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							- /*
 
-  * CBattleAnimations.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "CBattleAnimations.h"
 
- #include <boost/math/constants/constants.hpp>
 
- #include "CBattleInterfaceClasses.h"
 
- #include "CBattleInterface.h"
 
- #include "CCreatureAnimation.h"
 
- #include "../CGameInfo.h"
 
- #include "../CMusicHandler.h"
 
- #include "../CPlayerInterface.h"
 
- #include "../Graphics.h"
 
- #include "../gui/CAnimation.h"
 
- #include "../gui/CCursorHandler.h"
 
- #include "../gui/CGuiHandler.h"
 
- #include "../gui/SDL_Extensions.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/CStack.h"
 
- #include "../../lib/CTownHandler.h"
 
- #include "../../lib/mapObjects/CGTownInstance.h"
 
- #include "../../lib/spells/CSpellHandler.h"
 
- CBattleAnimation::CBattleAnimation(CBattleInterface * _owner)
 
- 	: owner(_owner), ID(_owner->animIDhelper++)
 
- {
 
- 	logAnim->trace("Animation #%d created", ID);
 
- }
 
- CBattleAnimation::~CBattleAnimation()
 
- {
 
- 	logAnim->trace("Animation #%d deleted", ID);
 
- }
 
- void CBattleAnimation::endAnim()
 
- {
 
- 	logAnim->trace("Animation #%d ended, type is %s", ID, typeid(this).name());
 
- 	for(auto & elem : owner->pendingAnims)
 
- 	{
 
- 		if(elem.first == this)
 
- 		{
 
- 			elem.first = nullptr;
 
- 		}
 
- 	}
 
- }
 
- bool CBattleAnimation::isEarliest(bool perStackConcurrency)
 
- {
 
- 	int lowestMoveID = owner->animIDhelper + 5;
 
- 	CBattleStackAnimation * thAnim = dynamic_cast<CBattleStackAnimation *>(this);
 
- 	CEffectAnimation * thSen = dynamic_cast<CEffectAnimation *>(this);
 
- 	for(auto & elem : owner->pendingAnims)
 
- 	{
 
- 		CBattleStackAnimation * stAnim = dynamic_cast<CBattleStackAnimation *>(elem.first);
 
- 		CEffectAnimation * sen = dynamic_cast<CEffectAnimation *>(elem.first);
 
- 		if(perStackConcurrency && stAnim && thAnim && stAnim->stack->ID != thAnim->stack->ID)
 
- 			continue;
 
- 		if(perStackConcurrency && sen && thSen && sen != thSen)
 
- 			continue;
 
- 		CReverseAnimation * revAnim = dynamic_cast<CReverseAnimation *>(stAnim);
 
- 		if(revAnim && thAnim && stAnim && stAnim->stack->ID == thAnim->stack->ID && revAnim->priority)
 
- 			return false;
 
- 		if(elem.first)
 
- 			vstd::amin(lowestMoveID, elem.first->ID);
 
- 	}
 
- 	return (ID == lowestMoveID) || (lowestMoveID == (owner->animIDhelper + 5));
 
- }
 
- CBattleStackAnimation::CBattleStackAnimation(CBattleInterface * owner, const CStack * stack)
 
- 	: CBattleAnimation(owner),
 
- 	  myAnim(owner->creAnims[stack->ID]),
 
- 	  stack(stack)
 
- {
 
- 	assert(myAnim);
 
- }
 
- void CBattleStackAnimation::shiftColor(const ColorShifter * shifter)
 
- {
 
- 	assert(myAnim);
 
- 	myAnim->shiftColor(shifter);
 
- }
 
- void CAttackAnimation::nextFrame()
 
- {
 
- 	if(myAnim->getType() != group)
 
- 	{
 
- 		myAnim->setType(group);
 
- 		myAnim->onAnimationReset += std::bind(&CAttackAnimation::endAnim, this);
 
- 	}
 
- 	if(!soundPlayed)
 
- 	{
 
- 		if(shooting)
 
- 			CCS->soundh->playSound(battle_sound(attackingStack->getCreature(), shoot));
 
- 		else
 
- 			CCS->soundh->playSound(battle_sound(attackingStack->getCreature(), attack));
 
- 		soundPlayed = true;
 
- 	}
 
- 	CBattleAnimation::nextFrame();
 
- }
 
- void CAttackAnimation::endAnim()
 
- {
 
- 	myAnim->setType(CCreatureAnim::HOLDING);
 
- 	CBattleStackAnimation::endAnim();
 
- }
 
- bool CAttackAnimation::checkInitialConditions()
 
- {
 
- 	for(auto & elem : owner->pendingAnims)
 
- 	{
 
- 		CBattleStackAnimation * stAnim = dynamic_cast<CBattleStackAnimation *>(elem.first);
 
- 		CReverseAnimation * revAnim = dynamic_cast<CReverseAnimation *>(stAnim);
 
- 		if(revAnim && attackedStack) // enemy must be fully reversed
 
- 		{
 
- 			if (revAnim->stack->ID == attackedStack->ID)
 
- 				return false;
 
- 		}
 
- 	}
 
- 	return isEarliest(false);
 
- }
 
- CAttackAnimation::CAttackAnimation(CBattleInterface *_owner, const CStack *attacker, BattleHex _dest, const CStack *defender)
 
- 	: CBattleStackAnimation(_owner, attacker),
 
- 		shooting(false), group(CCreatureAnim::SHOOT_FRONT),
 
- 		soundPlayed(false),
 
- 		dest(_dest), attackedStack(defender), attackingStack(attacker)
 
- {
 
- 	assert(attackingStack && "attackingStack is nullptr in CBattleAttack::CBattleAttack !\n");
 
- 	attackingStackPosBeforeReturn = attackingStack->getPosition();
 
- }
 
- CDefenceAnimation::CDefenceAnimation(StackAttackedInfo _attackedInfo, CBattleInterface * _owner)
 
- : CBattleStackAnimation(_owner, _attackedInfo.defender),
 
- attacker(_attackedInfo.attacker), rangedAttack(_attackedInfo.indirectAttack),
 
- killed(_attackedInfo.killed), timeToWait(0)
 
- {
 
- 	logAnim->debug("Created defence anim for %s", _attackedInfo.defender->getName());
 
- }
 
- bool CDefenceAnimation::init()
 
- {
 
- 	if(attacker == nullptr && owner->battleEffects.size() > 0)
 
- 		return false;
 
- 	ui32 lowestMoveID = owner->animIDhelper + 5;
 
- 	for(auto & elem : owner->pendingAnims)
 
- 	{
 
- 		CDefenceAnimation * defAnim = dynamic_cast<CDefenceAnimation *>(elem.first);
 
- 		if(defAnim && defAnim->stack->ID != stack->ID)
 
- 			continue;
 
- 		CAttackAnimation * attAnim = dynamic_cast<CAttackAnimation *>(elem.first);
 
- 		if(attAnim && attAnim->stack->ID != stack->ID)
 
- 			continue;
 
- 		CEffectAnimation * sen = dynamic_cast<CEffectAnimation *>(elem.first);
 
- 		if (sen)
 
- 			continue;
 
- 		CReverseAnimation * animAsRev = dynamic_cast<CReverseAnimation *>(elem.first);
 
- 		if(animAsRev)
 
- 			return false;
 
- 		if(elem.first)
 
- 			vstd::amin(lowestMoveID, elem.first->ID);
 
- 	}
 
- 	if(ID > lowestMoveID)
 
- 		return false;
 
- 	//reverse unit if necessary
 
- 	if(attacker && owner->getCurrentPlayerInterface()->cb->isToReverse(stack->getPosition(), attacker->getPosition(), owner->creDir[stack->ID], attacker->doubleWide(), owner->creDir[attacker->ID]))
 
- 	{
 
- 		owner->addNewAnim(new CReverseAnimation(owner, stack, stack->getPosition(), true));
 
- 		return false;
 
- 	}
 
- 	//unit reversed
 
- 	if(rangedAttack) //delay hit animation
 
- 	{
 
- 		for(std::list<ProjectileInfo>::const_iterator it = owner->projectiles.begin(); it != owner->projectiles.end(); ++it)
 
- 		{
 
- 			if(it->creID == attacker->getCreature()->idNumber)
 
- 			{
 
- 				return false;
 
- 			}
 
- 		}
 
- 	}
 
- 	// synchronize animation with attacker, unless defending or attacked by shooter:
 
- 	// wait for 1/2 of attack animation
 
- 	if (!rangedAttack && getMyAnimType() != CCreatureAnim::DEFENCE)
 
- 	{
 
- 		float frameLength = AnimationControls::getCreatureAnimationSpeed(
 
- 								  stack->getCreature(), owner->creAnims[stack->ID].get(), getMyAnimType());
 
- 		timeToWait = myAnim->framesInGroup(getMyAnimType()) * frameLength / 2;
 
- 		myAnim->setType(CCreatureAnim::HOLDING);
 
- 	}
 
- 	else
 
- 	{
 
- 		timeToWait = 0;
 
- 		startAnimation();
 
- 	}
 
- 	return true; //initialized successfuly
 
- }
 
- std::string CDefenceAnimation::getMySound()
 
- {
 
- 	if(killed)
 
- 		return battle_sound(stack->getCreature(), killed);
 
- 	else if(stack->defendingAnim)
 
- 		return battle_sound(stack->getCreature(), defend);
 
- 	else
 
- 		return battle_sound(stack->getCreature(), wince);
 
- }
 
- CCreatureAnim::EAnimType CDefenceAnimation::getMyAnimType()
 
- {
 
- 	if(killed)
 
- 	{
 
- 		if(rangedAttack && myAnim->framesInGroup(CCreatureAnim::DEATH_RANGED) > 0)
 
- 			return CCreatureAnim::DEATH_RANGED;
 
- 		else
 
- 			return CCreatureAnim::DEATH;
 
- 	}
 
- 	if(stack->defendingAnim)
 
- 		return CCreatureAnim::DEFENCE;
 
- 	else
 
- 		return CCreatureAnim::HITTED;
 
- }
 
- void CDefenceAnimation::startAnimation()
 
- {
 
- 	CCS->soundh->playSound(getMySound());
 
- 	myAnim->setType(getMyAnimType());
 
- 	myAnim->onAnimationReset += std::bind(&CDefenceAnimation::endAnim, this);
 
- }
 
- void CDefenceAnimation::nextFrame()
 
- {
 
- 	if (timeToWait > 0)
 
- 	{
 
- 		timeToWait -= float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000;
 
- 		if (timeToWait <= 0)
 
- 			startAnimation();
 
- 	}
 
- 	CBattleAnimation::nextFrame();
 
- }
 
- void CDefenceAnimation::endAnim()
 
- {
 
- 	if(killed)
 
- 	{
 
- 		if(rangedAttack && myAnim->framesInGroup(CCreatureAnim::DEAD_RANGED) > 0)
 
- 			myAnim->setType(CCreatureAnim::DEAD_RANGED);
 
- 		else
 
- 			myAnim->setType(CCreatureAnim::DEAD);
 
- 	}
 
- 	else
 
- 	{
 
- 		myAnim->setType(CCreatureAnim::HOLDING);
 
- 	}
 
- 	CBattleAnimation::endAnim();
 
- 	delete this;
 
- }
 
- CDummyAnimation::CDummyAnimation(CBattleInterface * _owner, int howManyFrames)
 
- : CBattleAnimation(_owner), counter(0), howMany(howManyFrames)
 
- {
 
- 	logAnim->debug("Created dummy animation for %d frames", 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(!attackingStack || myAnim->isDead())
 
- 	{
 
- 		endAnim();
 
- 		return false;
 
- 	}
 
- 	bool toReverse = owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStackPosBeforeReturn, attackedStack->getPosition(), owner->creDir[stack->ID], attackedStack->doubleWide(), owner->creDir[attackedStack->ID]);
 
- 	if(toReverse)
 
- 	{
 
- 		owner->addNewAnim(new CReverseAnimation(owner, stack, attackingStackPosBeforeReturn, true));
 
- 		return false;
 
- 	}
 
- 	// opponent must face attacker ( = different directions) before he can be attacked
 
- 	if(attackingStack && attackedStack &&
 
- 		owner->creDir[attackingStack->ID] == owner->creDir[attackedStack->ID])
 
- 		return false;
 
- 	//reversed
 
- 	shooting = false;
 
- 	static const CCreatureAnim::EAnimType mutPosToGroup[] =
 
- 	{
 
- 		CCreatureAnim::ATTACK_UP,
 
- 		CCreatureAnim::ATTACK_UP,
 
- 		CCreatureAnim::ATTACK_FRONT,
 
- 		CCreatureAnim::ATTACK_DOWN,
 
- 		CCreatureAnim::ATTACK_DOWN,
 
- 		CCreatureAnim::ATTACK_FRONT
 
- 	};
 
- 	static const CCreatureAnim::EAnimType mutPosToGroup2H[] =
 
- 	{
 
- 		CCreatureAnim::VCMI_2HEX_UP,
 
- 		CCreatureAnim::VCMI_2HEX_UP,
 
- 		CCreatureAnim::VCMI_2HEX_FRONT,
 
- 		CCreatureAnim::VCMI_2HEX_DOWN,
 
- 		CCreatureAnim::VCMI_2HEX_DOWN,
 
- 		CCreatureAnim::VCMI_2HEX_FRONT
 
- 	};
 
- 	int revShiftattacker = (attackingStack->side == BattleSide::ATTACKER ? -1 : 1);
 
- 	int mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, dest);
 
- 	if(mutPos == -1 && attackingStack->doubleWide())
 
- 	{
 
- 		mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, attackedStack->getPosition());
 
- 	}
 
- 	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];
 
- 		if(attackingStack->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH))
 
- 		{
 
- 			CCreatureAnim::EAnimType group2H = mutPosToGroup2H[mutPos];
 
- 			if(myAnim->framesInGroup(group2H)>0)
 
- 				group = group2H;
 
- 		}
 
- 		break;
 
- 	default:
 
- 		logGlobal->error("Critical Error! Wrong dest in stackAttacking! dest: %d; attacking stack pos: %d; mutual pos: %d", dest.hex, attackingStackPosBeforeReturn, mutPos);
 
- 		group = CCreatureAnim::ATTACK_FRONT;
 
- 		break;
 
- 	}
 
- 	return true;
 
- }
 
- CMeleeAttackAnimation::CMeleeAttackAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked)
 
- : CAttackAnimation(_owner, attacker, _dest, _attacked)
 
- {
 
- 	logAnim->debug("Created melee attack anim for %s", attacker->getName());
 
- }
 
- void CMeleeAttackAnimation::endAnim()
 
- {
 
- 	CAttackAnimation::endAnim();
 
- 	delete this;
 
- }
 
- bool CMovementAnimation::shouldRotate()
 
- {
 
- 	Point begPosition = CClickableHex::getXYUnitAnim(oldPos, stack, owner);
 
- 	Point endPosition = CClickableHex::getXYUnitAnim(nextHex, stack, owner);
 
- 	if((begPosition.x > endPosition.x) && owner->creDir[stack->ID] == true)
 
- 	{
 
- 		return true;
 
- 	}
 
- 	else if ((begPosition.x < endPosition.x) && owner->creDir[stack->ID] == false)
 
- 	{
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- bool CMovementAnimation::init()
 
- {
 
- 	if( !isEarliest(false) )
 
- 		return false;
 
- 	if(!stack || myAnim->isDead())
 
- 	{
 
- 		endAnim();
 
- 		return false;
 
- 	}
 
- 	if(owner->creAnims[stack->ID]->framesInGroup(CCreatureAnim::MOVING) == 0 ||
 
- 	   stack->hasBonus(Selector::typeSubtype(Bonus::FLYING, 1)))
 
- 	{
 
- 		//no movement or teleport, end immediately
 
- 		endAnim();
 
- 		return false;
 
- 	}
 
- 	//reverse unit if necessary
 
- 	if(shouldRotate())
 
- 	{
 
- 		// it seems that H3 does NOT plays full rotation animation here in most situations
 
- 		// Logical since it takes quite a lot of time
 
- 		if (curentMoveIndex == 0) // full rotation only for moving towards first tile.
 
- 		{
 
- 			owner->addNewAnim(new CReverseAnimation(owner, stack, oldPos, true));
 
- 			return false;
 
- 		}
 
- 		else
 
- 		{
 
- 			CReverseAnimation::rotateStack(owner, stack, oldPos);
 
- 		}
 
- 	}
 
- 	if(myAnim->getType() != CCreatureAnim::MOVING)
 
- 	{
 
- 		myAnim->setType(CCreatureAnim::MOVING);
 
- 	}
 
- 	if (owner->moveSoundHander == -1)
 
- 	{
 
- 		owner->moveSoundHander = CCS->soundh->playSound(battle_sound(stack->getCreature(), move), -1);
 
- 	}
 
- 	Point begPosition = CClickableHex::getXYUnitAnim(oldPos, stack, owner);
 
- 	Point endPosition = CClickableHex::getXYUnitAnim(nextHex, stack, owner);
 
- 	timeToMove = AnimationControls::getMovementDuration(stack->getCreature());
 
- 	begX = begPosition.x;
 
- 	begY = begPosition.y;
 
- 	progress = 0;
 
- 	distanceX = endPosition.x - begPosition.x;
 
- 	distanceY = endPosition.y - begPosition.y;
 
- 	if (stack->hasBonus(Selector::type(Bonus::FLYING)))
 
- 	{
 
- 		float distance = static_cast<float>(sqrt(distanceX * distanceX + distanceY * distanceY));
 
- 		timeToMove *= AnimationControls::getFlightDistance(stack->getCreature()) / distance;
 
- 	}
 
- 	return true;
 
- }
 
- void CMovementAnimation::nextFrame()
 
- {
 
- 	progress += float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000 * timeToMove;
 
- 	//moving instructions
 
- 	myAnim->pos.x = static_cast<Sint16>(begX + distanceX * progress );
 
- 	myAnim->pos.y = static_cast<Sint16>(begY + distanceY * progress );
 
- 	CBattleAnimation::nextFrame();
 
- 	if(progress >= 1.0)
 
- 	{
 
- 		// Sets the position of the creature animation sprites
 
- 		Point coords = CClickableHex::getXYUnitAnim(nextHex, stack, owner);
 
- 		myAnim->pos = coords;
 
- 		// true if creature haven't reached the final destination hex
 
- 		if ((curentMoveIndex + 1) < destTiles.size())
 
- 		{
 
- 			// update the next hex field which has to be reached by the stack
 
- 			curentMoveIndex++;
 
- 			oldPos = nextHex;
 
- 			nextHex = destTiles[curentMoveIndex];
 
- 			// re-init animation
 
- 			for(auto & elem : owner->pendingAnims)
 
- 			{
 
- 				if (elem.first == this)
 
- 				{
 
- 					elem.second = false;
 
- 					break;
 
- 				}
 
- 			}
 
- 		}
 
- 		else
 
- 			endAnim();
 
- 	}
 
- }
 
- void CMovementAnimation::endAnim()
 
- {
 
- 	assert(stack);
 
- 	myAnim->pos = CClickableHex::getXYUnitAnim(nextHex, stack, owner);
 
- 	CBattleAnimation::endAnim();
 
- 	owner->addNewAnim(new CMovementEndAnimation(owner, stack, nextHex));
 
- 	if(owner->moveSoundHander != -1)
 
- 	{
 
- 		CCS->soundh->stopSound(owner->moveSoundHander);
 
- 		owner->moveSoundHander = -1;
 
- 	}
 
- 	delete this;
 
- }
 
- CMovementAnimation::CMovementAnimation(CBattleInterface *_owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance)
 
- 	: CBattleStackAnimation(_owner, _stack),
 
- 	  destTiles(_destTiles),
 
- 	  curentMoveIndex(0),
 
- 	  oldPos(stack->getPosition()),
 
- 	  begX(0), begY(0),
 
- 	  distanceX(0), distanceY(0),
 
- 	  timeToMove(0.0),
 
- 	  progress(0.0),
 
- 	  nextHex(destTiles.front())
 
- {
 
- 	logAnim->debug("Created movement anim for %s", stack->getName());
 
- }
 
- CMovementEndAnimation::CMovementEndAnimation(CBattleInterface * _owner, const CStack * _stack, BattleHex destTile)
 
- : CBattleStackAnimation(_owner, _stack), destinationTile(destTile)
 
- {
 
- 	logAnim->debug("Created movement end anim for %s", stack->getName());
 
- }
 
- bool CMovementEndAnimation::init()
 
- {
 
- 	if( !isEarliest(true) )
 
- 		return false;
 
- 	if(!stack || myAnim->framesInGroup(CCreatureAnim::MOVE_END) == 0 ||
 
- 		myAnim->isDead())
 
- 	{
 
- 		endAnim();
 
- 		return false;
 
- 	}
 
- 	CCS->soundh->playSound(battle_sound(stack->getCreature(), endMoving));
 
- 	myAnim->setType(CCreatureAnim::MOVE_END);
 
- 	myAnim->onAnimationReset += std::bind(&CMovementEndAnimation::endAnim, this);
 
- 	return true;
 
- }
 
- void CMovementEndAnimation::endAnim()
 
- {
 
- 	CBattleAnimation::endAnim();
 
- 	if(myAnim->getType() != CCreatureAnim::DEAD)
 
- 		myAnim->setType(CCreatureAnim::HOLDING); //resetting to default
 
- 	CCS->curh->show();
 
- 	delete this;
 
- }
 
- CMovementStartAnimation::CMovementStartAnimation(CBattleInterface * _owner, const CStack * _stack)
 
- : CBattleStackAnimation(_owner, _stack)
 
- {
 
- 	logAnim->debug("Created movement start anim for %s", stack->getName());
 
- }
 
- bool CMovementStartAnimation::init()
 
- {
 
- 	if( !isEarliest(false) )
 
- 		return false;
 
- 	if(!stack || myAnim->isDead())
 
- 	{
 
- 		CMovementStartAnimation::endAnim();
 
- 		return false;
 
- 	}
 
- 	CCS->soundh->playSound(battle_sound(stack->getCreature(), startMoving));
 
- 	myAnim->setType(CCreatureAnim::MOVE_START);
 
- 	myAnim->onAnimationReset += std::bind(&CMovementStartAnimation::endAnim, this);
 
- 	return true;
 
- }
 
- void CMovementStartAnimation::endAnim()
 
- {
 
- 	CBattleAnimation::endAnim();
 
- 	delete this;
 
- }
 
- CReverseAnimation::CReverseAnimation(CBattleInterface * _owner, const CStack * stack, BattleHex dest, bool _priority)
 
- : CBattleStackAnimation(_owner, stack), hex(dest), priority(_priority)
 
- {
 
- 	logAnim->debug("Created reverse anim for %s", stack->getName());
 
- }
 
- bool CReverseAnimation::init()
 
- {
 
- 	if(myAnim == nullptr || myAnim->isDead())
 
- 	{
 
- 		endAnim();
 
- 		return false; //there is no such creature
 
- 	}
 
- 	if(!priority && !isEarliest(false))
 
- 		return false;
 
- 	if(myAnim->framesInGroup(CCreatureAnim::TURN_L))
 
- 	{
 
- 		myAnim->setType(CCreatureAnim::TURN_L);
 
- 		myAnim->onAnimationReset += std::bind(&CReverseAnimation::setupSecondPart, this);
 
- 	}
 
- 	else
 
- 	{
 
- 		setupSecondPart();
 
- 	}
 
- 	return true;
 
- }
 
- void CReverseAnimation::endAnim()
 
- {
 
- 	CBattleAnimation::endAnim();
 
- 	if( stack->alive() )//don't do that if stack is dead
 
- 		myAnim->setType(CCreatureAnim::HOLDING);
 
- 	delete this;
 
- }
 
- void CReverseAnimation::rotateStack(CBattleInterface * owner, const CStack * stack, BattleHex hex)
 
- {
 
- 	owner->creDir[stack->ID] = !owner->creDir[stack->ID];
 
- 	owner->creAnims[stack->ID]->pos = CClickableHex::getXYUnitAnim(hex, stack, owner);
 
- }
 
- void CReverseAnimation::setupSecondPart()
 
- {
 
- 	if(!stack)
 
- 	{
 
- 		endAnim();
 
- 		return;
 
- 	}
 
- 	rotateStack(owner, stack, hex);
 
- 	if(myAnim->framesInGroup(CCreatureAnim::TURN_R))
 
- 	{
 
- 		myAnim->setType(CCreatureAnim::TURN_R);
 
- 		myAnim->onAnimationReset += std::bind(&CReverseAnimation::endAnim, this);
 
- 	}
 
- 	else
 
- 		endAnim();
 
- }
 
- CRangedAttackAnimation::CRangedAttackAnimation(CBattleInterface * owner_, const CStack * attacker, BattleHex dest_, const CStack * defender)
 
- 	: CAttackAnimation(owner_, attacker, dest_, defender)
 
- {
 
- }
 
- CShootingAnimation::CShootingAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, bool _catapult, int _catapultDmg)
 
- 	: CRangedAttackAnimation(_owner, attacker, _dest, _attacked),
 
- 	catapultDamage(_catapultDmg)
 
- {
 
- 	logAnim->debug("Created shooting anim for %s", stack->getName());
 
- }
 
- bool CShootingAnimation::init()
 
- {
 
- 	if( !CAttackAnimation::checkInitialConditions() )
 
- 		return false;
 
- 	const CStack * shooter = attackingStack;
 
- 	if(!shooter || myAnim->isDead())
 
- 	{
 
- 		endAnim();
 
- 		return false;
 
- 	}
 
- 	//reverse unit if necessary
 
- 	if (attackingStack && attackedStack && owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStack->getPosition(), attackedStack->getPosition(), owner->creDir[attackingStack->ID], attackingStack->doubleWide(), owner->creDir[attackedStack->ID]))
 
- 	{
 
- 		owner->addNewAnim(new CReverseAnimation(owner, attackingStack, attackingStack->getPosition(), true));
 
- 		return false;
 
- 	}
 
- 	// opponent must face attacker ( = different directions) before he can be attacked
 
- 	//FIXME: this cause freeze
 
- //	if (attackingStack && attackedStack &&
 
- //	    owner->creDir[attackingStack->ID] == owner->creDir[attackedStack->ID])
 
- //		return false;
 
- 	// Create the projectile animation
 
- 	//maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value)
 
- 	static const double straightAngle = 0.2;
 
- 	// Get further info about the shooter e.g. relative pos of projectile to unit.
 
- 	// If the creature id is 149 then it's a arrow tower which has no additional info so get the
 
- 	// actual arrow tower shooter instead.
 
- 	const CCreature *shooterInfo = shooter->getCreature();
 
- 	if (shooterInfo->idNumber == CreatureID::ARROW_TOWERS)
 
- 	{
 
- 		int creID = owner->siegeH->town->town->clientInfo.siegeShooter;
 
- 		shooterInfo = CGI->creh->creatures[creID];
 
- 	}
 
- 	ProjectileInfo spi;
 
- 	spi.shotDone = false;
 
- 	spi.creID = shooter->getCreature()->idNumber;
 
- 	spi.stackID = shooter->ID;
 
- 	// reverse if creature is facing right OR this is non-existing stack that is not tower (war machines)
 
- 	spi.reverse = attackingStack ? !owner->creDir[attackingStack->ID] : shooter->getCreature()->idNumber != CreatureID::ARROW_TOWERS ;
 
- 	spi.step = 0;
 
- 	spi.frameNum = 0;
 
- 	Point fromPos;
 
- 	Point destPos;
 
- 	// NOTE: two lines below return different positions (very notable with 2-hex creatures). Obtaining via creanims seems to be more precise
 
- 	fromPos = owner->creAnims[spi.stackID]->pos.topLeft();
 
- 	//xycoord = CClickableHex::getXYUnitAnim(shooter->position, true, shooter, owner);
 
- 	destPos = CClickableHex::getXYUnitAnim(dest, attackedStack, owner);
 
- 	// to properly translate coordinates when shooter is rotated
 
- 	int multiplier = spi.reverse ? -1 : 1;
 
- 	double projectileAngle = atan2(fabs((double)destPos.y - fromPos.y), fabs((double)destPos.x - fromPos.x));
 
- 	if(shooter->getPosition() < dest)
 
- 		projectileAngle = -projectileAngle;
 
- 	// Calculate projectile start position. Offsets are read out of the CRANIM.TXT.
 
- 	if (projectileAngle > straightAngle)
 
- 	{
 
- 		//upper shot
 
- 		spi.x = fromPos.x + 222 + ( -25 + shooterInfo->animation.upperRightMissleOffsetX ) * multiplier;
 
- 		spi.y = fromPos.y + 265 + shooterInfo->animation.upperRightMissleOffsetY;
 
- 	}
 
- 	else if (projectileAngle < -straightAngle)
 
- 	{
 
- 		//lower shot
 
- 		spi.x = fromPos.x + 222 + ( -25 + shooterInfo->animation.lowerRightMissleOffsetX ) * multiplier;
 
- 		spi.y = fromPos.y + 265 + shooterInfo->animation.lowerRightMissleOffsetY;
 
- 	}
 
- 	else
 
- 	{
 
- 		//straight shot
 
- 		spi.x = fromPos.x + 222 + ( -25 + shooterInfo->animation.rightMissleOffsetX ) * multiplier;
 
- 		spi.y = fromPos.y + 265 + shooterInfo->animation.rightMissleOffsetY;
 
- 	}
 
- 	destPos += Point(225, 225);
 
- 	// recalculate angle taking in account offsets
 
- 	//projectileAngle = atan2(fabs(destPos.y - spi.y), fabs(destPos.x - spi.x));
 
- 	//if(shooter->position < dest)
 
- 	//	projectileAngle = -projectileAngle;
 
- 	if (attackedStack)
 
- 	{
 
- 		double animSpeed = AnimationControls::getProjectileSpeed(); // flight speed of projectile
 
- 		spi.lastStep = static_cast<int>(sqrt(static_cast<double>((destPos.x - spi.x) * (destPos.x - spi.x) + (destPos.y - spi.y) * (destPos.y - spi.y))) / animSpeed);
 
- 		if(spi.lastStep == 0)
 
- 			spi.lastStep = 1;
 
- 		spi.dx = (destPos.x - spi.x) / spi.lastStep;
 
- 		spi.dy = (destPos.y - spi.y) / spi.lastStep;
 
- 	}
 
- 	else
 
- 	{
 
- 		// Catapult attack
 
- 		spi.catapultInfo.reset(new CatapultProjectileInfo(Point((int)spi.x, (int)spi.y), destPos));
 
- 		double animSpeed = AnimationControls::getProjectileSpeed() / 10;
 
- 		spi.lastStep = static_cast<int>(std::abs((destPos.x - spi.x) / animSpeed));
 
- 		spi.dx = animSpeed;
 
- 		spi.dy = 0;
 
- 		auto img = owner->idToProjectile[spi.creID]->getImage(0);
 
- 		// Add explosion anim
 
- 		Point animPos(destPos.x - 126 + img->width() / 2,
 
- 					  destPos.y - 105 + img->height() / 2);
 
- 		owner->addNewAnim( new CEffectAnimation(owner, catapultDamage ? "SGEXPL.DEF" : "CSGRCK.DEF", animPos.x, animPos.y));
 
- 	}
 
- 	auto & angles = shooterInfo->animation.missleFrameAngles;
 
- 	double pi = boost::math::constants::pi<double>();
 
- 	if (owner->idToProjectile.count(spi.creID) == 0) //in some cases (known one: hero grants shooter bonus to unit) the shooter stack's projectile may not be properly initialized
 
- 		owner->initStackProjectile(shooter);
 
- 	// 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.at(spi.creID)->size(0));
 
- 	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 = static_cast<int>(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)
 
- 		group = CCreatureAnim::SHOOT_UP;
 
- 	else if(projectileAngle < -straightAngle)
 
- 		group = CCreatureAnim::SHOOT_DOWN;
 
- 	else //straight shot
 
- 		group = CCreatureAnim::SHOOT_FRONT;
 
- 	return true;
 
- }
 
- void CShootingAnimation::nextFrame()
 
- {
 
- 	for(auto & it : owner->pendingAnims)
 
- 	{
 
- 		CMovementStartAnimation * anim = dynamic_cast<CMovementStartAnimation *>(it.first);
 
- 		CReverseAnimation * anim2 = dynamic_cast<CReverseAnimation *>(it.first);
 
- 		if( (anim && anim->stack->ID == stack->ID) || (anim2 && anim2->stack->ID == stack->ID && anim2->priority ) )
 
- 			return;
 
- 	}
 
- 	CAttackAnimation::nextFrame();
 
- }
 
- void CShootingAnimation::endAnim()
 
- {
 
- 	// play wall hit/miss sound for catapult attack
 
- 	if(!attackedStack)
 
- 	{
 
- 		if(catapultDamage > 0)
 
- 		{
 
- 			CCS->soundh->playSound("WALLHIT");
 
- 		}
 
- 		else
 
- 		{
 
- 			CCS->soundh->playSound("WALLMISS");
 
- 		}
 
- 	}
 
- 	CAttackAnimation::endAnim();
 
- 	delete this;
 
- }
 
- CCastAnimation::CCastAnimation(CBattleInterface * owner_, const CStack * attacker, BattleHex dest_, const CStack * defender)
 
- 	: CRangedAttackAnimation(owner_, attacker, dest_, defender)
 
- {
 
- 	if(!dest_.isValid() && defender)
 
- 		dest = defender->getPosition();
 
- }
 
- bool CCastAnimation::init()
 
- {
 
- 	if(!CAttackAnimation::checkInitialConditions())
 
- 		return false;
 
- 	if(!attackingStack || myAnim->isDead())
 
- 	{
 
- 		endAnim();
 
- 		return false;
 
- 	}
 
- 	//reverse unit if necessary
 
- 	if(attackedStack)
 
- 	{
 
- 		if(owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStack->getPosition(), attackedStack->getPosition(), owner->creDir[attackingStack->ID], attackingStack->doubleWide(), owner->creDir[attackedStack->ID]))
 
- 		{
 
- 			owner->addNewAnim(new CReverseAnimation(owner, attackingStack, attackingStack->getPosition(), true));
 
- 			return false;
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		if(dest.isValid() && owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStack->getPosition(), dest, owner->creDir[attackingStack->ID], false, false))
 
- 		{
 
- 			owner->addNewAnim(new CReverseAnimation(owner, attackingStack, attackingStack->getPosition(), true));
 
- 			return false;
 
- 		}
 
- 	}
 
- 	//TODO: display spell projectile here
 
- 	static const double straightAngle = 0.2;
 
- 	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[attackingStack->ID]->pos.topLeft();
 
- 	//xycoord = CClickableHex::getXYUnitAnim(shooter->getPosition(), true, shooter, owner);
 
- 	destPos = CClickableHex::getXYUnitAnim(dest, attackedStack, owner);
 
- 	double projectileAngle = atan2(fabs((double)destPos.y - fromPos.y), fabs((double)destPos.x - fromPos.x));
 
- 	if(attackingStack->getPosition() < dest)
 
- 		projectileAngle = -projectileAngle;
 
- 	if(projectileAngle > straightAngle)
 
- 		group = CCreatureAnim::VCMI_CAST_UP;
 
- 	else if(projectileAngle < -straightAngle)
 
- 		group = CCreatureAnim::VCMI_CAST_DOWN;
 
- 	else
 
- 		group = CCreatureAnim::VCMI_CAST_FRONT;
 
- 	//fall back to H3 cast/2hex
 
- 	//even if creature have 2hex attack instead of cast it is ok since we fall back to attack anyway
 
- 	if(myAnim->framesInGroup(group) == 0)
 
- 	{
 
- 		if(projectileAngle > straightAngle)
 
- 			group = CCreatureAnim::CAST_UP;
 
- 		else if(projectileAngle < -straightAngle)
 
- 			group = CCreatureAnim::CAST_DOWN;
 
- 		else
 
- 			group = CCreatureAnim::CAST_FRONT;
 
- 	}
 
- 	//fall back to ranged attack
 
- 	if(myAnim->framesInGroup(group) == 0)
 
- 	{
 
- 		if(projectileAngle > straightAngle)
 
- 			group = CCreatureAnim::SHOOT_UP;
 
- 		else if(projectileAngle < -straightAngle)
 
- 			group = CCreatureAnim::SHOOT_DOWN;
 
- 		else
 
- 			group = CCreatureAnim::SHOOT_FRONT;
 
- 	}
 
- 	//fall back to normal attack
 
- 	if(myAnim->framesInGroup(group) == 0)
 
- 	{
 
- 		if(projectileAngle > straightAngle)
 
- 			group = CCreatureAnim::ATTACK_UP;
 
- 		else if(projectileAngle < -straightAngle)
 
- 			group = CCreatureAnim::ATTACK_DOWN;
 
- 		else
 
- 			group = CCreatureAnim::ATTACK_FRONT;
 
- 	}
 
- 	return true;
 
- }
 
- void CCastAnimation::nextFrame()
 
- {
 
- 	for(auto & it : owner->pendingAnims)
 
- 	{
 
- 		CReverseAnimation * anim = dynamic_cast<CReverseAnimation *>(it.first);
 
- 		if(anim && anim->stack->ID == stack->ID && anim->priority)
 
- 			return;
 
- 	}
 
- 	if(myAnim->getType() != group)
 
- 	{
 
- 		myAnim->setType(group);
 
- 		myAnim->onAnimationReset += std::bind(&CAttackAnimation::endAnim, this);
 
- 	}
 
- 	CBattleAnimation::nextFrame();
 
- }
 
- void CCastAnimation::endAnim()
 
- {
 
- 	CAttackAnimation::endAnim();
 
- 	delete this;
 
- }
 
- CEffectAnimation::CEffectAnimation(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx, int _dy, bool _Vflip, bool _alignToBottom)
 
- 	: CBattleAnimation(_owner),
 
- 	destTile(BattleHex::INVALID),
 
- 	x(_x),
 
- 	y(_y),
 
- 	dx(_dx),
 
- 	dy(_dy),
 
- 	Vflip(_Vflip),
 
- 	alignToBottom(_alignToBottom)
 
- {
 
- 	logAnim->debug("Created effect animation %s", _customAnim);
 
- 	customAnim = std::make_shared<CAnimation>(_customAnim);
 
- }
 
- CEffectAnimation::CEffectAnimation(CBattleInterface * _owner, std::shared_ptr<CAnimation> _customAnim, int _x, int _y, int _dx, int _dy)
 
- 	: CBattleAnimation(_owner),
 
- 	destTile(BattleHex::INVALID),
 
- 	customAnim(_customAnim),
 
- 	x(_x),
 
- 	y(_y),
 
- 	dx(_dx),
 
- 	dy(_dy),
 
- 	Vflip(false),
 
- 	alignToBottom(false)
 
- {
 
- 	logAnim->debug("Created custom effect animation");
 
- }
 
- CEffectAnimation::CEffectAnimation(CBattleInterface * _owner, std::string _customAnim, BattleHex _destTile, bool _Vflip, bool _alignToBottom)
 
- 	: CBattleAnimation(_owner),
 
- 	destTile(_destTile),
 
- 	x(-1),
 
- 	y(-1),
 
- 	dx(0),
 
- 	dy(0),
 
- 	Vflip(_Vflip),
 
- 	alignToBottom(_alignToBottom)
 
- {
 
- 	logAnim->debug("Created effect animation %s", _customAnim);
 
- 	customAnim = std::make_shared<CAnimation>(_customAnim);
 
- }
 
- bool CEffectAnimation::init()
 
- {
 
- 	if(!isEarliest(true))
 
- 		return false;
 
- 	const bool areaEffect = (!destTile.isValid() && x == -1 && y == -1);
 
- 	std::shared_ptr<CAnimation> animation = customAnim;
 
- 	animation->preload();
 
- 	if(Vflip)
 
- 		animation->verticalFlip();
 
- 	auto first = animation->getImage(0, 0, true);
 
- 	if(!first)
 
- 	{
 
- 		endAnim();
 
- 		return false;
 
- 	}
 
- 	if(areaEffect) //f.e. armageddon
 
- 	{
 
- 		for(int i=0; i * first->width() < owner->pos.w ; ++i)
 
- 		{
 
- 			for(int j=0; j * first->height() < owner->pos.h ; ++j)
 
- 			{
 
- 				BattleEffect be;
 
- 				be.effectID = ID;
 
- 				be.animation = animation;
 
- 				be.currentFrame = 0;
 
- 				be.x = i * first->width() + owner->pos.x;
 
- 				be.y = j * first->height() + owner->pos.y;
 
- 				be.position = BattleHex::INVALID;
 
- 				owner->battleEffects.push_back(be);
 
- 			}
 
- 		}
 
- 	}
 
- 	else // Effects targeted at a specific creature/hex.
 
- 	{
 
- 		const CStack * destStack = owner->getCurrentPlayerInterface()->cb->battleGetStackByPos(destTile, false);
 
- 		BattleEffect be;
 
- 		be.effectID = ID;
 
- 		be.animation = animation;
 
- 		be.currentFrame = 0;
 
- 		//todo: lightning anim frame count override
 
- //			if(effect == 1)
 
- //				be.maxFrame = 3;
 
- 		be.x = x;
 
- 		be.y = y;
 
- 		if(destTile.isValid())
 
- 		{
 
- 			Rect & tilePos = owner->bfield[destTile]->pos;
 
- 			if(x == -1)
 
- 				be.x = tilePos.x + tilePos.w/2 - first->width()/2;
 
- 			if(y == -1)
 
- 			{
 
- 				if(alignToBottom)
 
- 					be.y = tilePos.y + tilePos.h - first->height();
 
- 				else
 
- 					be.y = tilePos.y - first->height()/2;
 
- 			}
 
- 			// Correction for 2-hex creatures.
 
- 			if(destStack != nullptr && destStack->doubleWide())
 
- 				be.x += (destStack->side == BattleSide::ATTACKER ? -1 : 1)*tilePos.w/2;
 
- 		}
 
- 		assert(be.x != -1 && be.y != -1);
 
- 		//Indicate if effect should be drawn on top of everything or just on top of the hex
 
- 		be.position = destTile;
 
- 		owner->battleEffects.push_back(be);
 
- 	}
 
- 	//battleEffects
 
- 	return true;
 
- }
 
- void CEffectAnimation::nextFrame()
 
- {
 
- 	//notice: there may be more than one effect in owner->battleEffects correcponding to this animation (ie. armageddon)
 
- 	for(auto & elem : owner->battleEffects)
 
- 	{
 
- 		if(elem.effectID == ID)
 
- 		{
 
- 			elem.currentFrame += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
 
- 			if(elem.currentFrame >= elem.animation->size())
 
- 			{
 
- 				endAnim();
 
- 				break;
 
- 			}
 
- 			else
 
- 			{
 
- 				elem.x += dx;
 
- 				elem.y += dy;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CEffectAnimation::endAnim()
 
- {
 
- 	CBattleAnimation::endAnim();
 
- 	std::vector<std::list<BattleEffect>::iterator> toDel;
 
- 	for(auto it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it)
 
- 	{
 
- 		if(it->effectID == ID)
 
- 		{
 
- 			toDel.push_back(it);
 
- 		}
 
- 	}
 
- 	for(auto & elem : toDel)
 
- 	{
 
- 		owner->battleEffects.erase(elem);
 
- 	}
 
- 	delete this;
 
- }
 
 
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