mirror of
https://github.com/wesnoth/wesnoth
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226 lines
7.7 KiB
C++
226 lines
7.7 KiB
C++
/* $Id$ */
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/*
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Copyright (C) 2006 - 2013 by Jeremy Rosen <jeremy.rosen@enst-bretagne.fr>
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Part of the Battle for Wesnoth Project http://www.wesnoth.org/
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY.
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See the COPYING file for more details.
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*/
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#ifndef UNIT_ANIMATION_H_INCLUDED
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#define UNIT_ANIMATION_H_INCLUDED
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#include "animated.hpp"
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#include "config.hpp"
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#include "unit_frame.hpp"
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class attack_type;
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class display;
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class unit;
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class unit_animation
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{
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/** Shouldn't be used so only declared. */
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unit_animation();
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public:
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typedef enum { MATCH_FAIL=-10 , DEFAULT_ANIM=-9} variation_type;
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typedef enum { HIT, MISS, KILL, INVALID} hit_type;
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static const std::vector<std::string>& all_tag_names();
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static void fill_initial_animations( std::vector<unit_animation> & animations, const config & cfg);
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static void add_anims( std::vector<unit_animation> & animations, const config & cfg);
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int matches(const display &disp,const map_location& loc,const map_location& second_loc,const unit* my_unit,const std::string & event="",const int value=0,hit_type hit=INVALID,const attack_type* attack=NULL,const attack_type* second_attack = NULL, int value2 =0) const;
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const unit_frame& get_last_frame() const{ return unit_anim_.get_last_frame() ; };
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void add_frame(int duration, const unit_frame& value,bool force_change =false){ unit_anim_.add_frame(duration,value,force_change) ; };
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bool need_update() const;
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bool need_minimal_update() const;
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bool animation_finished() const;
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bool animation_finished_potential() const;
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void update_last_draw_time();
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int get_begin_time() const;
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int get_end_time() const;
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int time_to_tick(int animation_time) const { return unit_anim_.time_to_tick(animation_time); };
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int get_animation_time() const{ return unit_anim_.get_animation_time() ; };
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int get_animation_time_potential() const{ return unit_anim_.get_animation_time_potential() ; };
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void start_animation(int start_time
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, const map_location &src = map_location::null_location
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, const map_location &dst = map_location::null_location
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, const std::string& text = ""
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, const Uint32 text_color = 0
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, const bool accelerate = true);
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void update_parameters(const map_location &src, const map_location &dst);
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void pause_animation();
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void restart_animation();
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int get_current_frame_begin_time() const{ return unit_anim_.get_current_frame_begin_time() ; };
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void redraw(frame_parameters& value);
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void clear_haloes();
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bool invalidate(frame_parameters& value );
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friend class unit;
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explicit unit_animation(const config &cfg, const std::string &frame_string = "");
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protected:
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// reserved to class unit, for the special case of redrawing the unit base frame
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const frame_parameters get_current_params(const frame_parameters & default_val = frame_parameters()) const { return unit_anim_.parameters(default_val); };
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private:
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explicit unit_animation(int start_time
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, const unit_frame &frame
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, const std::string& event = ""
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, const int variation=DEFAULT_ANIM
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, const frame_builder & builder = frame_builder());
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class particule:public animated<unit_frame>
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{
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public:
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explicit particule(int start_time=0,const frame_builder &builder = frame_builder()) :
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animated<unit_frame>(start_time),
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accelerate(true),
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parameters_(builder),
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halo_id_(0),
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last_frame_begin_time_(0),
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cycles_(false)
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{};
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explicit particule(const config& cfg
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, const std::string& frame_string ="frame");
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virtual ~particule();
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bool need_update() const;
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bool need_minimal_update() const;
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typedef enum { UNSET,CYCLE,NO_CYCLE} cycle_state;
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void override(int start_time
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, int duration
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, const cycle_state cycles
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, const std::string& highlight = ""
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, const std::string& blend_ratio =""
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, Uint32 blend_color = 0
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, const std::string& offset = ""
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, const std::string& layer = ""
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, const std::string& modifiers = "");
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void redraw( const frame_parameters& value,const map_location &src, const map_location &dst);
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std::set<map_location> get_overlaped_hex(const frame_parameters& value,const map_location &src, const map_location &dst);
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void start_animation(int start_time);
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const frame_parameters parameters(const frame_parameters & default_val) const { return get_current_frame().merge_parameters(get_current_frame_time(),parameters_.parameters(get_animation_time()-get_begin_time()),default_val); };
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void clear_halo();
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bool accelerate;
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private:
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//animation params that can be locally overridden by frames
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frame_parsed_parameters parameters_;
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int halo_id_;
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int last_frame_begin_time_;
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bool cycles_;
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};
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t_translation::t_list terrain_types_;
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std::vector<config> unit_filter_;
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std::vector<config> secondary_unit_filter_;
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std::vector<map_location::DIRECTION> directions_;
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int frequency_;
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int base_score_;
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std::vector<std::string> event_;
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std::vector<int> value_;
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std::vector<config> primary_attack_filter_;
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std::vector<config> secondary_attack_filter_;
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std::vector<hit_type> hits_;
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std::vector<int> value2_;
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std::map<std::string,particule> sub_anims_;
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particule unit_anim_;
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/* these are drawing parameters, but for efficiancy reason they are in the anim and not in the particle */
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map_location src_;
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map_location dst_;
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// optimization
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bool invalidated_;
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bool play_offscreen_;
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std::set<map_location> overlaped_hex_;
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};
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class unit_animator
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{
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public:
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unit_animator() :
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animated_units_(),
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start_time_(INT_MIN)
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{
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}
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void add_animation(unit* animated_unit
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, const unit_animation * animation
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, const map_location &src = map_location::null_location
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, bool with_bars = false
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, const std::string& text = ""
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, const Uint32 text_color = 0);
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void add_animation(unit* animated_unit
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, const std::string& event
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, const map_location &src = map_location::null_location
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, const map_location &dst = map_location::null_location
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, const int value = 0
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, bool with_bars = false
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, const std::string& text = ""
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, const Uint32 text_color = 0
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, const unit_animation::hit_type hit_type =
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unit_animation::INVALID
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, const attack_type* attack = NULL
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, const attack_type* second_attack = NULL
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, int value2 = 0);
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void replace_anim_if_invalid(unit* animated_unit
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, const std::string& event
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, const map_location &src = map_location::null_location
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, const map_location &dst = map_location::null_location
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, const int value = 0
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, bool with_bars = false
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, const std::string& text = ""
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, const Uint32 text_color = 0
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, const unit_animation::hit_type hit_type =
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unit_animation::INVALID
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, const attack_type* attack = NULL
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, const attack_type* second_attack = NULL
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, int value2 = 0);
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void start_animations();
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void pause_animation();
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void restart_animation();
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void clear(){start_time_ = INT_MIN ; animated_units_.clear();};
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void set_all_standing();
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bool would_end() const;
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int get_animation_time() const;
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int get_animation_time_potential() const;
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int get_end_time() const;
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void wait_for_end() const;
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void wait_until( int animation_time) const;
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private:
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struct anim_elem {
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anim_elem() :
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my_unit(0),
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animation(0),
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text(),
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text_color(0),
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src(),
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with_bars(false)
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{}
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unit *my_unit;
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const unit_animation * animation;
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std::string text;
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Uint32 text_color;
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map_location src;
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bool with_bars;
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};
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std::vector<anim_elem> animated_units_;
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int start_time_;
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};
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#endif
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