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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 "../UIFramework/SDL_Extensions.h"
 
- #include "../Graphics.h"
 
- #include "../UIFramework/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 = NULL;
 
- 		}
 
- 	}
 
- }
 
- 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) 
 
- {}
 
- bool CBattleStackAnimation::isToReverseHlp(BattleHex hexFrom, BattleHex hexTo, bool curDir)
 
- {
 
- 	int fromMod = hexFrom % GameConstants::BFIELD_WIDTH;
 
- 	int fromDiv = hexFrom / GameConstants::BFIELD_WIDTH;
 
- 	int toMod = hexTo % GameConstants::BFIELD_WIDTH;
 
- 	if(curDir && fromMod < toMod)
 
- 		return false;
 
- 	else if(curDir && fromMod > toMod)
 
- 		return true;
 
- 	else if(curDir && fromMod == toMod)
 
- 	{
 
- 		return fromDiv % 2 == 0;
 
- 	}
 
- 	else if(!curDir && fromMod < toMod)
 
- 		return true;
 
- 	else if(!curDir && fromMod > toMod)
 
- 		return false;
 
- 	else if(!curDir && fromMod == toMod)
 
- 	{
 
- 		return fromDiv % 2 == 1;
 
- 	}
 
- 	tlog1 << "Catastrope in CBattleStackAnimation::isToReverse!" << std::endl;
 
- 	return false; //should never happen
 
- }
 
- bool CBattleStackAnimation::isToReverse(BattleHex hexFrom, BattleHex hexTo, bool curDir, bool toDoubleWide, bool toDir)
 
- {
 
- 	if(hexTo < 0) //turret
 
- 		return false;
 
- 	if(toDoubleWide)
 
- 	{
 
- 		return isToReverseHlp(hexFrom, hexTo, curDir) &&
 
- 			(toDir ? isToReverseHlp(hexFrom, hexTo-1, curDir) : isToReverseHlp(hexFrom, hexTo+1, curDir) );
 
- 	}
 
- 	else
 
- 	{
 
- 		return isToReverseHlp(hexFrom, hexTo, curDir);
 
- 	}
 
- }
 
- 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 NULL in CBattleAttack::CBattleAttack !\n");
 
- 	bool isCatapultAttack = attackingStack->hasBonusOfType(Bonus::CATAPULT) 
 
- 							&& owner->curInt->cb->battleGetWallUnderHex(_dest) >= 0;
 
- 	assert(attackedStack || isCatapultAttack);
 
- 	attackingStackPosBeforeReturn = attackingStack->position;
 
- }
 
- CDefenceAnimation::CDefenceAnimation(StackAttackedInfo _attackedInfo, CBattleInterface * _owner)
 
- : CBattleStackAnimation(_owner, _attackedInfo.defender), dmg(_attackedInfo.dmg),
 
- amountKilled(_attackedInfo.amountKilled), 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 == NULL && 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 != NULL)
 
- 		{
 
- 			int attackerAnimType = owner->creAnims[attacker->ID]->getType();
 
- 			if( attackerAnimType == 11 && attackerAnimType == 12 && attackerAnimType == 13 && owner->creAnims[attacker->ID]->getFrame() < attacker->getCreature()->attackClimaxFrame )
 
- 				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 && 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!=NULL)
 
- 	//	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 = 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:
 
- 		tlog1<<"Critical Error! Wrong dest in stackAttacking! dest: "<<dest<<" attacking stack pos: "<<attackingStackPosBeforeReturn<<" mutual pos: "<<mutPos<<std::endl;
 
- 		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);
 
- 	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();
 
- 	Point begPosition = CClickableHex::getXYUnitAnim(curStackPos, movedStack->attackerOwned, movedStack, owner);
 
- 	Point endPosition = CClickableHex::getXYUnitAnim(nextHex, movedStack->attackerOwned, movedStack, owner);
 
- 	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 <= 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
 
- 		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;
 
- 	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() == 5)
 
- 	{
 
- 		CMovementStartAnimation::endAnim();
 
- 		return false;
 
- 	}
 
- 	CCS->soundh->playSound(battle_sound(stack->getCreature(), startMoving));
 
- 	myAnim()->setType(CCreatureAnim::MOVE_START);
 
- 	return true;
 
- }
 
- void CMovementStartAnimation::nextFrame()
 
- {
 
- 	if(myAnim()->onLastFrameInGroup())
 
- 	{
 
- 		endAnim();
 
- 	}
 
- 	else
 
- 	{
 
- 		if((owner->animCount+1)%(4/owner->getAnimSpeed())==0)
 
- 			myAnim()->incrementFrame();
 
- 	}
 
- }
 
- void CMovementStartAnimation::endAnim()
 
- {
 
- 	CBattleAnimation::endAnim();
 
- 	delete this;
 
- }
 
- CReverseAnimation::CReverseAnimation(CBattleInterface * _owner, const CStack * stack, BattleHex dest, bool _priority)
 
- : CBattleStackAnimation(_owner, stack), partOfAnim(1), secondPartSetup(false), hex(dest), priority(_priority) 
 
- {}
 
- bool CReverseAnimation::init()
 
- {
 
- 	if(myAnim() == NULL || myAnim()->getType() == 5)
 
- 	{
 
- 		endAnim();
 
- 		return false; //there is no such creature
 
- 	}
 
- 	if(!priority && !isEarliest(false))
 
- 		return false;
 
- 	if(myAnim()->framesInGroup(CCreatureAnim::TURN_R))
 
- 		myAnim()->setType(CCreatureAnim::TURN_R);
 
- 	else
 
- 		setupSecondPart();
 
- 	return true;
 
- }
 
- void CReverseAnimation::nextFrame()
 
- {
 
- 	if(partOfAnim == 1) //first part of animation
 
- 	{
 
- 		if(myAnim()->onLastFrameInGroup())
 
- 		{
 
- 			partOfAnim = 2;
 
- 		}
 
- 	}
 
- 	else if(partOfAnim == 2)
 
- 	{
 
- 		if(!secondPartSetup)
 
- 		{
 
- 			setupSecondPart();
 
- 		}
 
- 		if(myAnim()->onLastFrameInGroup())
 
- 		{
 
- 			endAnim();
 
- 		}
 
- 	}
 
- }
 
- void CReverseAnimation::endAnim()
 
- {
 
- 	CBattleAnimation::endAnim();
 
- 	if( stack->alive() )//don't do that if stack is dead
 
- 		myAnim()->setType(CCreatureAnim::HOLDING);
 
- 	delete this;
 
- }
 
- void CReverseAnimation::setupSecondPart()
 
- {
 
- 	owner->creDir[stack->ID] = !owner->creDir[stack->ID];
 
- 	if(!stack)
 
- 	{
 
- 		endAnim();
 
- 		return;
 
- 	}
 
- 	Point coords = CClickableHex::getXYUnitAnim(hex, owner->creDir[stack->ID], stack, owner);
 
- 	myAnim()->pos.x = coords.x;
 
- 	//creAnims[stackID]->pos.y = coords.second;
 
- 	if(stack->doubleWide())
 
- 	{
 
- 		if(stack->attackerOwned)
 
- 		{
 
- 			if(!owner->creDir[stack->ID])
 
- 				myAnim()->pos.x -= 44;
 
- 		}
 
- 		else
 
- 		{
 
- 			if(owner->creDir[stack->ID])
 
- 				myAnim()->pos.x += 44;
 
- 		}
 
- 	}
 
- 	secondPartSetup = true;
 
- 	if(myAnim()->framesInGroup(CCreatureAnim::TURN_L))
 
- 		myAnim()->setType(CCreatureAnim::TURN_L);
 
- 	else
 
- 		endAnim();
 
- }
 
- CShootingAnimation::CShootingAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, bool _catapult, int _catapultDmg)
 
- : CAttackAnimation(_owner, attacker, _dest, _attacked), catapultDamage(_catapultDmg), catapult(_catapult) 
 
- {}
 
- bool CShootingAnimation::init()
 
- {
 
- 	if( !CAttackAnimation::checkInitialConditions() )
 
- 		return false;
 
- 	const CStack * shooter = attackingStack;
 
- 	if(!shooter || myAnim()->getType() == 5)
 
- 	{
 
- 		endAnim();
 
- 		return false;
 
- 	}
 
- 	// Create the projectile animation
 
- 	double projectileAngle; //in radians; if positive, projectiles goes up
 
- 	double straightAngle = 0.2; //maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value)
 
- 	int fromHex = shooter->position;
 
- 	projectileAngle = atan2(static_cast<double>(abs(dest - fromHex) / GameConstants::BFIELD_WIDTH), static_cast<double>(abs(dest - fromHex) % GameConstants::BFIELD_WIDTH));
 
- 	if(fromHex < dest)
 
- 		projectileAngle = -projectileAngle;
 
- 	// 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 == 149)
 
- 	{
 
- 		int creID = CGI->creh->factionToTurretCreature[owner->siegeH->town->town->typeID];
 
- 		shooterInfo = CGI->creh->creatures[creID];
 
- 	}
 
- 	ProjectileInfo spi;
 
- 	spi.creID = shooter->getCreature()->idNumber;
 
- 	spi.stackID = shooter->ID;
 
- 	spi.reverse = !shooter->attackerOwned;
 
- 	spi.step = 0;
 
- 	spi.frameNum = 0;
 
- 	if(vstd::contains(CGI->creh->idToProjectileSpin, shooterInfo->idNumber))
 
- 		spi.spin = CGI->creh->idToProjectileSpin[shooterInfo->idNumber];
 
- 	else
 
- 	{
 
- 		tlog2 << "Warning - no projectile spin for spi.creID " << shooterInfo->idNumber << std::endl;
 
- 		spi.spin = false;
 
- 	}
 
- 	Point xycoord = CClickableHex::getXYUnitAnim(shooter->position, true, shooter, owner);
 
- 	Point destcoord;
 
- 	// The "master" point where all projectile positions relate to.
 
- 	static const Point projectileOrigin(181, 252);
 
- 	if (attackedStack)
 
- 	{
 
- 		destcoord = CClickableHex::getXYUnitAnim(dest, false, attackedStack, owner); 
 
- 		destcoord.x += 250; destcoord.y += 210; //TODO: find a better place to shoot
 
- 		// Calculate projectile start position. Offsets are read out of the CRANIM.TXT.
 
- 		if (projectileAngle > straightAngle)
 
- 		{
 
- 			//upper shot
 
- 			spi.x = xycoord.x + projectileOrigin.x + shooterInfo->upperRightMissleOffsetX;
 
- 			spi.y = xycoord.y + projectileOrigin.y + shooterInfo->upperRightMissleOffsetY;
 
- 		}
 
- 		else if (projectileAngle < -straightAngle) 
 
- 		{
 
- 			//lower shot
 
- 			spi.x = xycoord.x + projectileOrigin.x + shooterInfo->lowerRightMissleOffsetX;
 
- 			spi.y = xycoord.y + projectileOrigin.y + shooterInfo->lowerRightMissleOffsetY;
 
- 		}
 
- 		else 
 
- 		{
 
- 			//straight shot
 
- 			spi.x = xycoord.x + projectileOrigin.x + shooterInfo->rightMissleOffsetX;
 
- 			spi.y = xycoord.y + projectileOrigin.y + shooterInfo->rightMissleOffsetY;
 
- 		}
 
- 		double animSpeed = 23.0 * owner->getAnimSpeed(); // flight speed of projectile
 
- 		spi.lastStep = static_cast<int>(sqrt(static_cast<double>((destcoord.x - spi.x) * (destcoord.x - spi.x) + (destcoord.y - spi.y) * (destcoord.y - spi.y))) / animSpeed);
 
- 		if(spi.lastStep == 0)
 
- 			spi.lastStep = 1;
 
- 		spi.dx = (destcoord.x - spi.x) / spi.lastStep;
 
- 		spi.dy = (destcoord.y - spi.y) / spi.lastStep;
 
- 		spi.catapultInfo = 0;
 
- 	}
 
- 	else 
 
- 	{
 
- 		// Catapult attack
 
- 		// These are the values for equations of this kind: f(x) = ax^2 + bx + c
 
- 		static const std::vector<CatapultProjectileInfo*> trajectoryCurves = boost::assign::list_of<CatapultProjectileInfo*>(new CatapultProjectileInfo(4.309, -3.198, 569.2, -296, 182))
 
- 			(new CatapultProjectileInfo(4.710, -3.11, 558.68, -258, 175))(new CatapultProjectileInfo(5.056, -3.003, 546.9, -236, 174))
 
- 			(new CatapultProjectileInfo(4.760, -2.74, 526.47, -216, 215))(new CatapultProjectileInfo(4.288, -2.496, 508.98, -223, 274))
 
- 			(new CatapultProjectileInfo(3.683, -3.018, 558.39, -324, 176))(new CatapultProjectileInfo(2.884, -2.607, 528.95, -366, 312))
 
- 			(new CatapultProjectileInfo(3.783, -2.364, 501.35, -227, 318));
 
- 		static std::map<int, int> hexToCurve = boost::assign::map_list_of<int, int>(29, 0)(62, 1)(95, 2)(130, 3)(182, 4)(12, 5)(50, 6)(183, 7);
 
- 		std::map<int, int>::iterator it = hexToCurve.find(dest.hex);
 
- 		if (it == hexToCurve.end())
 
- 		{
 
- 			tlog1 << "For the hex position " << dest.hex << " is no curve defined.";
 
- 			endAnim();
 
- 			return false;
 
- 		}
 
- 		else
 
- 		{
 
- 			int curveID = it->second;
 
- 			spi.catapultInfo = trajectoryCurves[curveID];
 
- 			double animSpeed = 3.318 * owner->getAnimSpeed();
 
- 			spi.lastStep = static_cast<int>((spi.catapultInfo->toX - spi.catapultInfo->fromX) / animSpeed);
 
- 			spi.dx = animSpeed;
 
- 			spi.dy = 0;
 
- 			spi.x = xycoord.x + projectileOrigin.x + shooterInfo->rightMissleOffsetX + 17.;
 
- 			spi.y = xycoord.y + projectileOrigin.y + shooterInfo->rightMissleOffsetY + 10.;
 
- 			// Add explosion anim
 
- 			int xEnd = static_cast<int>(spi.x + spi.lastStep * spi.dx);
 
- 			int yEnd = static_cast<int>(spi.catapultInfo->calculateY(xEnd));
 
- 			owner->addNewAnim( new CSpellEffectAnimation(owner, "SGEXPL.DEF", xEnd - 126, yEnd - 105));
 
- 		}
 
- 	}
 
- 	// Set starting frame
 
- 	if(spi.spin)
 
- 	{
 
- 		spi.frameNum = 0;
 
- 	}
 
- 	else
 
- 	{
 
- 		double pi = boost::math::constants::pi<double>();
 
- 		spi.frameNum = static_cast<int>(((pi / 2.0 - projectileAngle) / (2.0 * pi) + 1/(static_cast<double>(2*(owner->idToProjectile[spi.creID]->ourImages.size()-1)))) * (owner->idToProjectile[spi.creID]->ourImages.size()-1));
 
- 	}
 
- 	// Set projectile animation start delay which is specified in frames
 
- 	spi.animStartDelay = shooterInfo->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(""), 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 -1:
 
- 				be.x = x;
 
- 				be.y = y;
 
- 				break;
 
- 			case 0: // Prayer and Lightning Bolt.
 
- 			case 1:
 
- 				// Position effect with it's bottom center touching the bottom center of affected tile(s).
 
- 				be.x = tilePos.x + tilePos.w/2 - be.anim->width/2;
 
- 				be.y = tilePos.y + tilePos.h - be.anim->height;
 
- 				break;
 
- 			default:
 
- 				// Position effect with it's center touching the top center of affected tile(s).
 
- 				be.x = tilePos.x + tilePos.w/2 - be.anim->width/2;
 
- 				be.y = tilePos.y - be.anim->height/2;
 
- 				break;
 
- 			}
 
- 			// Correction for 2-hex creatures.
 
- 			if (destStack != NULL && destStack->doubleWide())
 
- 				be.x += (destStack->attackerOwned ? -1 : 1)*tilePos.w/2;
 
- 			owner->battleEffects.push_back(be);
 
- 		}
 
- 		else //there is nothing to play
 
- 		{
 
- 			endAnim();
 
- 			return false;
 
- 		}
 
- 	}
 
- 	//battleEffects 
 
- 	return true;
 
- }
 
- void CSpellEffectAnimation::nextFrame()
 
- {
 
- 	//notice: there may be more than one effect in owner->battleEffects correcponding to this animation (ie. armageddon)
 
- 	for(std::list<BattleEffect>::iterator it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it)
 
- 	{
 
- 		if(it->effectID == ID)
 
- 		{
 
- 			++(it->frame);
 
- 			if(it->frame == it->maxFrame)
 
- 			{
 
- 				endAnim();
 
- 				break;
 
- 			}
 
- 			else
 
- 			{
 
- 				it->x += dx;
 
- 				it->y += dy;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CSpellEffectAnimation::endAnim()
 
- {
 
- 	CBattleAnimation::endAnim();
 
- 	std::vector<std::list<BattleEffect>::iterator> toDel;
 
- 	for(std::list<BattleEffect>::iterator it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it)
 
- 	{
 
- 		if(it->effectID == ID)
 
- 		{
 
- 			toDel.push_back(it);
 
- 		}
 
- 	}
 
- 	for(size_t b = 0; b < toDel.size(); ++b)
 
- 	{
 
- 		delete toDel[b]->anim;
 
- 		owner->battleEffects.erase(toDel[b]);
 
- 	}
 
- 	delete this;
 
- }
 
 
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