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https://github.com/vcmi/vcmi.git
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a1a5bc28c2
Mixed line endings cause problems when exporting patches with git-format-patch and then trying to "git am" a patch with mixed and non-matching line endings. In such a situation git will fail to apply the patch. This commit runs the dos2unix tools on the remaining files with CRLF (\r\n) line endings to convert them to line-feeds (\n) only. Files that are Windows specific like *.vcxproj and *.props files were not converted. Closes: #3073
101 lines
3.2 KiB
C++
101 lines
3.2 KiB
C++
/*
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* BattleConstants.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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enum class EBattleEffect
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{
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// list of battle effects that have hardcoded triggers
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MAGIC_MIRROR = 3,
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FIRE_SHIELD = 11,
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FEAR = 15,
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GOOD_LUCK = 18,
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GOOD_MORALE = 20,
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BAD_MORALE = 30,
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BAD_LUCK = 48,
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RESURRECT = 50,
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DRAIN_LIFE = 52,
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POISON = 67,
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DEATH_BLOW = 73,
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REGENERATION = 74,
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MANA_DRAIN = 77,
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RESISTANCE = 78,
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INVALID = -1,
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};
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enum class EAnimationEvents
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{
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// any action
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ROTATE, // stacks rotate before action
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// movement action
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MOVE_START, // stack starts movement
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MOVEMENT, // movement animation loop starts
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MOVE_END, // stack end movement
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// attack/spellcast action
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BEFORE_HIT, // attack and defence effects play, e.g. luck/death blow
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ATTACK, // attack and defence animations are playing
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HIT, // hit & death animations are playing
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AFTER_HIT, // post-attack effect, e.g. phoenix rebirth
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COUNT
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};
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enum class EHeroAnimType
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{
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HOLDING = 0,
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IDLE = 1, // idling movement that happens from time to time
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DEFEAT = 2, // played when army loses stack or on friendly fire
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VICTORY = 3, // when enemy stack killed or huge damage is dealt
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CAST_SPELL = 4 // spellcasting
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};
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enum class ECreatureAnimType
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{
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INVALID = -1,
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MOVING = 0,
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MOUSEON = 1,
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HOLDING = 2, // base idling animation
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HITTED = 3, // base animation for when stack is taking damage
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DEFENCE = 4, // alternative animation for defending in melee if stack spent its action on defending
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DEATH = 5,
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DEATH_RANGED = 6, // Optional, alternative animation for when stack is killed by ranged attack
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TURN_L = 7,
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TURN_R = 8,
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//TURN_L2 = 9, //unused - identical to TURN_L
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//TURN_R2 = 10, //unused - identical to TURN_R
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ATTACK_UP = 11,
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ATTACK_FRONT = 12,
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ATTACK_DOWN = 13,
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SHOOT_UP = 14, // Shooters only
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SHOOT_FRONT = 15, // Shooters only
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SHOOT_DOWN = 16, // Shooters only
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SPECIAL_UP = 17, // If empty, fallback to SPECIAL_FRONT
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SPECIAL_FRONT = 18, // Used for any special moves - dragon breath, spellcasting, Pit Lord/Ogre Mage ability
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SPECIAL_DOWN = 19, // If empty, fallback to SPECIAL_FRONT
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MOVE_START = 20, // small animation to be played before MOVING
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MOVE_END = 21, // small animation to be played after MOVING
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DEAD = 22, // new group, used to show dead stacks. If empty - last frame from "DEATH" will be copied here
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DEAD_RANGED = 23, // new group, used to show dead stacks (if DEATH_RANGED was used). If empty - last frame from "DEATH_RANGED" will be copied here
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RESURRECTION = 24, // new group, used for animating resurrection, if empty - reversed "DEATH" animation will be copied here
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FROZEN = 25, // new group, used when stack animation is paused (e.g. petrified). If empty - consist of first frame from HOLDING animation
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CAST_UP = 30,
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CAST_FRONT = 31,
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CAST_DOWN = 32,
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GROUP_ATTACK_UP = 40,
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GROUP_ATTACK_FRONT = 41,
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GROUP_ATTACK_DOWN = 42
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};
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