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- /*
- * BattleAnimationClasses.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 "BattleAnimationClasses.h"
- #include "BattleInterface.h"
- #include "BattleProjectileController.h"
- #include "BattleSiegeController.h"
- #include "BattleFieldController.h"
- #include "BattleEffectsController.h"
- #include "BattleStacksController.h"
- #include "CreatureAnimation.h"
- #include "../CGameInfo.h"
- #include "../CMusicHandler.h"
- #include "../CPlayerInterface.h"
- #include "../gui/CCursorHandler.h"
- #include "../gui/CGuiHandler.h"
- #include "../../CCallback.h"
- #include "../../lib/CStack.h"
- BattleAnimation::BattleAnimation(BattleInterface & owner)
- : owner(owner),
- ID(owner.stacksController->animIDhelper++),
- initialized(false)
- {
- logAnim->trace("Animation #%d created", ID);
- }
- bool BattleAnimation::tryInitialize()
- {
- assert(!initialized);
- if ( init() )
- {
- initialized = true;
- return true;
- }
- return false;
- }
- bool BattleAnimation::isInitialized()
- {
- return initialized;
- }
- BattleAnimation::~BattleAnimation()
- {
- logAnim->trace("Animation #%d ended, type is %s", ID, typeid(this).name());
- for(auto & elem : pendingAnimations())
- {
- if(elem == this)
- elem = nullptr;
- }
- logAnim->trace("Animation #%d deleted", ID);
- }
- std::vector<BattleAnimation *> & BattleAnimation::pendingAnimations()
- {
- return owner.stacksController->currentAnimations;
- }
- std::shared_ptr<CreatureAnimation> BattleAnimation::stackAnimation(const CStack * stack) const
- {
- return owner.stacksController->stackAnimation[stack->ID];
- }
- bool BattleAnimation::stackFacingRight(const CStack * stack)
- {
- return owner.stacksController->stackFacingRight[stack->ID];
- }
- void BattleAnimation::setStackFacingRight(const CStack * stack, bool facingRight)
- {
- owner.stacksController->stackFacingRight[stack->ID] = facingRight;
- }
- BattleStackAnimation::BattleStackAnimation(BattleInterface & owner, const CStack * stack)
- : BattleAnimation(owner),
- myAnim(stackAnimation(stack)),
- stack(stack)
- {
- assert(myAnim);
- }
- void AttackAnimation::nextFrame()
- {
- if(myAnim->getType() != group)
- {
- myAnim->setType(group);
- myAnim->onAnimationReset += [&](){ delete this; };
- }
- if(!soundPlayed)
- {
- playSound();
- soundPlayed = true;
- }
- }
- AttackAnimation::~AttackAnimation()
- {
- myAnim->setType(ECreatureAnimType::HOLDING);
- }
- const CCreature * AttackAnimation::getCreature() const
- {
- if (attackingStack->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
- return owner.siegeController->getTurretCreature();
- else
- return attackingStack->getCreature();
- }
- AttackAnimation::AttackAnimation(BattleInterface & owner, const CStack *attacker, BattleHex _dest, const CStack *defender)
- : BattleStackAnimation(owner, attacker),
- group(ECreatureAnimType::SHOOT_FRONT),
- soundPlayed(false),
- dest(_dest),
- defendingStack(defender),
- attackingStack(attacker)
- {
- assert(attackingStack && "attackingStack is nullptr in CBattleAttack::CBattleAttack !\n");
- attackingStackPosBeforeReturn = attackingStack->getPosition();
- }
- bool HittedAnimation::init()
- {
- CCS->soundh->playSound(battle_sound(stack->getCreature(), wince));
- myAnim->playOnce(ECreatureAnimType::HITTED);
- myAnim->onAnimationReset += [&](){ delete this; };
- return true;
- }
- HittedAnimation::HittedAnimation(BattleInterface & owner, const CStack * stack)
- : BattleStackAnimation(owner, stack)
- {
- }
- DefenceAnimation::DefenceAnimation(BattleInterface & owner, const CStack * stack)
- : BattleStackAnimation(owner, stack)
- {
- }
- bool DefenceAnimation::init()
- {
- CCS->soundh->playSound(battle_sound(stack->getCreature(), defend));
- myAnim->playOnce(ECreatureAnimType::DEFENCE);
- myAnim->onAnimationReset += [&](){ delete this; };
- return true; //initialized successfuly
- }
- ECreatureAnimType::Type DeathAnimation::getMyAnimType()
- {
- if(rangedAttack && myAnim->framesInGroup(ECreatureAnimType::DEATH_RANGED) > 0)
- return ECreatureAnimType::DEATH_RANGED;
- else
- return ECreatureAnimType::DEATH;
- }
- bool DeathAnimation::init()
- {
- CCS->soundh->playSound(battle_sound(stack->getCreature(), killed));
- myAnim->playOnce(getMyAnimType());
- myAnim->onAnimationReset += [&](){ delete this; };
- return true;
- }
- DeathAnimation::DeathAnimation(BattleInterface & owner, const CStack * stack, bool ranged):
- BattleStackAnimation(owner, stack),
- rangedAttack(ranged)
- {
- }
- DeathAnimation::~DeathAnimation()
- {
- if(rangedAttack && myAnim->framesInGroup(ECreatureAnimType::DEAD_RANGED) > 0)
- myAnim->setType(ECreatureAnimType::DEAD_RANGED);
- else
- myAnim->setType(ECreatureAnimType::DEAD);
- }
- DummyAnimation::DummyAnimation(BattleInterface & owner, int howManyFrames)
- : BattleAnimation(owner),
- counter(0),
- howMany(howManyFrames)
- {
- logAnim->debug("Created dummy animation for %d frames", howManyFrames);
- }
- bool DummyAnimation::init()
- {
- return true;
- }
- void DummyAnimation::nextFrame()
- {
- counter++;
- if(counter > howMany)
- delete this;
- }
- bool MeleeAttackAnimation::init()
- {
- assert(attackingStack);
- assert(!myAnim->isDeadOrDying());
- if(!attackingStack || myAnim->isDeadOrDying())
- {
- delete this;
- return false;
- }
- logAnim->info("CMeleeAttackAnimation::init: stack %s -> stack %s", stack->getName(), defendingStack->getName());
- static const ECreatureAnimType::Type mutPosToGroup[] =
- {
- ECreatureAnimType::ATTACK_UP,
- ECreatureAnimType::ATTACK_UP,
- ECreatureAnimType::ATTACK_FRONT,
- ECreatureAnimType::ATTACK_DOWN,
- ECreatureAnimType::ATTACK_DOWN,
- ECreatureAnimType::ATTACK_FRONT
- };
- static const ECreatureAnimType::Type mutPosToGroup2H[] =
- {
- ECreatureAnimType::VCMI_2HEX_UP,
- ECreatureAnimType::VCMI_2HEX_UP,
- ECreatureAnimType::VCMI_2HEX_FRONT,
- ECreatureAnimType::VCMI_2HEX_DOWN,
- ECreatureAnimType::VCMI_2HEX_DOWN,
- ECreatureAnimType::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, defendingStack->getPosition());
- }
- if (mutPos == -1 && defendingStack->doubleWide())
- {
- mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn, defendingStack->occupiedHex());
- }
- if (mutPos == -1 && defendingStack->doubleWide() && attackingStack->doubleWide())
- {
- mutPos = BattleHex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, defendingStack->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))
- {
- ECreatureAnimType::Type 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 = ECreatureAnimType::ATTACK_FRONT;
- break;
- }
- return true;
- }
- void MeleeAttackAnimation::nextFrame()
- {
- size_t currentFrame = stackAnimation(attackingStack)->getCurrentFrame();
- size_t totalFrames = stackAnimation(attackingStack)->framesInGroup(group);
- if ( currentFrame * 2 >= totalFrames )
- {
- if(owner.getAnimationCondition(EAnimationEvents::HIT) == false)
- owner.setAnimationCondition(EAnimationEvents::HIT, true);
- }
- AttackAnimation::nextFrame();
- }
- void MeleeAttackAnimation::playSound()
- {
- CCS->soundh->playSound(battle_sound(getCreature(), attack));
- }
- MeleeAttackAnimation::MeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked)
- : AttackAnimation(owner, attacker, _dest, _attacked)
- {
- logAnim->debug("Created melee attack anim for %s", attacker->getName());
- }
- StackMoveAnimation::StackMoveAnimation(BattleInterface & owner, const CStack * _stack, BattleHex _currentHex):
- BattleStackAnimation(owner, _stack),
- currentHex(_currentHex)
- {
- }
- bool MovementAnimation::init()
- {
- assert(stack);
- assert(!myAnim->isDeadOrDying());
- if(!stack || myAnim->isDeadOrDying())
- {
- delete this;
- return false;
- }
- if(stackAnimation(stack)->framesInGroup(ECreatureAnimType::MOVING) == 0 ||
- stack->hasBonus(Selector::typeSubtype(Bonus::FLYING, 1)))
- {
- //no movement or teleport, end immediately
- delete this;
- return false;
- }
- logAnim->info("CMovementAnimation::init: stack %s moves %d -> %d", stack->getName(), oldPos, currentHex);
- //reverse unit if necessary
- if(owner.stacksController->shouldRotate(stack, oldPos, currentHex))
- {
- // it seems that H3 does NOT plays full rotation animation during movement
- // Logical since it takes quite a lot of time
- rotateStack(oldPos);
- }
- if(myAnim->getType() != ECreatureAnimType::MOVING)
- {
- myAnim->setType(ECreatureAnimType::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(currentHex, 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 MovementAnimation::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 );
- BattleAnimation::nextFrame();
- if(progress >= 1.0)
- {
- // Sets the position of the creature animation sprites
- Point coords = owner.stacksController->getStackPositionAtHex(currentHex, 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 = currentHex;
- currentHex = destTiles[curentMoveIndex];
- // request re-initialization
- initialized = false;
- }
- else
- delete this;
- }
- }
- MovementAnimation::~MovementAnimation()
- {
- assert(stack);
- myAnim->pos = owner.stacksController->getStackPositionAtHex(currentHex, stack);
- if(owner.moveSoundHander != -1)
- {
- CCS->soundh->stopSound(owner.moveSoundHander);
- owner.moveSoundHander = -1;
- }
- }
- MovementAnimation::MovementAnimation(BattleInterface & owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance)
- : StackMoveAnimation(owner, _stack, _destTiles.front()),
- destTiles(_destTiles),
- curentMoveIndex(0),
- oldPos(stack->getPosition()),
- begX(0), begY(0),
- distanceX(0), distanceY(0),
- timeToMove(0.0),
- progress(0.0)
- {
- logAnim->debug("Created movement anim for %s", stack->getName());
- }
- MovementEndAnimation::MovementEndAnimation(BattleInterface & owner, const CStack * _stack, BattleHex destTile)
- : StackMoveAnimation(owner, _stack, destTile)
- {
- logAnim->debug("Created movement end anim for %s", stack->getName());
- }
- bool MovementEndAnimation::init()
- {
- assert(stack);
- assert(!myAnim->isDeadOrDying());
- if(!stack || myAnim->isDeadOrDying())
- {
- delete this;
- return false;
- }
- logAnim->info("CMovementEndAnimation::init: stack %s", stack->getName());
- CCS->soundh->playSound(battle_sound(stack->getCreature(), endMoving));
- if(!myAnim->framesInGroup(ECreatureAnimType::MOVE_END))
- {
- delete this;
- return false;
- }
- myAnim->setType(ECreatureAnimType::MOVE_END);
- myAnim->onAnimationReset += [&](){ delete this; };
- return true;
- }
- MovementEndAnimation::~MovementEndAnimation()
- {
- if(myAnim->getType() != ECreatureAnimType::DEAD)
- myAnim->setType(ECreatureAnimType::HOLDING); //resetting to default
- CCS->curh->show();
- }
- MovementStartAnimation::MovementStartAnimation(BattleInterface & owner, const CStack * _stack)
- : StackMoveAnimation(owner, _stack, _stack->getPosition())
- {
- logAnim->debug("Created movement start anim for %s", stack->getName());
- }
- bool MovementStartAnimation::init()
- {
- assert(stack);
- assert(!myAnim->isDeadOrDying());
- if(!stack || myAnim->isDeadOrDying())
- {
- delete this;
- return false;
- }
- logAnim->info("CMovementStartAnimation::init: stack %s", stack->getName());
- CCS->soundh->playSound(battle_sound(stack->getCreature(), startMoving));
- if(!myAnim->framesInGroup(ECreatureAnimType::MOVE_START))
- {
- delete this;
- return false;
- }
- myAnim->setType(ECreatureAnimType::MOVE_START);
- myAnim->onAnimationReset += [&](){ delete this; };
- return true;
- }
- ReverseAnimation::ReverseAnimation(BattleInterface & owner, const CStack * stack, BattleHex dest)
- : StackMoveAnimation(owner, stack, dest)
- {
- logAnim->debug("Created reverse anim for %s", stack->getName());
- }
- bool ReverseAnimation::init()
- {
- assert(myAnim);
- assert(!myAnim->isDeadOrDying());
- if(myAnim == nullptr || myAnim->isDeadOrDying())
- {
- delete this;
- return false; //there is no such creature
- }
- logAnim->info("CReverseAnimation::init: stack %s", stack->getName());
- if(myAnim->framesInGroup(ECreatureAnimType::TURN_L))
- {
- myAnim->playOnce(ECreatureAnimType::TURN_L);
- myAnim->onAnimationReset += std::bind(&ReverseAnimation::setupSecondPart, this);
- }
- else
- {
- setupSecondPart();
- }
- return true;
- }
- void BattleStackAnimation::rotateStack(BattleHex hex)
- {
- setStackFacingRight(stack, !stackFacingRight(stack));
- stackAnimation(stack)->pos = owner.stacksController->getStackPositionAtHex(hex, stack);
- }
- void ReverseAnimation::setupSecondPart()
- {
- assert(stack);
- if(!stack)
- {
- delete this;
- return;
- }
- rotateStack(currentHex);
- if(myAnim->framesInGroup(ECreatureAnimType::TURN_R))
- {
- myAnim->playOnce(ECreatureAnimType::TURN_R);
- myAnim->onAnimationReset += [&](){ delete this; };
- }
- else
- delete this;
- }
- bool ResurrectionAnimation::init()
- {
- assert(stack);
- if(!stack)
- {
- delete this;
- return false;
- }
- logAnim->info("CResurrectionAnimation::init: stack %s", stack->getName());
- myAnim->playOnce(ECreatureAnimType::RESURRECTION);
- myAnim->onAnimationReset += [&](){ delete this; };
- return true;
- }
- ResurrectionAnimation::ResurrectionAnimation(BattleInterface & owner, const CStack * _stack):
- BattleStackAnimation(owner, _stack)
- {
- }
- RangedAttackAnimation::RangedAttackAnimation(BattleInterface & owner_, const CStack * attacker, BattleHex dest_, const CStack * defender)
- : AttackAnimation(owner_, attacker, dest_, defender),
- projectileEmitted(false)
- {
- }
- void RangedAttackAnimation::playSound()
- {
- CCS->soundh->playSound(battle_sound(getCreature(), shoot));
- }
- bool RangedAttackAnimation::init()
- {
- assert(attackingStack);
- assert(!myAnim->isDeadOrDying());
- if(!attackingStack || myAnim->isDeadOrDying())
- {
- //FIXME: how is this possible?
- logAnim->warn("Shooting animation has not started yet but attacker is dead! Aborting...");
- delete this;
- return false;
- }
- logAnim->info("CRangedAttackAnimation::init: stack %s", stack->getName());
- setAnimationGroup();
- initializeProjectile();
- return true;
- }
- void RangedAttackAnimation::setAnimationGroup()
- {
- Point shooterPos = stackAnimation(attackingStack)->pos.topLeft();
- Point shotTarget = owner.stacksController->getStackPositionAtHex(dest, defendingStack);
- //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 = getUpwardsGroup();
- else if (projectileAngle < -straightAngle)
- group = getDownwardsGroup();
- else
- group = getForwardGroup();
- }
- void RangedAttackAnimation::initializeProjectile()
- {
- const CCreature *shooterInfo = getCreature();
- Point shotTarget = owner.stacksController->getStackPositionAtHex(dest, defendingStack) + Point(225, 225);
- Point shotOrigin = stackAnimation(attackingStack)->pos.topLeft() + Point(222, 265);
- int multiplier = stackFacingRight(attackingStack) ? 1 : -1;
- if (group == getUpwardsGroup())
- {
- shotOrigin.x += ( -25 + shooterInfo->animation.upperRightMissleOffsetX ) * multiplier;
- shotOrigin.y += shooterInfo->animation.upperRightMissleOffsetY;
- }
- else if (group == getDownwardsGroup())
- {
- shotOrigin.x += ( -25 + shooterInfo->animation.lowerRightMissleOffsetX ) * multiplier;
- shotOrigin.y += shooterInfo->animation.lowerRightMissleOffsetY;
- }
- else if (group == getForwardGroup())
- {
- shotOrigin.x += ( -25 + shooterInfo->animation.rightMissleOffsetX ) * multiplier;
- shotOrigin.y += shooterInfo->animation.rightMissleOffsetY;
- }
- else
- {
- assert(0);
- }
- createProjectile(shotOrigin, shotTarget);
- }
- void RangedAttackAnimation::emitProjectile()
- {
- logAnim->info("Ranged attack projectile emitted");
- owner.projectilesController->emitStackProjectile(attackingStack);
- projectileEmitted = true;
- }
- void RangedAttackAnimation::nextFrame()
- {
- // animation should be paused if there is an active projectile
- if (projectileEmitted)
- {
- if (owner.projectilesController->hasActiveProjectile(attackingStack))
- stackAnimation(attackingStack)->pause();
- else
- {
- stackAnimation(attackingStack)->play();
- if(owner.getAnimationCondition(EAnimationEvents::HIT) == false)
- owner.setAnimationCondition(EAnimationEvents::HIT, true);
- }
- }
- AttackAnimation::nextFrame();
- if (!projectileEmitted)
- {
- // emit projectile once animation playback reached "climax" frame
- if ( stackAnimation(attackingStack)->getCurrentFrame() >= getAttackClimaxFrame() )
- {
- emitProjectile();
- stackAnimation(attackingStack)->pause();
- return;
- }
- }
- }
- RangedAttackAnimation::~RangedAttackAnimation()
- {
- //FIXME: this assert triggers under some unclear, rare conditions. Possibly - if game window is inactive and/or in foreground/minimized?
- assert(!owner.projectilesController->hasActiveProjectile(attackingStack));
- assert(projectileEmitted);
- // 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();
- }
- }
- ShootingAnimation::ShootingAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked)
- : RangedAttackAnimation(owner, attacker, _dest, _attacked)
- {
- logAnim->debug("Created shooting anim for %s", stack->getName());
- }
- void ShootingAnimation::createProjectile(const Point & from, const Point & dest) const
- {
- owner.projectilesController->createProjectile(attackingStack, from, dest);
- }
- uint32_t ShootingAnimation::getAttackClimaxFrame() const
- {
- const CCreature *shooterInfo = getCreature();
- return shooterInfo->animation.attackClimaxFrame;
- }
- ECreatureAnimType::Type ShootingAnimation::getUpwardsGroup() const
- {
- return ECreatureAnimType::SHOOT_UP;
- }
- ECreatureAnimType::Type ShootingAnimation::getForwardGroup() const
- {
- return ECreatureAnimType::SHOOT_FRONT;
- }
- ECreatureAnimType::Type ShootingAnimation::getDownwardsGroup() const
- {
- return ECreatureAnimType::SHOOT_DOWN;
- }
- CatapultAnimation::CatapultAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, int _catapultDmg)
- : ShootingAnimation(owner, attacker, _dest, _attacked),
- catapultDamage(_catapultDmg),
- explosionEmitted(false)
- {
- logAnim->debug("Created shooting anim for %s", stack->getName());
- }
- void CatapultAnimation::nextFrame()
- {
- ShootingAnimation::nextFrame();
- if ( explosionEmitted)
- return;
- if ( !projectileEmitted)
- return;
- if (owner.projectilesController->hasActiveProjectile(attackingStack))
- return;
- explosionEmitted = true;
- Point shotTarget = owner.stacksController->getStackPositionAtHex(dest, defendingStack) + Point(225, 225) - Point(126, 105);
- if(catapultDamage > 0)
- owner.stacksController->addNewAnim( new PointEffectAnimation(owner, "WALLHIT", "SGEXPL.DEF", shotTarget));
- else
- owner.stacksController->addNewAnim( new PointEffectAnimation(owner, "WALLMISS", "CSGRCK.DEF", shotTarget));
- }
- void CatapultAnimation::createProjectile(const Point & from, const Point & dest) const
- {
- owner.projectilesController->createCatapultProjectile(attackingStack, from, dest);
- }
- CastAnimation::CastAnimation(BattleInterface & owner_, const CStack * attacker, BattleHex dest_, const CStack * defender, const CSpell * spell)
- : RangedAttackAnimation(owner_, attacker, dest_, defender),
- spell(spell)
- {
- assert(dest.isValid());// FIXME: when?
- if(!dest_.isValid() && defender)
- dest = defender->getPosition();
- }
- ECreatureAnimType::Type CastAnimation::findValidGroup( const std::vector<ECreatureAnimType::Type> candidates ) const
- {
- for ( auto group : candidates)
- {
- if(myAnim->framesInGroup(group) > 0)
- return group;
- }
- assert(0);
- return ECreatureAnimType::HOLDING;
- }
- ECreatureAnimType::Type CastAnimation::getUpwardsGroup() const
- {
- return findValidGroup({
- ECreatureAnimType::VCMI_CAST_UP,
- ECreatureAnimType::CAST_UP,
- ECreatureAnimType::SHOOT_UP,
- ECreatureAnimType::ATTACK_UP
- });
- }
- ECreatureAnimType::Type CastAnimation::getForwardGroup() const
- {
- return findValidGroup({
- ECreatureAnimType::VCMI_CAST_FRONT,
- ECreatureAnimType::CAST_FRONT,
- ECreatureAnimType::SHOOT_FRONT,
- ECreatureAnimType::ATTACK_FRONT
- });
- }
- ECreatureAnimType::Type CastAnimation::getDownwardsGroup() const
- {
- return findValidGroup({
- ECreatureAnimType::VCMI_CAST_DOWN,
- ECreatureAnimType::CAST_DOWN,
- ECreatureAnimType::SHOOT_DOWN,
- ECreatureAnimType::ATTACK_DOWN
- });
- }
- void CastAnimation::createProjectile(const Point & from, const Point & dest) const
- {
- if (!spell->animationInfo.projectile.empty())
- owner.projectilesController->createSpellProjectile(attackingStack, from, dest, spell);
- }
- uint32_t CastAnimation::getAttackClimaxFrame() const
- {
- //FIXME: allow defining this parameter in config file, separately from attackClimaxFrame of missile attacks
- uint32_t maxFrames = stackAnimation(attackingStack)->framesInGroup(group);
- if (maxFrames > 2)
- return maxFrames - 2;
- return 0;
- }
- PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, int effects):
- BattleAnimation(owner),
- animation(std::make_shared<CAnimation>(animationName)),
- soundName(soundName),
- effectFlags(effects),
- soundPlayed(false),
- soundFinished(false),
- effectFinished(false)
- {
- logAnim->info("CPointEffectAnimation::init: effect %s", animationName);
- }
- PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, std::vector<BattleHex> hex, int effects):
- PointEffectAnimation(owner, soundName, animationName, effects)
- {
- battlehexes = hex;
- }
- PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, BattleHex hex, int effects):
- PointEffectAnimation(owner, soundName, animationName, effects)
- {
- assert(hex.isValid());
- battlehexes.push_back(hex);
- }
- PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, std::vector<Point> pos, int effects):
- PointEffectAnimation(owner, soundName, animationName, effects)
- {
- positions = pos;
- }
- PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, Point pos, int effects):
- PointEffectAnimation(owner, soundName, animationName, effects)
- {
- positions.push_back(pos);
- }
- PointEffectAnimation::PointEffectAnimation(BattleInterface & owner, std::string soundName, std::string animationName, Point pos, BattleHex hex, int effects):
- PointEffectAnimation(owner, soundName, animationName, effects)
- {
- assert(hex.isValid());
- battlehexes.push_back(hex);
- positions.push_back(pos);
- }
- bool PointEffectAnimation::init()
- {
- animation->preload();
- auto first = animation->getImage(0, 0, true);
- if(!first)
- {
- delete this;
- return false;
- }
- if (screenFill())
- {
- for(int i=0; i * first->width() < owner.pos.w ; ++i)
- for(int j=0; j * first->height() < owner.pos.h ; ++j)
- positions.push_back(Point( owner.pos.x + i * first->width(), owner.pos.y + j * first->height()));
- }
- BattleEffect be;
- be.effectID = ID;
- be.animation = animation;
- be.currentFrame = 0;
- for (size_t i = 0; i < std::max(battlehexes.size(), positions.size()); ++i)
- {
- bool hasTile = i < battlehexes.size();
- bool hasPosition = i < positions.size();
- if (hasTile && !forceOnTop())
- be.position = battlehexes[i];
- else
- be.position = BattleHex::INVALID;
- if (hasPosition)
- {
- be.x = positions[i].x;
- be.y = positions[i].y;
- }
- else
- {
- const CStack * destStack = owner.getCurrentPlayerInterface()->cb->battleGetStackByPos(battlehexes[i], false);
- Rect tilePos = owner.fieldController->hexPositionAbsolute(battlehexes[i]);
- be.x = tilePos.x + tilePos.w/2 - first->width()/2;
- if(destStack && destStack->doubleWide()) // Correction for 2-hex creatures.
- be.x += (destStack->side == BattleSide::ATTACKER ? -1 : 1)*tilePos.w/2;
- if (alignToBottom())
- be.y = tilePos.y + tilePos.h - first->height();
- else
- be.y = tilePos.y - first->height()/2;
- }
- owner.effectsController->battleEffects.push_back(be);
- }
- return true;
- }
- void PointEffectAnimation::nextFrame()
- {
- playSound();
- playEffect();
- if (soundFinished && effectFinished)
- {
- //remove visual effect itself only if sound has finished as well - necessary for obstacles like force field
- clearEffect();
- delete this;
- }
- }
- bool PointEffectAnimation::alignToBottom() const
- {
- return effectFlags & ALIGN_TO_BOTTOM;
- }
- bool PointEffectAnimation::waitForSound() const
- {
- return effectFlags & WAIT_FOR_SOUND;
- }
- bool PointEffectAnimation::forceOnTop() const
- {
- return effectFlags & FORCE_ON_TOP;
- }
- bool PointEffectAnimation::screenFill() const
- {
- return effectFlags & SCREEN_FILL;
- }
- void PointEffectAnimation::onEffectFinished()
- {
- effectFinished = true;
- }
- void PointEffectAnimation::onSoundFinished()
- {
- soundFinished = true;
- }
- void PointEffectAnimation::playSound()
- {
- if (soundPlayed)
- return;
- soundPlayed = true;
- if (soundName.empty())
- {
- onSoundFinished();
- return;
- }
- int channel = CCS->soundh->playSound(soundName);
- if (!waitForSound() || channel == -1)
- onSoundFinished();
- else
- CCS->soundh->setCallback(channel, [&](){ onSoundFinished(); });
- }
- void PointEffectAnimation::playEffect()
- {
- if ( effectFinished )
- return;
- for(auto & elem : owner.effectsController->battleEffects)
- {
- if(elem.effectID == ID)
- {
- elem.currentFrame += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
- if(elem.currentFrame >= elem.animation->size())
- {
- elem.currentFrame = elem.animation->size() - 1;
- onEffectFinished();
- break;
- }
- }
- }
- }
- void PointEffectAnimation::clearEffect()
- {
- auto & effects = owner.effectsController->battleEffects;
- vstd::erase_if(effects, [&](const BattleEffect & effect){
- return effect.effectID == ID;
- });
- }
- PointEffectAnimation::~PointEffectAnimation()
- {
- assert(effectFinished);
- assert(soundFinished);
- }
- void WaitingProjectileAnimation::nextFrame()
- {
- // initialization conditions fulfilled, delay is over
- if(owner.getAnimationCondition(EAnimationEvents::HIT) == false)
- owner.setAnimationCondition(EAnimationEvents::HIT, true);
- delete this;
- }
- WaitingProjectileAnimation::WaitingProjectileAnimation(BattleInterface & owner_, const CStack * shooter):
- BattleAnimation(owner_),
- shooter(shooter)
- {}
- bool WaitingProjectileAnimation::init()
- {
- for(auto & elem : pendingAnimations())
- {
- auto * attackAnim = dynamic_cast<RangedAttackAnimation *>(elem);
- if( attackAnim && shooter && attackAnim->stack->ID == shooter->ID && !attackAnim->isInitialized() )
- {
- // there is ongoing ranged attack that involves our stack, but projectile was not created yet
- return false;
- }
- }
- if(owner.projectilesController->hasActiveProjectile(shooter))
- return false;
- return true;
- }
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