/* * 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 "BattleConstants.h" VCMI_LIB_NAMESPACE_BEGIN class CStack; class CCreature; class CSpell; class Point; VCMI_LIB_NAMESPACE_END struct SDL_Color; class ColorFilter; class BattleHero; class CAnimation; class BattleInterface; class CreatureAnimation; struct StackAttackedInfo; /// Base class of battle animations class BattleAnimation { protected: BattleInterface & owner; bool initialized; std::vector & pendingAnimations(); std::shared_ptr 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 public: ui32 ID; //unique identifier bool isInitialized(); bool tryInitialize(); virtual void nextFrame() {} //call every new frame virtual ~BattleAnimation(); BattleAnimation(BattleInterface & owner); }; /// Sub-class which is responsible for managing the battle stack animation. class BattleStackAnimation : public BattleAnimation { public: std::shared_ptr myAnim; //animation for our stack, managed by BattleInterface const CStack * stack; //id of stack whose animation it is BattleStackAnimation(BattleInterface & owner, const CStack * _stack); void rotateStack(BattleHex hex); }; class StackActionAnimation : public BattleStackAnimation { ECreatureAnimType nextGroup; ECreatureAnimType currGroup; std::string sound; public: void setNextGroup( ECreatureAnimType group ); void setGroup( ECreatureAnimType group ); void setSound( std::string sound ); ECreatureAnimType getGroup() const; StackActionAnimation(BattleInterface & owner, const CStack * _stack); ~StackActionAnimation(); bool init() override; }; /// Animation of a defending unit class DefenceAnimation : public StackActionAnimation { public: DefenceAnimation(BattleInterface & owner, const CStack * stack); }; /// Animation of a hit unit class HittedAnimation : public StackActionAnimation { public: HittedAnimation(BattleInterface & owner, const CStack * stack); }; /// Animation of a dying unit class DeathAnimation : public StackActionAnimation { public: DeathAnimation(BattleInterface & owner, const CStack * stack, bool ranged); }; /// Resurrects stack from dead state class ResurrectionAnimation : public StackActionAnimation { public: ResurrectionAnimation(BattleInterface & owner, const CStack * _stack); }; class ColorTransformAnimation : public BattleStackAnimation { std::vector steps; std::vector timePoints; const CSpell * spell; float totalProgress; bool init() override; void nextFrame() override; public: ColorTransformAnimation(BattleInterface & owner, const CStack * _stack, const std::string & colorFilterName, const CSpell * spell); }; /// Base class for all animations that play during stack movement class StackMoveAnimation : public BattleStackAnimation { public: BattleHex nextHex; BattleHex prevHex; protected: StackMoveAnimation(BattleInterface & owner, const CStack * _stack, BattleHex prevHex, BattleHex nextHex); }; /// Move animation of a creature class MovementAnimation : public StackMoveAnimation { private: std::vector destTiles; //full path, includes already passed hexes ui32 curentMoveIndex; // index of nextHex in destTiles 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; MovementAnimation(BattleInterface & owner, const CStack *_stack, std::vector _destTiles, int _distance); ~MovementAnimation(); }; /// Move end animation of a creature class MovementEndAnimation : public StackMoveAnimation { public: bool init() override; MovementEndAnimation(BattleInterface & owner, const CStack * _stack, BattleHex destTile); ~MovementEndAnimation(); }; /// Move start animation of a creature class MovementStartAnimation : public StackMoveAnimation { public: bool init() override; MovementStartAnimation(BattleInterface & owner, const CStack * _stack); }; /// Class responsible for animation of stack chaning direction (left <-> right) class ReverseAnimation : public StackMoveAnimation { void setupSecondPart(); public: bool init() override; ReverseAnimation(BattleInterface & owner, const CStack * stack, BattleHex dest); }; /// This class is responsible for managing the battle attack animation class AttackAnimation : public StackActionAnimation { protected: BattleHex dest; //attacked hex const CStack *defendingStack; const CStack *attackingStack; int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature const CCreature * getCreature() const; ECreatureAnimType findValidGroup( const std::vector candidates ) const; public: AttackAnimation(BattleInterface & owner, const CStack *attacker, BattleHex _dest, const CStack *defender); }; /// Hand-to-hand attack class MeleeAttackAnimation : public AttackAnimation { ECreatureAnimType getUpwardsGroup(bool multiAttack) const; ECreatureAnimType getForwardGroup(bool multiAttack) const; ECreatureAnimType getDownwardsGroup(bool multiAttack) const; ECreatureAnimType selectGroup(bool multiAttack); public: MeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, bool multiAttack); void nextFrame() override; }; class RangedAttackAnimation : public AttackAnimation { void setAnimationGroup(); void initializeProjectile(); void emitProjectile(); void emitExplosion(); protected: bool projectileEmitted; virtual ECreatureAnimType getUpwardsGroup() const = 0; virtual ECreatureAnimType getForwardGroup() const = 0; virtual ECreatureAnimType getDownwardsGroup() const = 0; virtual void createProjectile(const Point & from, const Point & dest) const = 0; virtual uint32_t getAttackClimaxFrame() const = 0; public: RangedAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender); ~RangedAttackAnimation(); bool init() override; void nextFrame() override; }; /// Shooting attack class ShootingAnimation : public RangedAttackAnimation { ECreatureAnimType getUpwardsGroup() const override; ECreatureAnimType getForwardGroup() const override; ECreatureAnimType getDownwardsGroup() const override; void createProjectile(const Point & from, const Point & dest) const override; uint32_t getAttackClimaxFrame() const override; public: ShootingAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender); }; /// Catapult attack class CatapultAnimation : public ShootingAnimation { private: bool explosionEmitted; int catapultDamage; public: CatapultAnimation(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 CastAnimation : public RangedAttackAnimation { const CSpell * spell; ECreatureAnimType getUpwardsGroup() const override; ECreatureAnimType getForwardGroup() const override; ECreatureAnimType getDownwardsGroup() const override; void createProjectile(const Point & from, const Point & dest) const override; uint32_t getAttackClimaxFrame() const override; public: CastAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest_, const CStack * defender, const CSpell * spell); }; class DummyAnimation : public BattleAnimation { private: int counter; int howMany; public: bool init() override; void nextFrame() override; DummyAnimation(BattleInterface & owner, int howManyFrames); }; /// Class that plays effect at one or more positions along with (single) sound effect class EffectAnimation : public BattleAnimation { std::string soundName; bool effectFinished; int effectFlags; std::shared_ptr animation; std::vector positions; std::vector battlehexes; bool alignToBottom() const; bool waitForSound() const; bool forceOnTop() const; bool screenFill() const; void onEffectFinished(); void clearEffect(); void playEffect(); public: enum EEffectFlags { ALIGN_TO_BOTTOM = 1, FORCE_ON_TOP = 2, SCREEN_FILL = 4, }; /// Create animation with screen-wide effect EffectAnimation(BattleInterface & owner, std::string animationName, int effects = 0); /// Create animation positioned at point(s). Note that positions must be are absolute, including battleint position offset EffectAnimation(BattleInterface & owner, std::string animationName, Point pos , int effects = 0); EffectAnimation(BattleInterface & owner, std::string animationName, std::vector pos , int effects = 0); /// Create animation positioned at certain hex(es) EffectAnimation(BattleInterface & owner, std::string animationName, BattleHex hex , int effects = 0); EffectAnimation(BattleInterface & owner, std::string animationName, std::vector hex, int effects = 0); EffectAnimation(BattleInterface & owner, std::string animationName, Point pos, BattleHex hex, int effects = 0); ~EffectAnimation(); bool init() override; void nextFrame() override; }; class HeroCastAnimation : public BattleAnimation { std::shared_ptr hero; const CStack * target; const CSpell * spell; BattleHex tile; bool projectileEmitted; void initializeProjectile(); void emitProjectile(); void emitAnimationEvent(); public: HeroCastAnimation(BattleInterface & owner, std::shared_ptr hero, BattleHex dest, const CStack * defender, const CSpell * spell); void nextFrame() override; bool init() override; };