Ejemplo n.º 1
0
Archivo: anim.c Proyecto: lcrs/6ilk
/* Update channel animation variables, called on each frame */
void animate(void) {
	uint8_t			i;
	struct channel_t	*c, *p;
	struct clip_t		*d;
	
	channelsLock();
	
	for(i = 0; i < 3; i++) {
			if(state.channels[i].clipCount == 0) {
				/* No clips on channel */
				continue;
			} else if(clipGet(i, state.channels[i].current)->ready == 0) {
				/* Current clip not ready so no clips on channel, really */
				continue;
			}
			
			c = &state.channels[i];
			p = &state.prev[i];
			d = clipGet(i, c->current);
			
			/* Playhead position */
			if(c->current == p->current && c->now.pos == p->now.pos && c->locks.pos == 0.0) {
				/* Same clip is current as at last frame and pos hasn't been changed and isn't locked */
				animPos(c, d);
			}
	}
	
	/* Store the current channel data for comparision next time around */
	memcpy(state.prev, state.channels, 3 * sizeof(struct channel_t));
		
	channelsUnlock();
}
Ejemplo n.º 2
0
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;
}