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351 lines
10 KiB
C++
351 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 "../../lib/CSoundBase.h"
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#include "../widgets/Images.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CStack;
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VCMI_LIB_NAMESPACE_END
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class BattleInterface;
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class CreatureAnimation;
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class CBattleAnimation;
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struct CatapultProjectileInfo;
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struct StackAttackedInfo;
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/// Base class of battle animations
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class CBattleAnimation
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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<CBattleAnimation *> & 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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bool checkInitialConditions(); //determines if this animation is earliest of all
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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 ~CBattleAnimation();
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CBattleAnimation(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 CBattleStackAnimation : public CBattleAnimation
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{
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public:
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std::shared_ptr<CreatureAnimation> myAnim; //animation for our stack, managed by CBattleInterface
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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);
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void rotateStack(BattleHex hex);
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};
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/// This class is responsible for managing the battle attack animation
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class CAttackAnimation : public CBattleStackAnimation
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{
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bool soundPlayed;
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protected:
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BattleHex dest; //attacked hex
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bool shooting;
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CCreatureAnim::EAnimType group; //if shooting is true, print this animation group
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const CStack *attackedStack;
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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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public:
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void nextFrame() override;
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bool checkInitialConditions();
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CAttackAnimation(BattleInterface & owner, const CStack *attacker, BattleHex _dest, const CStack *defender);
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~CAttackAnimation();
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};
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/// Animation of a defending unit
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class CDefenceAnimation : public CBattleStackAnimation
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{
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CCreatureAnim::EAnimType getMyAnimType();
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std::string getMySound();
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void startAnimation();
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const CStack * attacker; //attacking stack
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bool rangedAttack; //if true, stack has been attacked by shooting
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bool killed; //if true, stack has been killed
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float timeToWait; // for how long this animation should be paused
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public:
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bool init() override;
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void nextFrame() override;
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CDefenceAnimation(StackAttackedInfo _attackedInfo, BattleInterface & owner);
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~CDefenceAnimation();
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};
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class CDummyAnimation : public CBattleAnimation
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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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CDummyAnimation(BattleInterface & owner, int howManyFrames);
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};
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/// Hand-to-hand attack
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class CMeleeAttackAnimation : public CAttackAnimation
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{
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public:
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bool init() override;
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CMeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked);
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};
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/// Base class for all animations that play during stack movement
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class CStackMoveAnimation : public CBattleStackAnimation
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{
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public:
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BattleHex currentHex;
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protected:
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CStackMoveAnimation(BattleInterface & owner, const CStack * _stack, BattleHex _currentHex);
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};
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/// Move animation of a creature
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class CMovementAnimation : public CStackMoveAnimation
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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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BattleHex oldPos; //position of stack before move
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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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CMovementAnimation(BattleInterface & owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance);
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~CMovementAnimation();
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};
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/// Move end animation of a creature
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class CMovementEndAnimation : public CStackMoveAnimation
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{
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public:
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bool init() override;
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CMovementEndAnimation(BattleInterface & owner, const CStack * _stack, BattleHex destTile);
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~CMovementEndAnimation();
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};
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/// Move start animation of a creature
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class CMovementStartAnimation : public CStackMoveAnimation
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{
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public:
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bool init() override;
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CMovementStartAnimation(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 CReverseAnimation : public CStackMoveAnimation
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{
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public:
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bool priority; //true - high, false - low
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bool init() override;
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void setupSecondPart();
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CReverseAnimation(BattleInterface & owner, const CStack * stack, BattleHex dest, bool _priority);
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~CReverseAnimation();
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};
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class CRangedAttackAnimation : public CAttackAnimation
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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 CCreatureAnim::EAnimType getUpwardsGroup() const = 0;
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virtual CCreatureAnim::EAnimType getForwardGroup() const = 0;
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virtual CCreatureAnim::EAnimType 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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CRangedAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender);
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~CRangedAttackAnimation();
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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 CShootingAnimation : public CRangedAttackAnimation
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{
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CCreatureAnim::EAnimType getUpwardsGroup() const override;
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CCreatureAnim::EAnimType getForwardGroup() const override;
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CCreatureAnim::EAnimType 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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CShootingAnimation(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 CCatapultAnimation : public CShootingAnimation
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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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CCatapultAnimation(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 CCastAnimation : public CRangedAttackAnimation
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{
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const CSpell * spell;
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CCreatureAnim::EAnimType findValidGroup( const std::vector<CCreatureAnim::EAnimType> candidates ) const;
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CCreatureAnim::EAnimType getUpwardsGroup() const override;
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CCreatureAnim::EAnimType getForwardGroup() const override;
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CCreatureAnim::EAnimType 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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CCastAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest_, const CStack * defender, const CSpell * spell);
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};
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struct CPointEffectParameters
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{
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std::vector<Point> positions;
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std::vector<BattleHex> tiles;
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std::string animation;
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soundBase::soundID sound = soundBase::invalid;
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BattleHex boundHex = BattleHex::INVALID;
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bool aligntoBottom = false;
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bool waitForSound = false;
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bool screenFill = false;
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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 CPointEffectAnimation : public CBattleAnimation
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{
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soundBase::soundID sound;
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bool soundPlayed;
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bool soundFinished;
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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 onSoundFinished();
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void clearEffect();
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void playSound();
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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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WAIT_FOR_SOUND = 2,
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FORCE_ON_TOP = 4,
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SCREEN_FILL = 8,
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};
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/// Create animation with screen-wide effect
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CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, 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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CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, Point pos , int effects = 0);
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CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, 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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CPointEffectAnimation(BattleInterface & owner, soundBase::soundID sound, std::string animationName, BattleHex hex , int effects = 0);
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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);
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~CPointEffectAnimation();
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bool init() override;
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void nextFrame() override;
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};
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/// Base class (e.g. for use in dynamic_cast's) for "animations" that wait for certain event
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class CWaitingAnimation : public CBattleAnimation
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{
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protected:
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CWaitingAnimation(BattleInterface & owner);
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public:
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void nextFrame() override;
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};
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/// Class that waits till projectile of certain shooter hits a target
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class CWaitingProjectileAnimation : public CWaitingAnimation
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{
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const CStack * shooter;
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public:
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CWaitingProjectileAnimation(BattleInterface & owner, const CStack * shooter);
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bool init() override;
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};
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