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- #include "StdInc.h"
- #include "CMovementAnimation.h"
- #include "CBattleInterface.h"
- #include "CCreatureAnimation.h"
- #include "../../lib/BattleState.h"
- #include "../CGameInfo.h"
- #include "../CMusicHandler.h"
- #include "CReverseAnimation.h"
- #include "CMovementEndAnimation.h"
- #include "CClickableHex.h"
- bool CMovementAnimation::init()
- {
- if( !isEarliest(false) )
- return false;
- //a few useful variables
- steps = static_cast<int>(myAnim()->framesInGroup(CCreatureAnim::MOVING) * owner->getAnimSpeedMultiplier() - 1);
- if(steps == 0) //this creature seems to have no move animation so we can end it immediately
- {
- endAnim();
- return false;
- }
- whichStep = 0;
- int hexWbase = 44, hexHbase = 42;
- const CStack * movedStack = stack;
- if(!movedStack || myAnim()->getType() == 5)
- {
- endAnim();
- return false;
- }
- //bool twoTiles = movedStack->doubleWide();
- SPoint begPosition = CClickableHex::getXYUnitAnim(curStackPos, movedStack->attackerOwned, movedStack, owner);
- SPoint endPosition = CClickableHex::getXYUnitAnim(nextHex, movedStack->attackerOwned, movedStack, owner);
- int mutPos = SBattleHex::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 <= 0)
- // 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
- SPoint 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;
- 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<SBattleHex> _destTiles, int _distance)
- : CBattleStackAnimation(_owner, _stack), destTiles(_destTiles), nextPos(0), distance(_distance), stepX(0.0), stepY(0.0)
- {
- curStackPos = stack->position;
- nextHex = destTiles.front();
- }
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