125 lines
5.3 KiB
C++
125 lines
5.3 KiB
C++
/* $Id$ */
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/*
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Copyright (C) 2006 - 2007 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 version 2
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or 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 "map.hpp"
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#include "config.hpp"
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#include "util.hpp"
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#include "serialization/string_utils.hpp"
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#include <string>
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#include <vector>
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#include "unit_frame.hpp"
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class game_display;
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class attack_type;
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class unit_animation
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{
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public:
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typedef enum { MATCH_FAIL=-2 , DEFAULT_ANIM=-1};
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typedef enum { HIT, MISS, KILL, INVALID} hit_type;
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static void initialize_anims( std::vector<unit_animation> & animations, const config & cfg, std::vector<attack_type> tmp_attacks);
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int matches(const game_display &disp,const gamemap::location& 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 swing_num =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 animation_finished() const;
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bool animation_would_finish() 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 get_animation_time() const{ return unit_anim_.get_animation_time() ; };
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void start_animation(int start_time,const gamemap::location &src = gamemap::location::null_location, const gamemap::location &dst = gamemap::location::null_location , bool cycles=false, double acceleration=1);
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const int get_current_frame_begin_time() const{ return unit_anim_.get_current_frame_begin_time() ; };
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void redraw();
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// only to support all [attack_anim] format, to remove at 1.3.10 time
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void back_compat_add_name(const std::string name="",const std::string range ="");
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// to be privatized post 1.3.10
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static config prepare_animation(const config &cfg,const std::string animation_tag);
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explicit unit_animation(const config& cfg,const std::string frame_string ="");
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friend class unit;
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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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image::locator image() const { return unit_anim_.get_current_frame().image() ; }
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image::locator image_diagonal() const { return unit_anim_.get_current_frame().image_diagonal() ; }
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std::string sound() const { return unit_anim_.get_current_frame().sound() ; };
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Uint32 blend_with() const{ return unit_anim_.get_current_frame().blend_with() ; };
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const std::string &halo(const std::string&default_val ="") const{ return unit_anim_.halo(default_val); };
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int halo_x(const int default_val = 0) const{ return unit_anim_.halo_x(default_val); };
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int halo_y(const int default_val = 0) const{ return unit_anim_.halo_y(default_val); };
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double blend_ratio(const double default_val = 0) const{ return unit_anim_.blend_ratio(default_val); };
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fixed_t highlight_ratio(const float default_val = 1.0) const{ return unit_anim_.highlight_ratio(default_val); };
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double offset(double default_val =0.0) const{ return unit_anim_.offset(default_val); };
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private:
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unit_animation(){};
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explicit unit_animation(int start_time,const unit_frame &frame,const std::string& even="",const int variation=0);
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class crude_animation:public animated<unit_frame>
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{
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public:
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explicit crude_animation(int start_time=0):animated<unit_frame>(start_time){};
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explicit crude_animation(const config& cfg,const std::string frame_string ="frame");
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virtual ~crude_animation();
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bool need_update() const;
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const std::string &halo(const std::string&default_val ="") const;
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int halo_x(const int default_val = 0) const;
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int halo_y(const int default_val = 0) const;
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double blend_ratio(const double default_val = 0) const;
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fixed_t highlight_ratio(const float default_val = 1.0) const;
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double offset(double default_val =0.0) const;
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void redraw( );
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void start_animation(int start_time,const gamemap::location& src,const gamemap::location& dst, bool cycles=false, double acceleration=1);
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private:
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//animation params that can be locally overridden by frames
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progressive_double offset_;
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progressive_string halo_;
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progressive_int halo_x_;
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progressive_int halo_y_;
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Uint32 blend_with_;
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progressive_double blend_ratio_;
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progressive_double highlight_ratio_;
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gamemap::location src_;
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gamemap::location dst_;
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int halo_id_;
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int last_frame_begin_time_;
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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<gamemap::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> swing_num_;
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std::map<std::string,crude_animation> sub_anims_;
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crude_animation unit_anim_;
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};
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#endif
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