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- /*
- * BattleConstants.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
- *
- */
- #pragma once
- enum class EAnimationEvents {
- OPENING = 0, // TODO battle opening sound is playing
- ACTION = 1, // there are any ongoing animations
- BEFORE_MOVE = 2, // TODO effects played before stack can act, e.g. regen or bad morale
- MOVEMENT = 3, // stacks are moving or turning around
- BEFORE_HIT = 4, // effects played before all attack/defence/hit animations
- ATTACK = 5, // attack and defence animations are playing
- HIT = 6, // hit & death animations are playing
- AFTER_HIT = 7, // after all hit & death animations are over
- PROJECTILES = 8, // TODO there are any flying projectiles
- COUNT
- };
- namespace EBattleEffect
- {
- enum EBattleEffect
- {
- // list of battle effects that have hardcoded triggers
- FEAR = 15,
- GOOD_LUCK = 18,
- GOOD_MORALE = 20,
- BAD_MORALE = 30,
- BAD_LUCK = 48,
- RESURRECT = 50,
- DRAIN_LIFE = 52,
- POISON = 67,
- DEATH_BLOW = 73,
- REGENERATION = 74,
- MANA_DRAIN = 77,
- INVALID = -1,
- };
- }
- namespace EHeroAnimType
- {
- enum Type
- {
- HOLDING = 0,
- IDLE = 1, // idling movement that happens from time to time
- DEFEAT = 2, // played when army loses stack or on friendly fire
- VICTORY = 3, // when enemy stack killed or huge damage is dealt
- CAST_SPELL = 4 // spellcasting
- };
- }
- namespace ECreatureAnimType
- {
- enum Type // list of creature animations, numbers were taken from def files
- {
- MOVING = 0,
- MOUSEON = 1,
- HOLDING = 2, // base idling animation
- HITTED = 3, // base animation for when stack is taking damage
- DEFENCE = 4, // alternative animation for defending in melee if stack spent its action on defending
- DEATH = 5,
- DEATH_RANGED = 6, // alternative animation for when stack is killed by ranged attack
- TURN_L = 7,
- TURN_R = 8,
- //TURN_L2 = 9, //unused - identical to TURN_L
- //TURN_R2 = 10, //unused - identical to TURN_R
- ATTACK_UP = 11,
- ATTACK_FRONT = 12,
- ATTACK_DOWN = 13,
- SHOOT_UP = 14,
- SHOOT_FRONT = 15,
- SHOOT_DOWN = 16,
- CAST_UP = 17,
- CAST_FRONT = 18,
- CAST_DOWN = 19,
- MOVE_START = 20, // small animation to be played before MOVING
- MOVE_END = 21, // small animation to be played after MOVING
- DEAD = 22, // new group, used to show dead stacks. If empty - last frame from "DEATH" will be copied here
- 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
- RESURRECTION = 24, // new group, used for animating resurrection, if empty - reversed "DEATH" animation will be copiend here
- VCMI_CAST_UP = 30,
- VCMI_CAST_FRONT = 31,
- VCMI_CAST_DOWN = 32,
- VCMI_2HEX_UP = 40,
- VCMI_2HEX_FRONT = 41,
- VCMI_2HEX_DOWN = 42
- };
- }
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