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							- #include "StdInc.h"
 
- #include "CBattleAnimations.h"
 
- #include <boost/math/constants/constants.hpp>
 
- #include "CBattleInterfaceClasses.h"
 
- #include "CBattleInterface.h"
 
- #include "CCreatureAnimation.h"
 
- #include "../CDefHandler.h"
 
- #include "../CGameInfo.h"
 
- #include "../CMusicHandler.h"
 
- #include "../CPlayerInterface.h"
 
- #include "../Graphics.h"
 
- #include "../gui/CCursorHandler.h"
 
- #include "../gui/CGuiHandler.h"
 
- #include "../gui/SDL_Extensions.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/BattleState.h"
 
- #include "../../lib/CTownHandler.h"
 
- #include "../../lib/mapObjects/CGTownInstance.h"
 
- #include "../../lib/spells/CSpellHandler.h"
 
- /*
 
-  * 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
 
-  *
 
-  */
 
- CBattleAnimation::CBattleAnimation(CBattleInterface * _owner)
 
-     : owner(_owner), ID(_owner->animIDhelper++)
 
- {
 
- 	logAnim->traceStream() << "Animation #" << ID << " created";
 
- }
 
- CBattleAnimation::~CBattleAnimation()
 
- {
 
- 	logAnim->traceStream() << "Animation #" << ID << " deleted";
 
- }
 
- void CBattleAnimation::endAnim()
 
- {
 
- 	logAnim->traceStream() << "Animation #" << ID << " ended, type is " << typeid(this).name();
 
- 	for(auto & elem : owner->pendingAnims)
 
- 	{
 
- 		if(elem.first == this)
 
- 		{
 
- 			elem.first = nullptr;
 
- 		}
 
- 	}
 
- }
 
- bool CBattleAnimation::isEarliest(bool perStackConcurrency)
 
- {
 
- 	int lowestMoveID = owner->animIDhelper + 5;
 
- 	CBattleStackAnimation * thAnim = dynamic_cast<CBattleStackAnimation *>(this);
 
- 	CSpellEffectAnimation * thSen = dynamic_cast<CSpellEffectAnimation *>(this);
 
- 	for(auto & elem : owner->pendingAnims)
 
- 	{
 
- 		CBattleStackAnimation * stAnim = dynamic_cast<CBattleStackAnimation *>(elem.first);
 
- 		CSpellEffectAnimation * sen = dynamic_cast<CSpellEffectAnimation *>(elem.first);
 
- 		if(perStackConcurrency && stAnim && thAnim && stAnim->stack->ID != thAnim->stack->ID)
 
- 			continue;
 
- 		if(perStackConcurrency && sen && thSen && sen != thSen)
 
- 			continue;
 
- 		CReverseAnimation * revAnim = dynamic_cast<CReverseAnimation *>(stAnim);
 
- 		if(revAnim && thAnim && stAnim && stAnim->stack->ID == thAnim->stack->ID && revAnim->priority)
 
- 			return false;
 
- 		if(elem.first)
 
- 			vstd::amin(lowestMoveID, elem.first->ID);
 
- 	}
 
- 	return (ID == lowestMoveID) || (lowestMoveID == (owner->animIDhelper + 5));
 
- }
 
- CBattleStackAnimation::CBattleStackAnimation(CBattleInterface * owner, const CStack * stack)
 
-     : CBattleAnimation(owner),
 
-       myAnim(owner->creAnims[stack->ID]),
 
-       stack(stack)
 
- {
 
- 	assert(myAnim);
 
- }
 
- void CAttackAnimation::nextFrame()
 
- {
 
- 	if(myAnim->getType() != group)
 
- 	{
 
- 		myAnim->setType(group);
 
- 		myAnim->onAnimationReset += std::bind(&CAttackAnimation::endAnim, this);
 
- 	}
 
- 	if(!soundPlayed)
 
- 	{
 
- 		if(shooting)
 
- 			CCS->soundh->playSound(battle_sound(attackingStack->getCreature(), shoot));
 
- 		else
 
- 			CCS->soundh->playSound(battle_sound(attackingStack->getCreature(), attack));
 
- 		soundPlayed = true;
 
- 	}
 
- 	CBattleAnimation::nextFrame();
 
- }
 
- void CAttackAnimation::endAnim()
 
- {
 
- 	myAnim->setType(CCreatureAnim::HOLDING);
 
- 	CBattleStackAnimation::endAnim();
 
- }
 
- bool CAttackAnimation::checkInitialConditions()
 
- {
 
- 	for(auto & elem : owner->pendingAnims)
 
- 	{
 
- 		CBattleStackAnimation * stAnim = dynamic_cast<CBattleStackAnimation *>(elem.first);
 
- 		CReverseAnimation * revAnim = dynamic_cast<CReverseAnimation *>(stAnim);
 
- 		if(revAnim) // 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),
 
-   soundPlayed(false),
 
-   dest(_dest), attackedStack(defender), attackingStack(attacker)
 
- {
 
- 	assert(attackingStack && "attackingStack is nullptr in CBattleAttack::CBattleAttack !\n");
 
- 	bool isCatapultAttack = attackingStack->hasBonusOfType(Bonus::CATAPULT) 
 
- 							&& owner->getCurrentPlayerInterface()->cb->battleHexToWallPart(_dest) >= 0;
 
- 	assert(attackedStack || isCatapultAttack);
 
- 	UNUSED(isCatapultAttack);
 
- 	attackingStackPosBeforeReturn = attackingStack->position;
 
- }
 
- CDefenceAnimation::CDefenceAnimation(StackAttackedInfo _attackedInfo, CBattleInterface * _owner)
 
- : CBattleStackAnimation(_owner, _attackedInfo.defender),
 
- attacker(_attackedInfo.attacker), rangedAttack(_attackedInfo.indirectAttack),
 
- killed(_attackedInfo.killed) 
 
- {
 
- 	logAnim->debugStream() << "Created defence anim for " << _attackedInfo.defender->getName();
 
- }
 
- bool CDefenceAnimation::init()
 
- {
 
- 	if(attacker == nullptr && owner->battleEffects.size() > 0)
 
- 		return false;
 
- 	ui32 lowestMoveID = owner->animIDhelper + 5;
 
- 	for(auto & elem : owner->pendingAnims)
 
- 	{
 
- 		CDefenceAnimation * defAnim = dynamic_cast<CDefenceAnimation *>(elem.first);
 
- 		if(defAnim && defAnim->stack->ID != stack->ID)
 
- 			continue;
 
- 		CAttackAnimation * attAnim = dynamic_cast<CAttackAnimation *>(elem.first);
 
- 		if(attAnim && attAnim->stack->ID != stack->ID)
 
- 			continue;
 
- 		CSpellEffectAnimation * sen = dynamic_cast<CSpellEffectAnimation *>(elem.first);
 
- 		if (sen)
 
- 			continue;
 
- 		CReverseAnimation * animAsRev = dynamic_cast<CReverseAnimation *>(elem.first);
 
- 		if(animAsRev)
 
- 			return false;
 
- 		if(elem.first)
 
- 			vstd::amin(lowestMoveID, elem.first->ID);
 
- 	}
 
- 	if(ID > lowestMoveID)
 
- 		return false;
 
- 	//reverse unit if necessary
 
- 	if (attacker && owner->getCurrentPlayerInterface()->cb->isToReverse(stack->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(rangedAttack) //delay hit animation
 
- 	{		
 
- 		for(std::list<ProjectileInfo>::const_iterator it = owner->projectiles.begin(); it != owner->projectiles.end(); ++it)
 
- 		{
 
- 			if(it->creID == attacker->getCreature()->idNumber)
 
- 			{
 
- 				return false;
 
- 			}
 
- 		}
 
- 	}
 
- 	// synchronize animation with attacker, unless defending or attacked by shooter:
 
- 	// wait for 1/2 of attack animation
 
- 	if (!rangedAttack && getMyAnimType() != CCreatureAnim::DEFENCE)
 
- 	{
 
- 		float frameLength = AnimationControls::getCreatureAnimationSpeed(
 
- 		                          stack->getCreature(), owner->creAnims[stack->ID], 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);
 
- 	if (stack->valOfBonuses(Bonus::UntilGetsTurn))
 
- 		return battle_sound(stack->getCreature(), defend);
 
- 	return battle_sound(stack->getCreature(), wince);
 
- }
 
- CCreatureAnim::EAnimType CDefenceAnimation::getMyAnimType()
 
- {
 
- 	if(killed)
 
- 		return CCreatureAnim::DEATH;
 
- 	
 
- 	auto selector = CSelector(Bonus::UntilGetsTurn).And(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
 
- 	
 
- 	if(stack->valOfBonuses(selector))
 
- 		return CCreatureAnim::DEFENCE;
 
- 	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)
 
- 		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->debugStream() << "Created dummy animation for " << howManyFrames <<" frames";
 
- }
 
- 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->position, owner->creDir[stack->ID], attackedStack->doubleWide(), owner->creDir[attackedStack->ID]);
 
- 	if (toReverse)
 
- 	{
 
- 		owner->addNewAnim(new CReverseAnimation(owner, stack, attackingStackPosBeforeReturn, true));
 
- 		return false;
 
- 	}
 
- 	// opponent must face attacker ( = different directions) before he can be attacked
 
- 	if (attackingStack && attackedStack &&
 
- 	    owner->creDir[attackingStack->ID] == owner->creDir[attackedStack->ID])
 
- 		return false;
 
- 	//reversed
 
- 	shooting = false;
 
- 	static const CCreatureAnim::EAnimType mutPosToGroup[] = {CCreatureAnim::ATTACK_UP, CCreatureAnim::ATTACK_UP,
 
- 		CCreatureAnim::ATTACK_FRONT, CCreatureAnim::ATTACK_DOWN, CCreatureAnim::ATTACK_DOWN, CCreatureAnim::ATTACK_FRONT};
 
- 	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) 
 
- {
 
- 	logAnim->debugStream() << "Created melee attack anim for " << attacker->getName();
 
- }
 
- void CMeleeAttackAnimation::endAnim()
 
- {
 
- 	CAttackAnimation::endAnim();
 
- 	delete this;
 
- }
 
- bool CMovementAnimation::shouldRotate()
 
- {
 
- 	Point begPosition = CClickableHex::getXYUnitAnim(oldPos, stack, owner);
 
- 	Point endPosition = CClickableHex::getXYUnitAnim(nextHex, stack, owner);
 
- 	if((begPosition.x > endPosition.x) && owner->creDir[stack->ID] == true)
 
- 	{
 
- 		return true;
 
- 	}
 
- 	else if ((begPosition.x < endPosition.x) && owner->creDir[stack->ID] == false)
 
- 	{
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- bool CMovementAnimation::init()
 
- {
 
- 	if( !isEarliest(false) )
 
- 		return false;
 
- 	if(!stack || myAnim->isDead())
 
- 	{
 
- 		endAnim();
 
- 		return false;
 
- 	}
 
- 	if(owner->creAnims[stack->ID]->framesInGroup(CCreatureAnim::MOVING) == 0 ||
 
- 	   stack->hasBonus(Selector::typeSubtype(Bonus::FLYING, 1)))
 
- 	{
 
- 		//no movement or teleport, end immediately
 
- 		endAnim();
 
- 		return false;
 
- 	}
 
- 	//reverse unit if necessary
 
- 	if(shouldRotate())
 
- 	{
 
- 		// it seems that H3 does NOT plays full rotation animation here in most situations
 
- 		// Logical since it takes quite a lot of time
 
- 		if (curentMoveIndex == 0) // full rotation only for moving towards first tile.
 
- 		{
 
- 			owner->addNewAnim(new CReverseAnimation(owner, stack, oldPos, true));
 
- 			return false;
 
- 		}
 
- 		else
 
- 		{
 
- 			CReverseAnimation::rotateStack(owner, stack, oldPos);
 
- 		}
 
- 	}
 
- 	if(myAnim->getType() != CCreatureAnim::MOVING)
 
- 	{
 
- 		myAnim->setType(CCreatureAnim::MOVING);
 
- 	}
 
- 	if (owner->moveSoundHander == -1)
 
- 	{
 
- 		owner->moveSoundHander = CCS->soundh->playSound(battle_sound(stack->getCreature(), move), -1);
 
- 	}
 
- 	Point begPosition = CClickableHex::getXYUnitAnim(oldPos, stack, owner);
 
- 	Point endPosition = CClickableHex::getXYUnitAnim(nextHex, stack, owner);
 
- 	timeToMove = AnimationControls::getMovementDuration(stack->getCreature());
 
- 	begX = begPosition.x;
 
- 	begY = begPosition.y;
 
- 	progress = 0;
 
- 	distanceX = endPosition.x - begPosition.x;
 
- 	distanceY = endPosition.y - begPosition.y;
 
- 	if (stack->hasBonus(Selector::type(Bonus::FLYING)))
 
- 	{
 
- 		float distance = sqrt(distanceX * distanceX + distanceY * distanceY);
 
- 		timeToMove *= AnimationControls::getFlightDistance(stack->getCreature()) / distance;
 
- 	}
 
- 	return true;
 
- }
 
- void CMovementAnimation::nextFrame()
 
- {
 
- 	progress += float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000 * timeToMove;
 
- 	//moving instructions
 
- 	myAnim->pos.x = static_cast<Sint16>(begX + distanceX * progress );
 
- 	myAnim->pos.y = static_cast<Sint16>(begY + distanceY * progress );
 
- 	CBattleAnimation::nextFrame();
 
- 	if(progress >= 1.0)
 
- 	{
 
- 		// Sets the position of the creature animation sprites
 
- 		Point coords = CClickableHex::getXYUnitAnim(nextHex, stack, owner);
 
- 		myAnim->pos = coords;
 
- 		// true if creature haven't reached the final destination hex
 
- 		if ((curentMoveIndex + 1) < destTiles.size())
 
- 		{
 
- 			// update the next hex field which has to be reached by the stack
 
- 			curentMoveIndex++;
 
- 			oldPos = nextHex;
 
- 			nextHex = destTiles[curentMoveIndex];
 
- 			// re-init animation
 
- 			for(auto & elem : owner->pendingAnims)
 
- 			{
 
- 				if (elem.first == this)
 
- 				{
 
- 					elem.second = false;
 
- 					break;
 
- 				}
 
- 			}
 
- 		}
 
- 		else
 
- 			endAnim();
 
- 	}
 
- }
 
- void CMovementAnimation::endAnim()
 
- {
 
- 	assert(stack);
 
- 	myAnim->pos = CClickableHex::getXYUnitAnim(nextHex, stack, owner);
 
- 	CBattleAnimation::endAnim();
 
- 	owner->addNewAnim(new CMovementEndAnimation(owner, stack, nextHex));
 
- 	if(owner->moveSoundHander != -1)
 
- 	{
 
- 		CCS->soundh->stopSound(owner->moveSoundHander);
 
- 		owner->moveSoundHander = -1;
 
- 	}
 
- 	delete this;
 
- }
 
- CMovementAnimation::CMovementAnimation(CBattleInterface *_owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance)
 
-     : CBattleStackAnimation(_owner, _stack),
 
-       destTiles(_destTiles),
 
-       curentMoveIndex(0),
 
-       oldPos(stack->position),
 
-       begX(0), begY(0),
 
-       distanceX(0), distanceY(0),
 
-       timeToMove(0.0),
 
-       progress(0.0),
 
-       nextHex(destTiles.front())
 
- {
 
- 	logAnim->debugStream() << "Created movement anim for " << stack->getName();
 
- }
 
- CMovementEndAnimation::CMovementEndAnimation(CBattleInterface * _owner, const CStack * _stack, BattleHex destTile)
 
- : CBattleStackAnimation(_owner, _stack), destinationTile(destTile) 
 
- {
 
- 	logAnim->debugStream() << "Created movement end anim for " << 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->debugStream() << "Created movement start anim for " << 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->debugStream() << "Created reverse anim for " << stack->getName();
 
- }
 
- bool CReverseAnimation::init()
 
- {
 
- 	if(myAnim == nullptr || myAnim->isDead())
 
- 	{
 
- 		endAnim();
 
- 		return false; //there is no such creature
 
- 	}
 
- 	if(!priority && !isEarliest(false))
 
- 		return false;
 
- 	if(myAnim->framesInGroup(CCreatureAnim::TURN_L))
 
- 	{
 
- 		myAnim->setType(CCreatureAnim::TURN_L);
 
- 		myAnim->onAnimationReset += std::bind(&CReverseAnimation::setupSecondPart, this);
 
- 	}
 
- 	else
 
- 	{
 
- 		setupSecondPart();
 
- 	}
 
- 	return true;
 
- }
 
- void CReverseAnimation::endAnim()
 
- {
 
- 	CBattleAnimation::endAnim();
 
- 	if( stack->alive() )//don't do that if stack is dead
 
- 		myAnim->setType(CCreatureAnim::HOLDING);
 
- 	delete this;
 
- }
 
- void CReverseAnimation::rotateStack(CBattleInterface * owner, const CStack * stack, BattleHex hex)
 
- {
 
- 	owner->creDir[stack->ID] = !owner->creDir[stack->ID];
 
- 	owner->creAnims[stack->ID]->pos = CClickableHex::getXYUnitAnim(hex, stack, owner);
 
- }
 
- void CReverseAnimation::setupSecondPart()
 
- {
 
- 	if(!stack)
 
- 	{
 
- 		endAnim();
 
- 		return;
 
- 	}
 
- 	rotateStack(owner, stack, hex);
 
- 	if(myAnim->framesInGroup(CCreatureAnim::TURN_R))
 
- 	{
 
- 		myAnim->setType(CCreatureAnim::TURN_R);
 
- 		myAnim->onAnimationReset += std::bind(&CReverseAnimation::endAnim, this);
 
- 	}
 
- 	else
 
- 		endAnim();
 
- }
 
- CShootingAnimation::CShootingAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, bool _catapult, int _catapultDmg)
 
- : CAttackAnimation(_owner, attacker, _dest, _attacked), catapultDamage(_catapultDmg)
 
- {
 
- 	logAnim->debugStream() << "Created shooting anim for " << stack->getName();
 
- }
 
- bool CShootingAnimation::init()
 
- {
 
- 	if( !CAttackAnimation::checkInitialConditions() )
 
- 		return false;
 
- 	const CStack * shooter = attackingStack;
 
- 	if(!shooter || myAnim->isDead())
 
- 	{
 
- 		endAnim();
 
- 		return false;
 
- 	}
 
- 	//reverse unit if necessary
 
- 	if (attackingStack && attackedStack && owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStack->position, attackedStack->position, owner->creDir[attackingStack->ID], attackingStack->doubleWide(), owner->creDir[attackedStack->ID]))
 
- 	{
 
- 		owner->addNewAnim(new CReverseAnimation(owner, attackingStack, attackingStack->position, true));
 
- 		return false;
 
- 	}
 
- 	// opponent must face attacker ( = different directions) before he can be attacked
 
- 	if (attackingStack && attackedStack &&
 
- 	    owner->creDir[attackingStack->ID] == owner->creDir[attackedStack->ID])
 
- 		return false;
 
- 	// Create the projectile animation
 
- 	//maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value)
 
- 	static const double straightAngle = 0.2;
 
- 	// Get further info about the shooter e.g. relative pos of projectile to unit.
 
- 	// If the creature id is 149 then it's a arrow tower which has no additional info so get the
 
- 	// actual arrow tower shooter instead.
 
- 	const CCreature *shooterInfo = shooter->getCreature();
 
- 	if (shooterInfo->idNumber == CreatureID::ARROW_TOWERS)
 
- 	{
 
- 		int creID = owner->siegeH->town->town->clientInfo.siegeShooter;
 
- 		shooterInfo = CGI->creh->creatures[creID];
 
- 	}
 
- 	ProjectileInfo spi;
 
- 	spi.shotDone = false;
 
- 	spi.creID = shooter->getCreature()->idNumber;
 
- 	spi.stackID = shooter->ID;
 
- 	// reverse if creature is facing right OR this is non-existing stack that is not tower (war machines)
 
- 	spi.reverse = attackingStack ? !owner->creDir[attackingStack->ID] : shooter->getCreature()->idNumber != CreatureID::ARROW_TOWERS ;
 
- 	spi.step = 0;
 
- 	spi.frameNum = 0;
 
- 	Point fromPos;
 
- 	Point destPos;
 
- 	// NOTE: two lines below return different positions (very notable with 2-hex creatures). Obtaining via creanims seems to be more precise
 
- 	fromPos = owner->creAnims[spi.stackID]->pos.topLeft();
 
- 	//xycoord = CClickableHex::getXYUnitAnim(shooter->position, true, shooter, owner);
 
- 	destPos = CClickableHex::getXYUnitAnim(dest, attackedStack, owner);
 
- 	// to properly translate coordinates when shooter is rotated
 
- 	int multiplier = spi.reverse ? -1 : 1;
 
- 	double projectileAngle = atan2(fabs((double)destPos.y - fromPos.y), fabs((double)destPos.x - fromPos.x));
 
- 	if(shooter->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 = AnimationControls::getProjectileSpeed(); // flight speed of projectile
 
- 		spi.lastStep = static_cast<int>(sqrt(static_cast<double>((destPos.x - spi.x) * (destPos.x - spi.x) + (destPos.y - spi.y) * (destPos.y - spi.y))) / animSpeed);
 
- 		if(spi.lastStep == 0)
 
- 			spi.lastStep = 1;
 
- 		spi.dx = (destPos.x - spi.x) / spi.lastStep;
 
- 		spi.dy = (destPos.y - spi.y) / spi.lastStep;
 
- 	}
 
- 	else 
 
- 	{
 
- 		// Catapult attack
 
- 		spi.catapultInfo.reset(new CatapultProjectileInfo(Point(spi.x, spi.y), destPos));
 
- 		double animSpeed = AnimationControls::getProjectileSpeed() / 10;
 
- 		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(auto & it : owner->pendingAnims)
 
- 	{
 
- 		CMovementStartAnimation * anim = dynamic_cast<CMovementStartAnimation *>(it.first);
 
- 		CReverseAnimation * anim2 = dynamic_cast<CReverseAnimation *>(it.first);
 
- 		if( (anim && anim->stack->ID == stack->ID) || (anim2 && anim2->stack->ID == stack->ID && anim2->priority ) )
 
- 			return;
 
- 	}
 
- 	CAttackAnimation::nextFrame();
 
- }
 
- void CShootingAnimation::endAnim()
 
- {
 
-     // play wall hit/miss sound for catapult attack
 
-     if(!attackedStack)
 
-     {
 
-         if(catapultDamage > 0)
 
-         {
 
-             CCS->soundh->playSound("WALLHIT");
 
-         }
 
-         else
 
-         {
 
-             CCS->soundh->playSound("WALLMISS");
 
-         }
 
-     }
 
- 	CAttackAnimation::endAnim();
 
- 	delete this;
 
- }
 
- CSpellEffectAnimation::CSpellEffectAnimation(CBattleInterface * _owner, ui32 _effect, BattleHex _destTile, int _dx, int _dy, bool _Vflip, bool _alignToBottom)
 
- 	:CBattleAnimation(_owner), effect(_effect), destTile(_destTile), customAnim(""), x(-1), y(-1), dx(_dx), dy(_dy), Vflip(_Vflip), alignToBottom(_alignToBottom)
 
- {
 
- 	logAnim->debugStream() << "Created spell anim for effect #" << effect;
 
- }
 
- CSpellEffectAnimation::CSpellEffectAnimation(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx, int _dy, bool _Vflip, bool _alignToBottom)
 
- 	:CBattleAnimation(_owner), effect(-1), destTile(BattleHex::INVALID), customAnim(_customAnim), x(_x), y(_y), dx(_dx), dy(_dy), Vflip(_Vflip), alignToBottom(_alignToBottom)
 
- {
 
- 	logAnim->debugStream() << "Created spell anim for " << customAnim;
 
- }
 
- CSpellEffectAnimation::CSpellEffectAnimation(CBattleInterface * _owner, std::string _customAnim, BattleHex _destTile, bool _Vflip, bool _alignToBottom)
 
- 	:CBattleAnimation(_owner), effect(-1), destTile(_destTile), customAnim(_customAnim), x(-1), y(-1), dx(0), dy(0), Vflip(_Vflip), alignToBottom(_alignToBottom)
 
- {
 
- 	logAnim->debugStream() << "Created spell anim for " << customAnim;	
 
- }
 
- bool CSpellEffectAnimation::init()
 
- {
 
- 	if(!isEarliest(true))
 
- 		return false;
 
- 		
 
- 	if(customAnim.empty() && effect != ui32(-1) && !graphics->battleACToDef[effect].empty())
 
- 	{		
 
- 		customAnim = graphics->battleACToDef[effect][0];
 
- 	}
 
- 	
 
- 	if(customAnim.empty())
 
- 	{
 
- 		endAnim();
 
- 		return false;		
 
- 	}
 
- 	
 
- 	const bool areaEffect = (!destTile.isValid() && x == -1 && y == -1);
 
- 	if(areaEffect) //f.e. armageddon 
 
- 	{
 
- 		CDefHandler * anim = CDefHandler::giveDef(customAnim);
 
- 		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(customAnim);
 
- 				if (Vflip)
 
- 				{
 
- 					for (auto & elem : be.anim->ourImages)
 
- 					{
 
- 						CSDL_Ext::VflipSurf(elem.bitmap);
 
- 					}
 
- 				}
 
- 				be.currentFrame = 0;
 
- 				be.maxFrame = be.anim->ourImages.size();
 
- 				be.x = i * anim->width + owner->pos.x;
 
- 				be.y = j * anim->height + owner->pos.y;
 
- 				be.position = BattleHex::INVALID;
 
- 				owner->battleEffects.push_back(be);
 
- 			}
 
- 		}
 
- 		
 
- 		delete anim;
 
- 	}
 
- 	else // Effects targeted at a specific creature/hex.
 
- 	{
 
- 			const CStack* destStack = owner->getCurrentPlayerInterface()->cb->battleGetStackByPos(destTile, false);
 
- 			Rect &tilePos = owner->bfield[destTile]->pos;
 
- 			BattleEffect be;
 
- 			be.effectID = ID;
 
- 			be.anim = CDefHandler::giveDef(customAnim);
 
- 			if (Vflip)
 
- 			{
 
- 				for (auto & elem : be.anim->ourImages)
 
- 				{
 
- 					CSDL_Ext::VflipSurf(elem.bitmap);
 
- 				}
 
- 			}
 
- 			be.currentFrame = 0;
 
- 			be.maxFrame = be.anim->ourImages.size();
 
- 			
 
- 			//todo: lightning anim frame count override
 
- 			
 
- //			if(effect == 1)
 
- //				be.maxFrame = 3;
 
- 			if(x == -1)
 
- 			{
 
- 				be.x = tilePos.x + tilePos.w/2 - be.anim->width/2;
 
- 			}
 
- 			else
 
- 			{
 
- 				be.x = x;
 
- 			}
 
- 			
 
- 			if(y == -1)
 
- 			{
 
- 				if(alignToBottom)
 
- 					be.y = tilePos.y + tilePos.h - be.anim->height;
 
- 				else
 
- 					be.y = tilePos.y - be.anim->height/2;
 
- 			}
 
- 			else
 
- 			{
 
- 				be.y = y;
 
- 			}
 
- 			// Correction for 2-hex creatures.
 
- 			if (destStack != nullptr && destStack->doubleWide())
 
- 				be.x += (destStack->attackerOwned ? -1 : 1)*tilePos.w/2;
 
- 			//Indicate if effect should be drawn on top of everything or just on top of the hex
 
- 			be.position = destTile;
 
- 			owner->battleEffects.push_back(be);
 
- 	}
 
- 	//battleEffects 
 
- 	return true;
 
- }
 
- void CSpellEffectAnimation::nextFrame()
 
- {
 
- 	//notice: there may be more than one effect in owner->battleEffects correcponding to this animation (ie. armageddon)
 
- 	for(auto & elem : owner->battleEffects)
 
- 	{
 
- 		if(elem.effectID == ID)
 
- 		{
 
- 			elem.currentFrame += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
 
- 			if(elem.currentFrame >= elem.maxFrame)
 
- 			{
 
- 				endAnim();
 
- 				break;
 
- 			}
 
- 			else
 
- 			{
 
- 				elem.x += dx;
 
- 				elem.y += dy;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CSpellEffectAnimation::endAnim()
 
- {
 
- 	CBattleAnimation::endAnim();
 
- 	std::vector<std::list<BattleEffect>::iterator> toDel;
 
- 	for(auto it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it)
 
- 	{
 
- 		if(it->effectID == ID)
 
- 		{
 
- 			toDel.push_back(it);
 
- 		}
 
- 	}
 
- 	for(auto & elem : toDel)
 
- 	{
 
- 		delete elem->anim;
 
- 		owner->battleEffects.erase(elem);
 
- 	}
 
- 	delete this;
 
- }
 
 
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