示例#1
0
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();
}
示例#2
0
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;
}
示例#3
0
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;
			}
		}
	}
}
示例#4
0
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;
}
示例#5
0
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();
	}
}
示例#6
0
bool CSpellEffectAnimation::init()
{
	if(!isEarliest(true))
		return false;

	if(effect == 12) //armageddon
	{
		if(effect == -1 || graphics->battleACToDef[effect].size() != 0)
		{
			CDefHandler * anim;
			if(customAnim.size())
				anim = CDefHandler::giveDef(customAnim);
			else
				anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);

			if (Vflip)
			{
				for (auto & elem : anim->ourImages)
				{
					CSDL_Ext::VflipSurf(elem.bitmap);
				}
			}

			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(graphics->battleACToDef[effect][0]);
					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);
				}
			}
		}
		else //there is nothing to play
		{
			endAnim();
			return false;
		}
	}
	else // Effects targeted at a specific creature/hex.
	{
		if(effect == -1 || graphics->battleACToDef[effect].size() != 0)
		{
			const CStack* destStack = owner->getCurrentPlayerInterface()->cb->battleGetStackByPos(destTile, false);
			Rect &tilePos = owner->bfield[destTile]->pos;
			BattleEffect be;
			be.effectID = ID;
			if(customAnim.size())
				be.anim = CDefHandler::giveDef(customAnim);
			else
				be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);

			if (Vflip)
			{
				for (auto & elem : be.anim->ourImages)
				{
					CSDL_Ext::VflipSurf(elem.bitmap);
				}
			}

			be.currentFrame = 0;
			be.maxFrame = be.anim->ourImages.size();
			if(effect == 1)
				be.maxFrame = 3;

			switch (effect)
			{
			case ui32(-1):
				be.x = x;
				be.y = y;
				break;
			case 0: // Prayer and Lightning Bolt.
			case 1:
			case 19: // Slow
				// Position effect with it's bottom center touching the bottom center of affected tile(s).
				be.x = tilePos.x + tilePos.w/2 - be.anim->width/2;
				be.y = tilePos.y + tilePos.h - be.anim->height;
				break;

			default:
				// Position effect with it's center touching the top center of affected tile(s).
				be.x = tilePos.x + tilePos.w/2 - be.anim->width/2;
				be.y = tilePos.y - be.anim->height/2;
				break;
			}

			// 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
			if(areaEffect)
				be.position = BattleHex::INVALID;
			else
				be.position = destTile;

			owner->battleEffects.push_back(be);
		}
		else //there is nothing to play
		{
			endAnim();
			return false;
		}
	}
	//battleEffects 
	return true;
}
示例#7
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;
}
示例#8
0
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;
}
示例#9
0
bool CMeleeAttackAnimation::init()
{
	if( !CAttackAnimation::checkInitialConditions() )
		return false;

	if(!attackingStack || myAnim->isDead())
	{
		endAnim();
		
		return false;
	}

	bool toReverse = owner->getCurrentPlayerInterface()->cb->isToReverse(attackingStackPosBeforeReturn, dest, 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;
}
示例#10
0
void CDummyAnimation::nextFrame()
{
	counter++;
	if(counter > howMany)
		endAnim();
}
示例#11
0
文件: HWindow.cpp 项目: joyfish/Shoot
void HWindow::closeWindow(){
    setTocuhEnable(false);
    endAnim();
}