| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167 |
- /*
- * 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 "CBattleProjectileController.h"
- #include "CBattleSiegeController.h"
- #include "CBattleFieldController.h"
- #include "CBattleEffectsController.h"
- #include "CBattleStacksController.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 "../../CCallback.h"
- #include "../../lib/CStack.h"
- #include "../../lib/CTownHandler.h"
- #include "../../lib/mapObjects/CGTownInstance.h"
- CBattleAnimation::CBattleAnimation(CBattleInterface * _owner)
- : owner(_owner), ID(_owner->stacksController->animIDhelper++)
- {
- logAnim->trace("Animation #%d created", ID);
- }
- CBattleAnimation::~CBattleAnimation()
- {
- logAnim->trace("Animation #%d deleted", ID);
- }
- std::list<std::pair<CBattleAnimation *, bool>> & CBattleAnimation::pendingAnimations()
- {
- return owner->stacksController->pendingAnims;
- }
- std::shared_ptr<CCreatureAnimation> CBattleAnimation::stackAnimation(const CStack * stack)
- {
- return owner->stacksController->creAnims[stack->ID];
- }
- bool CBattleAnimation::stackFacingRight(const CStack * stack)
- {
- return owner->stacksController->creDir[stack->ID];
- }
- ui32 CBattleAnimation::maxAnimationID()
- {
- return owner->stacksController->animIDhelper;
- }
- void CBattleAnimation::setStackFacingRight(const CStack * stack, bool facingRight)
- {
- owner->stacksController->creDir[stack->ID] = facingRight;
- }
- void CBattleAnimation::endAnim()
- {
- logAnim->trace("Animation #%d ended, type is %s", ID, typeid(this).name());
- for(auto & elem : pendingAnimations())
- {
- if(elem.first == this)
- {
- elem.first = nullptr;
- }
- }
- }
- bool CBattleAnimation::isEarliest(bool perStackConcurrency)
- {
- int lowestMoveID = maxAnimationID() + 5;//FIXME: why 5?
- CBattleStackAnimation * thAnim = dynamic_cast<CBattleStackAnimation *>(this);
- CEffectAnimation * thSen = dynamic_cast<CEffectAnimation *>(this);
- for(auto & elem : pendingAnimations())
- {
- 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 == (maxAnimationID() + 5));
- }
- CBattleStackAnimation::CBattleStackAnimation(CBattleInterface * owner, const CStack * stack)
- : CBattleAnimation(owner),
- myAnim(stackAnimation(stack)),
- 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 : pendingAnimations())
- {
- 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()
- {
- ui32 lowestMoveID = maxAnimationID() + 5;
- for(auto & elem : pendingAnimations())
- {
- 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 && attacker == nullptr)
- return false;
- 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(), stackFacingRight(stack), attacker->doubleWide(), stackFacingRight(attacker)))
- {
- owner->stacksController->addNewAnim(new CReverseAnimation(owner, stack, stack->getPosition(), true));
- return false;
- }
- //unit reversed
- if(rangedAttack && attacker != nullptr && owner->projectilesController->hasActiveProjectile(attacker)) //delay hit animation
- {
- 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(), stackAnimation(stack).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(), stackFacingRight(stack), attackedStack->doubleWide(), stackFacingRight(attackedStack));
- if(toReverse)
- {
- owner->stacksController->addNewAnim(new CReverseAnimation(owner, stack, attackingStackPosBeforeReturn, true));
- return false;
- }
- // opponent must face attacker ( = different directions) before he can be attacked
- if(attackingStack && attackedStack &&
- stackFacingRight(attackingStack) == stackFacingRight(attackedStack))
- 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::init()
- {
- if( !isEarliest(false) )
- return false;
- if(!stack || myAnim->isDead())
- {
- endAnim();
- return false;
- }
- if(stackAnimation(stack)->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(owner->stacksController->shouldRotate(stack, oldPos, nextHex))
- {
- // 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->stacksController->addNewAnim(new CReverseAnimation(owner, stack, oldPos, true));
- return false;
- }
- else
- {
- rotateStack(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 = owner->stacksController->getStackPositionAtHex(oldPos, stack);
- Point endPosition = owner->stacksController->getStackPositionAtHex(nextHex, stack);
- 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 = owner->stacksController->getStackPositionAtHex(nextHex, stack);
- 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 : pendingAnimations())
- {
- if (elem.first == this)
- {
- elem.second = false;
- break;
- }
- }
- }
- else
- endAnim();
- }
- }
- void CMovementAnimation::endAnim()
- {
- assert(stack);
- myAnim->pos = owner->stacksController->getStackPositionAtHex(nextHex, stack);
- CBattleAnimation::endAnim();
- owner->stacksController->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 CBattleStackAnimation::rotateStack(BattleHex hex)
- {
- setStackFacingRight(stack, !stackFacingRight(stack));
- stackAnimation(stack)->pos = owner->stacksController->getStackPositionAtHex(hex, stack);
- }
- void CReverseAnimation::setupSecondPart()
- {
- if(!stack)
- {
- endAnim();
- return;
- }
- rotateStack(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),
- projectileEmitted(false)
- {
- logAnim->debug("Created shooting anim for %s", stack->getName());
- }
- bool CShootingAnimation::init()
- {
- if( !CAttackAnimation::checkInitialConditions() )
- return false;
- if(!attackingStack || myAnim->isDead())
- {
- //FIXME: how is this possible?
- logAnim->warn("Shooting animation has not started yet but attacker is dead! Aborting...");
- endAnim();
- return false;
- }
- //reverse unit if necessary
- if (attackingStack && attackedStack && owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStack->getPosition(), attackedStack->getPosition(), stackFacingRight(attackingStack), attackingStack->doubleWide(), stackFacingRight(attackedStack)))
- {
- owner->stacksController->addNewAnim(new CReverseAnimation(owner, attackingStack, attackingStack->getPosition(), true));
- return false;
- }
- //FIXME: this cause freeze
- // opponent must face attacker ( = different directions) before he can be attacked
- //if (attackingStack && attackedStack && owner->creDir[attackingStack->ID] == owner->creDir[attackedStack->ID])
- // return false;
- setAnimationGroup();
- initializeProjectile();
- shooting = true;
- return true;
- }
- void CShootingAnimation::setAnimationGroup()
- {
- Point shooterPos = stackAnimation(attackingStack)->pos.topLeft();
- Point shotTarget = owner->stacksController->getStackPositionAtHex(dest, attackedStack) + Point(225, 225);
- //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;
- double projectileAngle = atan2(shotTarget.y - shooterPos.y, std::abs(shotTarget.x - shooterPos.x));
- // Calculate projectile start position. Offsets are read out of the CRANIM.TXT.
- if (projectileAngle > straightAngle)
- group = CCreatureAnim::SHOOT_UP;
- else if (projectileAngle < -straightAngle)
- group = CCreatureAnim::SHOOT_DOWN;
- else
- group = CCreatureAnim::SHOOT_FRONT;
- }
- void CShootingAnimation::initializeProjectile()
- {
- const CCreature *shooterInfo = attackingStack->getCreature();
- if(shooterInfo->idNumber == CreatureID::ARROW_TOWERS)
- shooterInfo = owner->siegeController->getTurretCreature();
- Point shotTarget = owner->stacksController->getStackPositionAtHex(dest, attackedStack) + Point(225, 225);
- Point shotOrigin = stackAnimation(attackingStack)->pos.topLeft() + Point(222, 265);
- int multiplier = stackFacingRight(attackingStack) ? 1 : -1;
- if (group == CCreatureAnim::SHOOT_UP)
- {
- shotOrigin.x += ( -25 + shooterInfo->animation.upperRightMissleOffsetX ) * multiplier;
- shotOrigin.y += shooterInfo->animation.upperRightMissleOffsetY;
- }
- else if (group == CCreatureAnim::SHOOT_DOWN)
- {
- shotOrigin.x += ( -25 + shooterInfo->animation.lowerRightMissleOffsetX ) * multiplier;
- shotOrigin.y += shooterInfo->animation.lowerRightMissleOffsetY;
- }
- else if (group == CCreatureAnim::SHOOT_FRONT)
- {
- shotOrigin.x += ( -25 + shooterInfo->animation.rightMissleOffsetX ) * multiplier;
- shotOrigin.y += shooterInfo->animation.rightMissleOffsetY;
- }
- else
- {
- assert(0);
- }
- owner->projectilesController->createProjectile(attackingStack, attackedStack, shotOrigin, shotTarget);
- }
- void CShootingAnimation::emitProjectile()
- {
- owner->projectilesController->emitStackProjectile(attackingStack);
- projectileEmitted = true;
- }
- void CShootingAnimation::nextFrame()
- {
- for(auto & it : pendingAnimations())
- {
- 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;
- }
- if (!projectileEmitted)
- {
- const CCreature *shooterInfo = attackingStack->getCreature();
- if(shooterInfo->idNumber == CreatureID::ARROW_TOWERS)
- shooterInfo = owner->siegeController->getTurretCreature();
- // emit projectile once animation playback reached "climax" frame
- if ( stackAnimation(attackingStack)->getCurrentFrame() >= shooterInfo->animation.attackClimaxFrame )
- {
- emitProjectile();
- return;
- }
- }
- // animation should be paused if there is an active projectile
- if (projectileEmitted && owner->projectilesController->hasActiveProjectile(attackingStack))
- return;
- CAttackAnimation::nextFrame();
- }
- void CShootingAnimation::endAnim()
- {
- // FIXME: is this possible? Animation is over but we're yet to fire projectile?
- if (!projectileEmitted)
- {
- logAnim->warn("Shooting animation has finished but projectile was not emitted! Emitting it now...");
- emitProjectile();
- }
- // 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(), stackFacingRight(attackingStack), attackingStack->doubleWide(), stackFacingRight(attackedStack)))
- {
- owner->stacksController->addNewAnim(new CReverseAnimation(owner, attackingStack, attackingStack->getPosition(), true));
- return false;
- }
- }
- else
- {
- if(dest.isValid() && owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStack->getPosition(), dest, stackFacingRight(attackingStack), false, false))
- {
- owner->stacksController->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 = stackAnimation(attackingStack)->pos.topLeft();
- //xycoord = owner->stacksController->getStackPositionAtHex(shooter->getPosition(), shooter);
- destPos = owner->stacksController->getStackPositionAtHex(dest, attackedStack);
- 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 : pendingAnimations())
- {
- 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->effectsController->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->fieldController->hexPosition(destTile);
- 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->effectsController->battleEffects.push_back(be);
- }
- 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->effectsController->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();
- boost::range::remove_if(owner->effectsController->battleEffects,
- [&](const BattleEffect & elem)
- {
- return elem.effectID == ID;
- });
- delete this;
- }
|