/* * CBattleAnimations.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 "../widgets/Images.h" class CBattleInterface; class CStack; class CCreatureAnimation; struct CatapultProjectileInfo; struct StackAttackedInfo; /// Base class of battle animations class CBattleAnimation { protected: CBattleInterface * owner; public: virtual bool init() = 0; //to be called - if returned false, call again until returns true virtual void nextFrame() {} //call every new frame virtual void endAnim(); //to be called mostly internally; in this class it removes animation from pendingAnims list virtual ~CBattleAnimation(); bool isEarliest(bool perStackConcurrency); //determines if this animation is earliest of all ui32 ID; //unique identifier CBattleAnimation(CBattleInterface * _owner); }; /// Sub-class which is responsible for managing the battle stack animation. class CBattleStackAnimation : public CBattleAnimation { public: std::shared_ptr myAnim; //animation for our stack, managed by CBattleInterface const CStack * stack; //id of stack whose animation it is CBattleStackAnimation(CBattleInterface * _owner, const CStack * _stack); }; /// This class is responsible for managing the battle attack animation class CAttackAnimation : public CBattleStackAnimation { bool soundPlayed; protected: BattleHex dest; //attacked hex bool shooting; CCreatureAnim::EAnimType group; //if shooting is true, print this animation group const CStack *attackedStack; const CStack *attackingStack; int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature public: void nextFrame() override; void endAnim() override; bool checkInitialConditions(); CAttackAnimation(CBattleInterface *_owner, const CStack *attacker, BattleHex _dest, const CStack *defender); }; /// Animation of a defending unit class CDefenceAnimation : public CBattleStackAnimation { CCreatureAnim::EAnimType 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; void endAnim() override; CDefenceAnimation(StackAttackedInfo _attackedInfo, CBattleInterface * _owner); virtual ~CDefenceAnimation(){}; }; class CDummyAnimation : public CBattleAnimation { private: int counter; int howMany; public: bool init() override; void nextFrame() override; void endAnim() override; CDummyAnimation(CBattleInterface * _owner, int howManyFrames); virtual ~CDummyAnimation(){} }; /// Hand-to-hand attack class CMeleeAttackAnimation : public CAttackAnimation { public: bool init() override; void endAnim() override; CMeleeAttackAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked); virtual ~CMeleeAttackAnimation(){}; }; /// Move animation of a creature class CMovementAnimation : public CBattleStackAnimation { private: bool shouldRotate(); std::vector 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: BattleHex nextHex; // next hex, to which creature move right now bool init() override; void nextFrame() override; void endAnim() override; CMovementAnimation(CBattleInterface *_owner, const CStack *_stack, std::vector _destTiles, int _distance); virtual ~CMovementAnimation(){}; }; /// Move end animation of a creature class CMovementEndAnimation : public CBattleStackAnimation { private: BattleHex destinationTile; public: bool init() override; void endAnim() override; CMovementEndAnimation(CBattleInterface * _owner, const CStack * _stack, BattleHex destTile); virtual ~CMovementEndAnimation(){}; }; /// Move start animation of a creature class CMovementStartAnimation : public CBattleStackAnimation { public: bool init() override; void endAnim() override; CMovementStartAnimation(CBattleInterface * _owner, const CStack * _stack); virtual ~CMovementStartAnimation(){}; }; /// Class responsible for animation of stack chaning direction (left <-> right) class CReverseAnimation : public CBattleStackAnimation { BattleHex hex; public: bool priority; //true - high, false - low bool init() override; static void rotateStack(CBattleInterface * owner, const CStack * stack, BattleHex hex); void setupSecondPart(); void endAnim() override; CReverseAnimation(CBattleInterface * _owner, const CStack * stack, BattleHex dest, bool _priority); virtual ~CReverseAnimation(){}; }; /// Small struct which contains information about the position and the velocity of a projectile struct ProjectileInfo { double x, y; //position on the screen double dx, dy; //change in position in one step int step, lastStep; //to know when finish showing this projectile int creID; //ID of creature that shot this projectile int stackID; //ID of stack int frameNum; //frame to display form projectile animation //bool spin; //if true, frameNum will be increased int animStartDelay; //frame of shooter animation when projectile should appear bool shotDone; // actual shot already done, projectile is flying bool reverse; //if true, projectile will be flipped by vertical asix std::shared_ptr catapultInfo; // holds info about the parabolic trajectory of the cannon }; class CRangedAttackAnimation : public CAttackAnimation { public: CRangedAttackAnimation(CBattleInterface * owner_, const CStack * attacker, BattleHex dest_, const CStack * defender); protected: }; /// Shooting attack class CShootingAnimation : public CRangedAttackAnimation { private: int catapultDamage; public: bool init() override; void nextFrame() override; void endAnim() override; //last two params only for catapult attacks CShootingAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, bool _catapult = false, int _catapultDmg = 0); virtual ~CShootingAnimation(){}; }; class CCastAnimation : public CRangedAttackAnimation { public: CCastAnimation(CBattleInterface * owner_, const CStack * attacker, BattleHex dest_, const CStack * defender); bool init() override; void nextFrame() override; void endAnim() override; }; /// This class manages effect animation class CEffectAnimation : public CBattleAnimation { private: BattleHex destTile; std::shared_ptr customAnim; int x, y, dx, dy; bool Vflip; bool alignToBottom; public: bool init() override; void nextFrame() override; void endAnim() override; CEffectAnimation(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx = 0, int _dy = 0, bool _Vflip = false, bool _alignToBottom = false); CEffectAnimation(CBattleInterface * _owner, std::shared_ptr _customAnim, int _x, int _y, int _dx = 0, int _dy = 0); CEffectAnimation(CBattleInterface * _owner, std::string _customAnim, BattleHex _destTile, bool _Vflip = false, bool _alignToBottom = false); virtual ~CEffectAnimation(){}; };