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vcmi/client/battle/CBattleAnimations.h
Ivan Savenko 096d6ebf9c refactoring of CBattleInterface::show() and all related code
fixes most of blit order-related bugs in battles (#1200, #1238, #226)

known issues, will fix soon:
- there are still some minor blitting issues during movement
- destruction of walls in siege is out of sync with catapult projectile movement
2013-07-19 16:35:16 +00:00

236 lines
7.0 KiB
C++

#pragma once
#include "../CAnimation.h"
#include "../../lib/BattleHex.h"
class CBattleInterface;
class CStack;
class CCreatureAnimation;
struct CatapultProjectileInfo;
struct StackAttackedInfo;
/*
* 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
*
*/
/// 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:
CCreatureAnimation * 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();
void endAnim();
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();
void nextFrame();
void endAnim();
CDefenceAnimation(StackAttackedInfo _attackedInfo, CBattleInterface * _owner);
virtual ~CDefenceAnimation(){};
};
class CDummyAnimation : public CBattleAnimation
{
private:
int counter;
int howMany;
public:
bool init();
void nextFrame();
void endAnim();
CDummyAnimation(CBattleInterface * _owner, int howManyFrames);
virtual ~CDummyAnimation(){}
};
/// Hand-to-hand attack
class CMeleeAttackAnimation : public CAttackAnimation
{
public:
bool init();
void endAnim();
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<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:
BattleHex nextHex; // next hex, to which creature move right now
bool init();
void nextFrame();
void endAnim();
CMovementAnimation(CBattleInterface *_owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance);
virtual ~CMovementAnimation(){};
};
/// Move end animation of a creature
class CMovementEndAnimation : public CBattleStackAnimation
{
private:
BattleHex destinationTile;
public:
bool init();
void endAnim();
CMovementEndAnimation(CBattleInterface * _owner, const CStack * _stack, BattleHex destTile);
virtual ~CMovementEndAnimation(){};
};
/// Move start animation of a creature
class CMovementStartAnimation : public CBattleStackAnimation
{
public:
bool init();
void endAnim();
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();
static void rotateStack(CBattleInterface * owner, const CStack * stack, BattleHex hex);
void setupSecondPart();
void endAnim();
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<CatapultProjectileInfo> catapultInfo; // holds info about the parabolic trajectory of the cannon
};
/// Shooting attack
class CShootingAnimation : public CAttackAnimation
{
private:
int catapultDamage;
public:
bool init();
void nextFrame();
void endAnim();
//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(){};
};
/// This class manages a spell effect animation
class CSpellEffectAnimation : public CBattleAnimation
{
private:
ui32 effect;
BattleHex destTile;
std::string customAnim;
int x, y, dx, dy;
bool Vflip;
bool areaEffect;
public:
bool init();
void nextFrame();
void endAnim();
CSpellEffectAnimation(CBattleInterface * _owner, ui32 _effect, BattleHex _destTile, int _dx = 0, int _dy = 0, bool _Vflip = false, bool _areaEffect = true);
CSpellEffectAnimation(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx = 0, int _dy = 0, bool _Vflip = false, bool _areaEffect = true);
virtual ~CSpellEffectAnimation(){};
};