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vcmi/client/battle/BattleAnimationClasses.h

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/*
* BattleAnimations.h, 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
*
*/
#pragma once
#include "../../lib/battle/BattleHex.h"
#include "../../lib/CSoundBase.h"
#include "BattleConstants.h"
VCMI_LIB_NAMESPACE_BEGIN
class CStack;
class CCreature;
class CSpell;
VCMI_LIB_NAMESPACE_END
class CAnimation;
class BattleInterface;
class CreatureAnimation;
class CBattleAnimation;
struct CatapultProjectileInfo;
struct StackAttackedInfo;
struct Point;
class ColorShifter;
/// Base class of battle animations
class CBattleAnimation
{
protected:
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BattleInterface & owner;
bool initialized;
std::vector<CBattleAnimation *> & pendingAnimations();
std::shared_ptr<CreatureAnimation> stackAnimation(const CStack * stack) const;
bool stackFacingRight(const CStack * stack);
void setStackFacingRight(const CStack * stack, bool facingRight);
virtual bool init() = 0; //to be called - if returned false, call again until returns true
bool checkInitialConditions(); //determines if this animation is earliest of all
public:
ui32 ID; //unique identifier
bool isInitialized();
bool tryInitialize();
virtual void nextFrame() {} //call every new frame
virtual ~CBattleAnimation();
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CBattleAnimation(BattleInterface & owner);
};
/// Sub-class which is responsible for managing the battle stack animation.
class CBattleStackAnimation : public CBattleAnimation
{
public:
std::shared_ptr<CreatureAnimation> myAnim; //animation for our stack, managed by CBattleInterface
const CStack * stack; //id of stack whose animation it is
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CBattleStackAnimation(BattleInterface & owner, const CStack * _stack);
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void shiftColor(const ColorShifter * shifter);
void rotateStack(BattleHex hex);
};
/// This class is responsible for managing the battle attack animation
class CAttackAnimation : public CBattleStackAnimation
{
bool soundPlayed;
protected:
BattleHex dest; //attacked hex
bool shooting;
ECreatureAnimType::Type group; //if shooting is true, print this animation group
const CStack *attackedStack;
const CStack *attackingStack;
int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature
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const CCreature * getCreature() const;
public:
void nextFrame() override;
bool checkInitialConditions();
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CAttackAnimation(BattleInterface & owner, const CStack *attacker, BattleHex _dest, const CStack *defender);
~CAttackAnimation();
};
/// Animation of a defending unit
class CDefenceAnimation : public CBattleStackAnimation
{
ECreatureAnimType::Type getMyAnimType();
std::string getMySound();
void startAnimation();
const CStack * attacker; //attacking stack
bool rangedAttack; //if true, stack has been attacked by shooting
bool killed; //if true, stack has been killed
float timeToWait; // for how long this animation should be paused
public:
bool init() override;
void nextFrame() override;
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CDefenceAnimation(StackAttackedInfo _attackedInfo, BattleInterface & owner);
~CDefenceAnimation();
};
class CDummyAnimation : public CBattleAnimation
{
private:
int counter;
int howMany;
public:
bool init() override;
void nextFrame() override;
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CDummyAnimation(BattleInterface & owner, int howManyFrames);
};
/// Hand-to-hand attack
class CMeleeAttackAnimation : public CAttackAnimation
{
public:
bool init() override;
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CMeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked);
};
/// Base class for all animations that play during stack movement
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class CStackMoveAnimation : public CBattleStackAnimation
{
public:
BattleHex currentHex;
protected:
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CStackMoveAnimation(BattleInterface & owner, const CStack * _stack, BattleHex _currentHex);
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};
/// Move animation of a creature
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class CMovementAnimation : public CStackMoveAnimation
{
private:
std::vector<BattleHex> destTiles; //full path, includes already passed hexes
ui32 curentMoveIndex; // index of nextHex in destTiles
BattleHex oldPos; //position of stack before move
double begX, begY; // starting position
double distanceX, distanceY; // full movement distance, may be negative if creture moves topleft
double timeToMove; // full length of movement animation
double progress; // range 0 -> 1, indicates move progrees. 0 = movement starts, 1 = move ends
public:
bool init() override;
void nextFrame() override;
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CMovementAnimation(BattleInterface & owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance);
~CMovementAnimation();
};
/// Move end animation of a creature
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class CMovementEndAnimation : public CStackMoveAnimation
{
public:
bool init() override;
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CMovementEndAnimation(BattleInterface & owner, const CStack * _stack, BattleHex destTile);
~CMovementEndAnimation();
};
/// Move start animation of a creature
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class CMovementStartAnimation : public CStackMoveAnimation
{
public:
bool init() override;
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CMovementStartAnimation(BattleInterface & owner, const CStack * _stack);
};
/// Class responsible for animation of stack chaning direction (left <-> right)
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class CReverseAnimation : public CStackMoveAnimation
{
public:
bool priority; //true - high, false - low
bool init() override;
void setupSecondPart();
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CReverseAnimation(BattleInterface & owner, const CStack * stack, BattleHex dest, bool _priority);
~CReverseAnimation();
};
class CRangedAttackAnimation : public CAttackAnimation
{
void setAnimationGroup();
void initializeProjectile();
void emitProjectile();
void emitExplosion();
protected:
bool projectileEmitted;
virtual ECreatureAnimType::Type getUpwardsGroup() const = 0;
virtual ECreatureAnimType::Type getForwardGroup() const = 0;
virtual ECreatureAnimType::Type getDownwardsGroup() const = 0;
virtual void createProjectile(const Point & from, const Point & dest) const = 0;
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virtual uint32_t getAttackClimaxFrame() const = 0;
public:
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CRangedAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender);
~CRangedAttackAnimation();
bool init() override;
void nextFrame() override;
};
/// Shooting attack
class CShootingAnimation : public CRangedAttackAnimation
{
ECreatureAnimType::Type getUpwardsGroup() const override;
ECreatureAnimType::Type getForwardGroup() const override;
ECreatureAnimType::Type getDownwardsGroup() const override;
void createProjectile(const Point & from, const Point & dest) const override;
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uint32_t getAttackClimaxFrame() const override;
public:
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CShootingAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender);
};
/// Catapult attack
class CCatapultAnimation : public CShootingAnimation
{
private:
bool explosionEmitted;
int catapultDamage;
public:
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CCatapultAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender, int _catapultDmg = 0);
void createProjectile(const Point & from, const Point & dest) const override;
void nextFrame() override;
};
class CCastAnimation : public CRangedAttackAnimation
{
const CSpell * spell;
ECreatureAnimType::Type findValidGroup( const std::vector<ECreatureAnimType::Type> candidates ) const;
ECreatureAnimType::Type getUpwardsGroup() const override;
ECreatureAnimType::Type getForwardGroup() const override;
ECreatureAnimType::Type getDownwardsGroup() const override;
void createProjectile(const Point & from, const Point & dest) const override;
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uint32_t getAttackClimaxFrame() const override;
public:
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CCastAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest_, const CStack * defender, const CSpell * spell);
};
struct CPointEffectParameters
{
std::vector<Point> positions;
std::vector<BattleHex> tiles;
std::string animation;
soundBase::soundID sound = soundBase::invalid;
BattleHex boundHex = BattleHex::INVALID;
bool aligntoBottom = false;
bool waitForSound = false;
bool screenFill = false;
};
/// Class that plays effect at one or more positions along with (single) sound effect
class CPointEffectAnimation : public CBattleAnimation
{
soundBase::soundID sound;
bool soundPlayed;
bool soundFinished;
bool effectFinished;
int effectFlags;
std::shared_ptr<CAnimation> animation;
std::vector<Point> positions;
std::vector<BattleHex> battlehexes;
bool alignToBottom() const;
bool waitForSound() const;
bool forceOnTop() const;
bool screenFill() const;
void onEffectFinished();
void onSoundFinished();
void clearEffect();
void playSound();
void playEffect();
public:
enum EEffectFlags
{
ALIGN_TO_BOTTOM = 1,
WAIT_FOR_SOUND = 2,
FORCE_ON_TOP = 4,
SCREEN_FILL = 8,
};
/// Create animation with screen-wide effect
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CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, int effects = 0);
/// Create animation positioned at point(s). Note that positions must be are absolute, including battleint position offset
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CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, Point pos , int effects = 0);
CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, std::vector<Point> pos , int effects = 0);
/// Create animation positioned at certain hex(es)
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CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, BattleHex hex , int effects = 0);
CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, std::vector<BattleHex> hex, int effects = 0);
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CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, Point pos, BattleHex hex, int effects = 0);
~CPointEffectAnimation();
bool init() override;
void nextFrame() override;
};
/// Base class (e.g. for use in dynamic_cast's) for "animations" that wait for certain event
class CWaitingAnimation : public CBattleAnimation
{
protected:
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CWaitingAnimation(BattleInterface & owner);
public:
void nextFrame() override;
};
/// Class that waits till projectile of certain shooter hits a target
class CWaitingProjectileAnimation : public CWaitingAnimation
{
const CStack * shooter;
public:
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CWaitingProjectileAnimation(BattleInterface & owner, const CStack * shooter);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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bool init() override;
};