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https://github.com/vcmi/vcmi.git
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096d6ebf9c
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
236 lines
7.0 KiB
C++
236 lines
7.0 KiB
C++
#pragma once
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#include "../CAnimation.h"
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#include "../../lib/BattleHex.h"
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class CBattleInterface;
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class CStack;
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class CCreatureAnimation;
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struct CatapultProjectileInfo;
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struct StackAttackedInfo;
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/*
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* CBattleAnimations.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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/// Base class of battle animations
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class CBattleAnimation
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{
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protected:
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CBattleInterface * owner;
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public:
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virtual bool init() = 0; //to be called - if returned false, call again until returns true
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virtual void nextFrame() {} //call every new frame
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virtual void endAnim(); //to be called mostly internally; in this class it removes animation from pendingAnims list
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virtual ~CBattleAnimation();
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bool isEarliest(bool perStackConcurrency); //determines if this animation is earliest of all
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ui32 ID; //unique identifier
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CBattleAnimation(CBattleInterface * _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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CCreatureAnimation * 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(CBattleInterface * _owner, const CStack * _stack);
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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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public:
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void nextFrame();
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void endAnim();
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bool checkInitialConditions();
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CAttackAnimation(CBattleInterface *_owner, const CStack *attacker, BattleHex _dest, const CStack *defender);
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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();
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void nextFrame();
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void endAnim();
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CDefenceAnimation(StackAttackedInfo _attackedInfo, CBattleInterface * _owner);
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virtual ~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();
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void nextFrame();
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void endAnim();
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CDummyAnimation(CBattleInterface * _owner, int howManyFrames);
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virtual ~CDummyAnimation(){}
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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();
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void endAnim();
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CMeleeAttackAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked);
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virtual ~CMeleeAttackAnimation(){};
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};
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/// Move animation of a creature
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class CMovementAnimation : public CBattleStackAnimation
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{
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private:
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bool shouldRotate();
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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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BattleHex nextHex; // next hex, to which creature move right now
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bool init();
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void nextFrame();
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void endAnim();
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CMovementAnimation(CBattleInterface *_owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance);
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virtual ~CMovementAnimation(){};
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};
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/// Move end animation of a creature
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class CMovementEndAnimation : public CBattleStackAnimation
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{
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private:
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BattleHex destinationTile;
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public:
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bool init();
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void endAnim();
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CMovementEndAnimation(CBattleInterface * _owner, const CStack * _stack, BattleHex destTile);
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virtual ~CMovementEndAnimation(){};
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};
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/// Move start animation of a creature
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class CMovementStartAnimation : public CBattleStackAnimation
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{
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public:
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bool init();
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void endAnim();
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CMovementStartAnimation(CBattleInterface * _owner, const CStack * _stack);
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virtual ~CMovementStartAnimation(){};
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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 CBattleStackAnimation
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{
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BattleHex hex;
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public:
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bool priority; //true - high, false - low
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bool init();
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static void rotateStack(CBattleInterface * owner, const CStack * stack, BattleHex hex);
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void setupSecondPart();
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void endAnim();
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CReverseAnimation(CBattleInterface * _owner, const CStack * stack, BattleHex dest, bool _priority);
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virtual ~CReverseAnimation(){};
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};
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/// Small struct which contains information about the position and the velocity of a projectile
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struct ProjectileInfo
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{
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double x, y; //position on the screen
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double dx, dy; //change in position in one step
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int step, lastStep; //to know when finish showing this projectile
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int creID; //ID of creature that shot this projectile
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int stackID; //ID of stack
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int frameNum; //frame to display form projectile animation
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//bool spin; //if true, frameNum will be increased
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int animStartDelay; //frame of shooter animation when projectile should appear
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bool shotDone; // actual shot already done, projectile is flying
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bool reverse; //if true, projectile will be flipped by vertical asix
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std::shared_ptr<CatapultProjectileInfo> catapultInfo; // holds info about the parabolic trajectory of the cannon
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};
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/// Shooting attack
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class CShootingAnimation : public CAttackAnimation
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{
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private:
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int catapultDamage;
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public:
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bool init();
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void nextFrame();
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void endAnim();
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//last two params only for catapult attacks
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CShootingAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest,
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const CStack * _attacked, bool _catapult = false, int _catapultDmg = 0);
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virtual ~CShootingAnimation(){};
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};
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/// This class manages a spell effect animation
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class CSpellEffectAnimation : public CBattleAnimation
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{
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private:
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ui32 effect;
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BattleHex destTile;
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std::string customAnim;
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int x, y, dx, dy;
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bool Vflip;
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bool areaEffect;
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public:
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bool init();
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void nextFrame();
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void endAnim();
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CSpellEffectAnimation(CBattleInterface * _owner, ui32 _effect, BattleHex _destTile, int _dx = 0, int _dy = 0, bool _Vflip = false, bool _areaEffect = true);
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CSpellEffectAnimation(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx = 0, int _dy = 0, bool _Vflip = false, bool _areaEffect = true);
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virtual ~CSpellEffectAnimation(){};
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};
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