos.h - first->height();
  797. else
  798. be.pos.y = tilePos.y - first->height()/2;
  799. }
  800. owner.effectsController->battleEffects.push_back(be);
  801. }
  802. return true;
  803. }
  804. void EffectAnimation::nextFrame()
  805. {
  806. playEffect();
  807. if (effectFinished)
  808. {
  809. //remove visual effect itself only if sound has finished as well - necessary for obstacles like force field
  810. clearEffect();
  811. delete this;
  812. }
  813. }
  814. bool EffectAnimation::alignToBottom() const
  815. {
  816. return effectFlags & ALIGN_TO_BOTTOM;
  817. }
  818. bool EffectAnimation::forceOnTop() const
  819. {
  820. return effectFlags & FORCE_ON_TOP;
  821. }
  822. bool EffectAnimation::screenFill() const
  823. {
  824. return effectFlags & SCREEN_FILL;
  825. }
  826. void EffectAnimation::onEffectFinished()
  827. {
  828. effectFinished = true;
  829. }
  830. void EffectAnimation::playEffect()
  831. {
  832. if ( effectFinished )
  833. return;
  834. for(auto & elem : owner.effectsController->battleEffects)
  835. {
  836. if(elem.effectID == ID)
  837. {
  838. elem.currentFrame += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
  839. if(elem.currentFrame >= elem.animation->size())
  840. {
  841. elem.currentFrame = elem.animation->size() - 1;
  842. onEffectFinished();
  843. break;
  844. }
  845. }
  846. }
  847. }
  848. void EffectAnimation::clearEffect()
  849. {
  850. auto & effects = owner.effectsController->battleEffects;
  851. vstd::erase_if(effects, [&](const BattleEffect & effect){
  852. return effect.effectID == ID;
  853. });
  854. }
  855. EffectAnimation::~EffectAnimation()
  856. {
  857. assert(effectFinished);
  858. }
  859. HeroCastAnimation::HeroCastAnimation(BattleInterface & owner, std::shared_ptr<BattleHero> hero, BattleHex dest, const CStack * defender, const CSpell * spell):
  860. BattleAnimation(owner),
  861. projectileEmitted(false),
  862. hero(hero),
  863. target(defender),
  864. tile(dest),
  865. spell(spell)
  866. {
  867. }
  868. bool HeroCastAnimation::init()
  869. {
  870. hero->setPhase(EHeroAnimType::CAST_SPELL);
  871. hero->onPhaseFinished([&](){
  872. assert(owner.getAnimationCondition(EAnimationEvents::HIT) == true);
  873. delete this;
  874. });
  875. initializeProjectile();
  876. return true;
  877. }
  878. void HeroCastAnimation::initializeProjectile()
  879. {
  880. // spell has no projectile to play, ignore this step
  881. if (spell->animationInfo.projectile.empty())
  882. return;
  883. // targeted spells should have well, target
  884. assert(tile.isValid());
  885. Point srccoord = hero->pos.center() - hero->parent->pos.topLeft();
  886. Point destcoord = owner.stacksController->getStackPositionAtHex(tile, target); //position attacked by projectile
  887. destcoord += Point(222, 265); // FIXME: what are these constants?
  888. owner.projectilesController->createSpellProjectile( nullptr, srccoord, destcoord, spell);
  889. }
  890. void HeroCastAnimation::emitProjectile()
  891. {
  892. if (projectileEmitted)
  893. return;
  894. //spell has no projectile to play, skip this step and immediately play hit animations
  895. if (spell->animationInfo.projectile.empty())
  896. emitAnimationEvent();
  897. else
  898. owner.projectilesController->emitStackProjectile( nullptr );
  899. projectileEmitted = true;
  900. }
  901. void HeroCastAnimation::emitAnimationEvent()
  902. {
  903. if(owner.getAnimationCondition(EAnimationEvents::HIT) == false)
  904. owner.setAnimationCondition(EAnimationEvents::HIT, true);
  905. }
  906. void HeroCastAnimation::nextFrame()
  907. {
  908. float frame = hero->getFrame();
  909. if (frame < 4.0f) // middle point of animation //TODO: un-hardcode
  910. return;
  911. if (!projectileEmitted)
  912. {
  913. emitProjectile();
  914. hero->pause();
  915. return;
  916. }
  917. if (!owner.projectilesController->hasActiveProjectile(nullptr, false))
  918. {
  919. emitAnimationEvent();
  920. //TODO: check H3 - it is possible that hero animation should be paused until hit effect is over, not just projectile
  921. hero->play();
  922. }
  923. }