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- /*
- * BattleAnimations.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
- #include "../../lib/battle/BattleHex.h"
- #include "BattleConstants.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class CStack;
- class CCreature;
- class CSpell;
- class Point;
- VCMI_LIB_NAMESPACE_END
- struct SDL_Color;
- class ColorFilter;
- class BattleHero;
- class CAnimation;
- class BattleInterface;
- class CreatureAnimation;
- struct StackAttackedInfo;
- /// Base class of battle animations
- class BattleAnimation
- {
- protected:
- BattleInterface & owner;
- bool initialized;
- std::vector<BattleAnimation *> & pendingAnimations();
- std::shared_ptr<CreatureAnimation> stackAnimation(const CStack * stack) const;
- bool stackFacingRight(const CStack * stack);
- void setStackFacingRight(const CStack * stack, bool facingRight);
- virtual bool init() = 0; //to be called - if returned false, call again until returns true
- public:
- ui32 ID; //unique identifier
- bool isInitialized();
- bool tryInitialize();
- virtual void nextFrame() {} //call every new frame
- virtual ~BattleAnimation();
- BattleAnimation(BattleInterface & owner);
- };
- /// Sub-class which is responsible for managing the battle stack animation.
- class BattleStackAnimation : public BattleAnimation
- {
- public:
- std::shared_ptr<CreatureAnimation> myAnim; //animation for our stack, managed by BattleInterface
- const CStack * stack; //id of stack whose animation it is
- BattleStackAnimation(BattleInterface & owner, const CStack * _stack);
- void rotateStack(BattleHex hex);
- };
- class StackActionAnimation : public BattleStackAnimation
- {
- ECreatureAnimType nextGroup;
- ECreatureAnimType currGroup;
- std::string sound;
- public:
- void setNextGroup( ECreatureAnimType group );
- void setGroup( ECreatureAnimType group );
- void setSound( std::string sound );
- ECreatureAnimType getGroup() const;
- StackActionAnimation(BattleInterface & owner, const CStack * _stack);
- ~StackActionAnimation();
- bool init() override;
- };
- /// Animation of a defending unit
- class DefenceAnimation : public StackActionAnimation
- {
- public:
- DefenceAnimation(BattleInterface & owner, const CStack * stack);
- };
- /// Animation of a hit unit
- class HittedAnimation : public StackActionAnimation
- {
- public:
- HittedAnimation(BattleInterface & owner, const CStack * stack);
- };
- /// Animation of a dying unit
- class DeathAnimation : public StackActionAnimation
- {
- public:
- DeathAnimation(BattleInterface & owner, const CStack * stack, bool ranged);
- };
- /// Resurrects stack from dead state
- class ResurrectionAnimation : public StackActionAnimation
- {
- public:
- ResurrectionAnimation(BattleInterface & owner, const CStack * _stack);
- };
- class ColorTransformAnimation : public BattleStackAnimation
- {
- std::vector<ColorFilter> steps;
- std::vector<float> timePoints;
- const CSpell * spell;
- float totalProgress;
- bool init() override;
- void nextFrame() override;
- public:
- ColorTransformAnimation(BattleInterface & owner, const CStack * _stack, const std::string & colorFilterName, const CSpell * spell);
- };
- /// Base class for all animations that play during stack movement
- class StackMoveAnimation : public BattleStackAnimation
- {
- public:
- BattleHex nextHex;
- BattleHex prevHex;
- protected:
- StackMoveAnimation(BattleInterface & owner, const CStack * _stack, BattleHex prevHex, BattleHex nextHex);
- };
- /// Move animation of a creature
- class MovementAnimation : public StackMoveAnimation
- {
- private:
- std::vector<BattleHex> destTiles; //full path, includes already passed hexes
- ui32 curentMoveIndex; // index of nextHex in destTiles
- 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:
- bool init() override;
- void nextFrame() override;
- MovementAnimation(BattleInterface & owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance);
- ~MovementAnimation();
- };
- /// Move end animation of a creature
- class MovementEndAnimation : public StackMoveAnimation
- {
- public:
- bool init() override;
- MovementEndAnimation(BattleInterface & owner, const CStack * _stack, BattleHex destTile);
- ~MovementEndAnimation();
- };
- /// Move start animation of a creature
- class MovementStartAnimation : public StackMoveAnimation
- {
- public:
- bool init() override;
- MovementStartAnimation(BattleInterface & owner, const CStack * _stack);
- };
- /// Class responsible for animation of stack chaning direction (left <-> right)
- class ReverseAnimation : public StackMoveAnimation
- {
- void setupSecondPart();
- public:
- bool init() override;
- ReverseAnimation(BattleInterface & owner, const CStack * stack, BattleHex dest);
- };
- /// This class is responsible for managing the battle attack animation
- class AttackAnimation : public StackActionAnimation
- {
- protected:
- BattleHex dest; //attacked hex
- const CStack *defendingStack;
- const CStack *attackingStack;
- int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature
- const CCreature * getCreature() const;
- ECreatureAnimType findValidGroup( const std::vector<ECreatureAnimType> candidates ) const;
- public:
- AttackAnimation(BattleInterface & owner, const CStack *attacker, BattleHex _dest, const CStack *defender);
- };
- /// Hand-to-hand attack
- class MeleeAttackAnimation : public AttackAnimation
- {
- ECreatureAnimType getUpwardsGroup(bool multiAttack) const;
- ECreatureAnimType getForwardGroup(bool multiAttack) const;
- ECreatureAnimType getDownwardsGroup(bool multiAttack) const;
- ECreatureAnimType selectGroup(bool multiAttack);
- public:
- MeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, bool multiAttack);
- void nextFrame() override;
- };
- class RangedAttackAnimation : public AttackAnimation
- {
- void setAnimationGroup();
- void initializeProjectile();
- void emitProjectile();
- void emitExplosion();
- protected:
- bool projectileEmitted;
- virtual ECreatureAnimType getUpwardsGroup() const = 0;
- virtual ECreatureAnimType getForwardGroup() const = 0;
- virtual ECreatureAnimType getDownwardsGroup() const = 0;
- virtual void createProjectile(const Point & from, const Point & dest) const = 0;
- virtual uint32_t getAttackClimaxFrame() const = 0;
- public:
- RangedAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender);
- ~RangedAttackAnimation();
- bool init() override;
- void nextFrame() override;
- };
- /// Shooting attack
- class ShootingAnimation : public RangedAttackAnimation
- {
- ECreatureAnimType getUpwardsGroup() const override;
- ECreatureAnimType getForwardGroup() const override;
- ECreatureAnimType getDownwardsGroup() const override;
- void createProjectile(const Point & from, const Point & dest) const override;
- uint32_t getAttackClimaxFrame() const override;
- public:
- ShootingAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender);
- };
- /// Catapult attack
- class CatapultAnimation : public ShootingAnimation
- {
- private:
- bool explosionEmitted;
- int catapultDamage;
- public:
- CatapultAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender, int _catapultDmg = 0);
- void createProjectile(const Point & from, const Point & dest) const override;
- void nextFrame() override;
- };
- class CastAnimation : public RangedAttackAnimation
- {
- const CSpell * spell;
- ECreatureAnimType getUpwardsGroup() const override;
- ECreatureAnimType getForwardGroup() const override;
- ECreatureAnimType getDownwardsGroup() const override;
- void createProjectile(const Point & from, const Point & dest) const override;
- uint32_t getAttackClimaxFrame() const override;
- public:
- CastAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest_, const CStack * defender, const CSpell * spell);
- };
- class DummyAnimation : public BattleAnimation
- {
- private:
- int counter;
- int howMany;
- public:
- bool init() override;
- void nextFrame() override;
- DummyAnimation(BattleInterface & owner, int howManyFrames);
- };
- /// Class that plays effect at one or more positions along with (single) sound effect
- class EffectAnimation : public BattleAnimation
- {
- std::string soundName;
- bool effectFinished;
- int effectFlags;
- std::shared_ptr<CAnimation> animation;
- std::vector<Point> positions;
- std::vector<BattleHex> battlehexes;
- bool alignToBottom() const;
- bool waitForSound() const;
- bool forceOnTop() const;
- bool screenFill() const;
- void onEffectFinished();
- void clearEffect();
- void playEffect();
- public:
- enum EEffectFlags
- {
- ALIGN_TO_BOTTOM = 1,
- FORCE_ON_TOP = 2,
- SCREEN_FILL = 4,
- };
- /// Create animation with screen-wide effect
- EffectAnimation(BattleInterface & owner, std::string animationName, int effects = 0);
- /// Create animation positioned at point(s). Note that positions must be are absolute, including battleint position offset
- EffectAnimation(BattleInterface & owner, std::string animationName, Point pos , int effects = 0);
- EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<Point> pos , int effects = 0);
- /// Create animation positioned at certain hex(es)
- EffectAnimation(BattleInterface & owner, std::string animationName, BattleHex hex , int effects = 0);
- EffectAnimation(BattleInterface & owner, std::string animationName, std::vector<BattleHex> hex, int effects = 0);
- EffectAnimation(BattleInterface & owner, std::string animationName, Point pos, BattleHex hex, int effects = 0);
- ~EffectAnimation();
- bool init() override;
- void nextFrame() override;
- };
- class HeroCastAnimation : public BattleAnimation
- {
- std::shared_ptr<BattleHero> hero;
- const CStack * target;
- const CSpell * spell;
- BattleHex tile;
- bool projectileEmitted;
- void initializeProjectile();
- void emitProjectile();
- void emitAnimationEvent();
- public:
- HeroCastAnimation(BattleInterface & owner, std::shared_ptr<BattleHero> hero, BattleHex dest, const CStack * defender, const CSpell * spell);
- void nextFrame() override;
- bool init() override;
- };
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