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- /*
- * 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 "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 "../gui/SDL_Extensions.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->animIDhelper++)
- {
- logAnim->trace("Animation #%d created", ID);
- }
- CBattleAnimation::~CBattleAnimation()
- {
- logAnim->trace("Animation #%d deleted", ID);
- }
- void CBattleAnimation::endAnim()
- {
- logAnim->trace("Animation #%d ended, type is %s", ID, 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);
- CEffectAnimation * thSen = dynamic_cast<CEffectAnimation *>(this);
- for(auto & elem : owner->pendingAnims)
- {
- 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 == (owner->animIDhelper + 5));
- }
- CBattleStackAnimation::CBattleStackAnimation(CBattleInterface * owner, const CStack * stack)
- : CBattleAnimation(owner),
- myAnim(owner->creAnims[stack->ID]),
- 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 : owner->pendingAnims)
- {
- 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()
- {
- 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;
- CEffectAnimation * sen = dynamic_cast<CEffectAnimation *>(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->getPosition(), attacker->getPosition(), owner->creDir[stack->ID], attacker->doubleWide(), owner->creDir[attacker->ID]))
- {
- owner->addNewAnim(new CReverseAnimation(owner, stack, stack->getPosition(), 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].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(), 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
- };
- 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::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 = 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 = 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->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 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();
- }
- 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)
- {
- logAnim->debug("Created shooting anim for %s", 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->getPosition(), attackedStack->getPosition(), owner->creDir[attackingStack->ID], attackingStack->doubleWide(), owner->creDir[attackedStack->ID]))
- {
- owner->addNewAnim(new CReverseAnimation(owner, attackingStack, attackingStack->getPosition(), true));
- return false;
- }
- // opponent must face attacker ( = different directions) before he can be attacked
- //FIXME: this cause freeze
- // 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->operator[](creID);
- }
- if(!shooterInfo->animation.missleFrameAngles.size())
- logAnim->error("Mod error: Creature '%s' on the Archer's tower is not a shooter. Mod should be fixed. Trying to use archer's data instead..."
- , shooterInfo->nameSing);
- auto & angles = shooterInfo->animation.missleFrameAngles.size()
- ? shooterInfo->animation.missleFrameAngles
- : CGI->creh->operator[](CreatureID::ARCHER)->animation.missleFrameAngles;
- 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->getPosition() < 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((int)spi.x, (int)spi.y), destPos));
- double animSpeed = AnimationControls::getProjectileSpeed() / 10;
- spi.lastStep = static_cast<int>(std::abs((destPos.x - spi.x) / animSpeed));
- spi.dx = animSpeed;
- spi.dy = 0;
- auto img = owner->idToProjectile[spi.creID]->getImage(0);
- // Add explosion anim
- Point animPos(destPos.x - 126 + img->width() / 2,
- destPos.y - 105 + img->height() / 2);
- owner->addNewAnim( new CEffectAnimation(owner, catapultDamage ? "SGEXPL.DEF" : "CSGRCK.DEF", animPos.x, animPos.y));
- }
- double pi = boost::math::constants::pi<double>();
- if (owner->idToProjectile.count(spi.creID) == 0) //in some cases (known one: hero grants shooter bonus to unit) the shooter stack's projectile may not be properly initialized
- owner->initStackProjectile(shooter);
- // 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.at(spi.creID)->size(0));
- 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 = static_cast<int>(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)
- group = CCreatureAnim::SHOOT_UP;
- else if(projectileAngle < -straightAngle)
- 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;
- }
- 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(), owner->creDir[attackingStack->ID], attackingStack->doubleWide(), owner->creDir[attackedStack->ID]))
- {
- owner->addNewAnim(new CReverseAnimation(owner, attackingStack, attackingStack->getPosition(), true));
- return false;
- }
- }
- else
- {
- if(dest.isValid() && owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStack->getPosition(), dest, owner->creDir[attackingStack->ID], false, false))
- {
- owner->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 = owner->creAnims[attackingStack->ID]->pos.topLeft();
- //xycoord = CClickableHex::getXYUnitAnim(shooter->getPosition(), true, shooter, owner);
- destPos = CClickableHex::getXYUnitAnim(dest, attackedStack, owner);
- 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 : owner->pendingAnims)
- {
- 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->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->bfield[destTile]->pos;
- 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->battleEffects.push_back(be);
- }
- //battleEffects
- 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->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();
- 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)
- {
- owner->battleEffects.erase(elem);
- }
- delete this;
- }
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