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https://github.com/vcmi/vcmi.git
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368 lines
10 KiB
C++
368 lines
10 KiB
C++
/*
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* BattleAnimations.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../../lib/battle/BattleHex.h"
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#include "../gui/Geometries.h"
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#include "BattleConstants.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CStack;
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class CCreature;
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class CSpell;
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VCMI_LIB_NAMESPACE_END
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struct SDL_Color;
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class ColorFilter;
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class BattleHero;
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class CAnimation;
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class BattleInterface;
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class CreatureAnimation;
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struct StackAttackedInfo;
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struct Point;
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/// Base class of battle animations
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class BattleAnimation
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{
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protected:
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BattleInterface & owner;
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bool initialized;
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std::vector<BattleAnimation *> & pendingAnimations();
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std::shared_ptr<CreatureAnimation> stackAnimation(const CStack * stack) const;
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bool stackFacingRight(const CStack * stack);
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void setStackFacingRight(const CStack * stack, bool facingRight);
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virtual bool init() = 0; //to be called - if returned false, call again until returns true
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public:
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ui32 ID; //unique identifier
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bool isInitialized();
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bool tryInitialize();
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virtual void nextFrame() {} //call every new frame
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virtual ~BattleAnimation();
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BattleAnimation(BattleInterface & owner);
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};
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/// Sub-class which is responsible for managing the battle stack animation.
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class BattleStackAnimation : public BattleAnimation
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{
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public:
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std::shared_ptr<CreatureAnimation> myAnim; //animation for our stack, managed by BattleInterface
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const CStack * stack; //id of stack whose animation it is
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BattleStackAnimation(BattleInterface & owner, const CStack * _stack);
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void rotateStack(BattleHex hex);
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};
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class StackActionAnimation : public BattleStackAnimation
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{
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ECreatureAnimType nextGroup;
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ECreatureAnimType currGroup;
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std::string sound;
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public:
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void setNextGroup( ECreatureAnimType group );
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void setGroup( ECreatureAnimType group );
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void setSound( std::string sound );
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ECreatureAnimType getGroup() const;
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StackActionAnimation(BattleInterface & owner, const CStack * _stack);
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~StackActionAnimation();
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bool init() override;
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};
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/// Animation of a defending unit
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class DefenceAnimation : public StackActionAnimation
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{
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public:
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DefenceAnimation(BattleInterface & owner, const CStack * stack);
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};
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/// Animation of a hit unit
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class HittedAnimation : public StackActionAnimation
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{
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public:
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HittedAnimation(BattleInterface & owner, const CStack * stack);
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};
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/// Animation of a dying unit
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class DeathAnimation : public StackActionAnimation
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{
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public:
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DeathAnimation(BattleInterface & owner, const CStack * stack, bool ranged);
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};
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/// Resurrects stack from dead state
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class ResurrectionAnimation : public StackActionAnimation
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{
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public:
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ResurrectionAnimation(BattleInterface & owner, const CStack * _stack);
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};
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class ColorTransformAnimation : public BattleStackAnimation
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{
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std::vector<ColorFilter> steps;
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std::vector<float> timePoints;
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const CSpell * spell;
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float totalProgress;
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bool init() override;
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void nextFrame() override;
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public:
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ColorTransformAnimation(BattleInterface & owner, const CStack * _stack, const std::string & colorFilterName, const CSpell * spell);
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};
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/// Base class for all animations that play during stack movement
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class StackMoveAnimation : public BattleStackAnimation
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{
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public:
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BattleHex nextHex;
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BattleHex prevHex;
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protected:
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StackMoveAnimation(BattleInterface & owner, const CStack * _stack, BattleHex prevHex, BattleHex nextHex);
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};
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/// Move animation of a creature
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class MovementAnimation : public StackMoveAnimation
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{
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private:
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std::vector<BattleHex> destTiles; //full path, includes already passed hexes
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ui32 curentMoveIndex; // index of nextHex in destTiles
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double begX, begY; // starting position
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double distanceX, distanceY; // full movement distance, may be negative if creture moves topleft
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double timeToMove; // full length of movement animation
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double progress; // range 0 -> 1, indicates move progrees. 0 = movement starts, 1 = move ends
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public:
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bool init() override;
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void nextFrame() override;
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MovementAnimation(BattleInterface & owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance);
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~MovementAnimation();
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};
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/// Move end animation of a creature
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class MovementEndAnimation : public StackMoveAnimation
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{
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public:
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bool init() override;
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MovementEndAnimation(BattleInterface & owner, const CStack * _stack, BattleHex destTile);
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~MovementEndAnimation();
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};
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/// Move start animation of a creature
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class MovementStartAnimation : public StackMoveAnimation
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{
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public:
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bool init() override;
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MovementStartAnimation(BattleInterface & owner, const CStack * _stack);
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};
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/// Class responsible for animation of stack chaning direction (left <-> right)
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class ReverseAnimation : public StackMoveAnimation
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{
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void setupSecondPart();
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public:
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bool init() override;
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ReverseAnimation(BattleInterface & owner, const CStack * stack, BattleHex dest);
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};
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/// This class is responsible for managing the battle attack animation
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class AttackAnimation : public StackActionAnimation
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{
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protected:
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BattleHex dest; //attacked hex
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const CStack *defendingStack;
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const CStack *attackingStack;
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int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature
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const CCreature * getCreature() const;
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ECreatureAnimType findValidGroup( const std::vector<ECreatureAnimType> candidates ) const;
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public:
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AttackAnimation(BattleInterface & owner, const CStack *attacker, BattleHex _dest, const CStack *defender);
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};
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/// Hand-to-hand attack
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class MeleeAttackAnimation : public AttackAnimation
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{
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ECreatureAnimType getUpwardsGroup(bool multiAttack) const;
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ECreatureAnimType getForwardGroup(bool multiAttack) const;
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ECreatureAnimType getDownwardsGroup(bool multiAttack) const;
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ECreatureAnimType selectGroup(bool multiAttack);
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public:
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MeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, bool multiAttack);
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void nextFrame() override;
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};
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class RangedAttackAnimation : public AttackAnimation
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{
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void setAnimationGroup();
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void initializeProjectile();
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void emitProjectile();
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void emitExplosion();
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protected:
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bool projectileEmitted;
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virtual ECreatureAnimType getUpwardsGroup() const = 0;
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virtual ECreatureAnimType getForwardGroup() const = 0;
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virtual ECreatureAnimType getDownwardsGroup() const = 0;
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virtual void createProjectile(const Point & from, const Point & dest) const = 0;
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virtual uint32_t getAttackClimaxFrame() const = 0;
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public:
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RangedAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender);
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~RangedAttackAnimation();
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bool init() override;
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void nextFrame() override;
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};
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/// Shooting attack
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class ShootingAnimation : public RangedAttackAnimation
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{
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ECreatureAnimType getUpwardsGroup() const override;
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ECreatureAnimType getForwardGroup() const override;
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ECreatureAnimType getDownwardsGroup() const override;
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void createProjectile(const Point & from, const Point & dest) const override;
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uint32_t getAttackClimaxFrame() const override;
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public:
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ShootingAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender);
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};
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/// Catapult attack
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class CatapultAnimation : public ShootingAnimation
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{
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private:
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bool explosionEmitted;
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int catapultDamage;
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public:
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CatapultAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender, int _catapultDmg = 0);
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void createProjectile(const Point & from, const Point & dest) const override;
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void nextFrame() override;
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};
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class CastAnimation : public RangedAttackAnimation
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{
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const CSpell * spell;
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ECreatureAnimType getUpwardsGroup() const override;
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ECreatureAnimType getForwardGroup() const override;
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ECreatureAnimType getDownwardsGroup() const override;
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void createProjectile(const Point & from, const Point & dest) const override;
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uint32_t getAttackClimaxFrame() const override;
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public:
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CastAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest_, const CStack * defender, const CSpell * spell);
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};
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class DummyAnimation : public BattleAnimation
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{
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private:
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int counter;
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int howMany;
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public:
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bool init() override;
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void nextFrame() override;
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DummyAnimation(BattleInterface & owner, int howManyFrames);
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};
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/// Class that plays effect at one or more positions along with (single) sound effect
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class EffectAnimation : public BattleAnimation
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{
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std::string soundName;
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bool effectFinished;
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int effectFlags;
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std::shared_ptr<CAnimation> animation;
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std::vector<Point> positions;
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std::vector<BattleHex> battlehexes;
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bool alignToBottom() const;
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bool waitForSound() const;
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bool forceOnTop() const;
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bool screenFill() const;
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void onEffectFinished();
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void clearEffect();
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void playEffect();
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public:
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enum EEffectFlags
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{
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ALIGN_TO_BOTTOM = 1,
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FORCE_ON_TOP = 2,
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SCREEN_FILL = 4,
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};
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/// Create animation with screen-wide effect
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EffectAnimation(BattleInterface & owner, std::string animationName, int effects = 0);
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/// Create animation positioned at point(s). Note that positions must be are absolute, including battleint position offset
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EffectAnimation(BattleInterface & owner, std::string animationName, Point pos , int effects = 0);
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EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<Point> pos , int effects = 0);
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/// Create animation positioned at certain hex(es)
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EffectAnimation(BattleInterface & owner, std::string animationName, BattleHex hex , int effects = 0);
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EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<BattleHex> hex, int effects = 0);
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EffectAnimation(BattleInterface & owner, std::string animationName, Point pos, BattleHex hex, int effects = 0);
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~EffectAnimation();
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bool init() override;
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void nextFrame() override;
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};
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class HeroCastAnimation : public BattleAnimation
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{
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std::shared_ptr<BattleHero> hero;
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const CStack * target;
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const CSpell * spell;
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BattleHex tile;
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bool projectileEmitted;
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void initializeProjectile();
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void emitProjectile();
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void emitAnimationEvent();
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public:
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HeroCastAnimation(BattleInterface & owner, std::shared_ptr<BattleHero> hero, BattleHex dest, const CStack * defender, const CSpell * spell);
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void nextFrame() override;
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bool init() override;
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};
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