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