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- /*
- * CCreatureAnimation.cpp, 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
- *
- */
- #include "StdInc.h"
- #include "CreatureAnimation.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/CCreatureHandler.h"
- #include "../gui/CGuiHandler.h"
- #include "../render/CAnimation.h"
- #include "../render/Canvas.h"
- #include "../render/ColorFilter.h"
- #include "../render/Colors.h"
- #include "../render/IRenderHandler.h"
- static const ColorRGBA creatureBlueBorder = { 0, 255, 255, 255 };
- static const ColorRGBA creatureGoldBorder = { 255, 255, 0, 255 };
- static const ColorRGBA creatureNoBorder = { 0, 0, 0, 0 };
- ColorRGBA AnimationControls::getBlueBorder()
- {
- return creatureBlueBorder;
- }
- ColorRGBA AnimationControls::getGoldBorder()
- {
- return creatureGoldBorder;
- }
- ColorRGBA AnimationControls::getNoBorder()
- {
- return creatureNoBorder;
- }
- std::shared_ptr<CreatureAnimation> AnimationControls::getAnimation(const CCreature * creature)
- {
- auto func = std::bind(&AnimationControls::getCreatureAnimationSpeed, creature, _1, _2);
- return std::make_shared<CreatureAnimation>(creature->animDefName, func);
- }
- float AnimationControls::getAnimationSpeedFactor()
- {
- // according to testing, H3 ratios between slow/medium/fast might actually be 36/60/100 (x1.666)
- // exact value is hard to tell due to large rounding errors
- // however we will assume them to be 33/66/100 since these values are better for standard 60 fps displays:
- // with these numbers, base frame display duration will be 100/66/33 ms - exactly 6/4/2 frames
- return settings["battle"]["speedFactor"].Float();
- }
- float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, const CreatureAnimation * anim, ECreatureAnimType type)
- {
- assert(creature->animation.walkAnimationTime != 0);
- assert(creature->animation.attackAnimationTime != 0);
- assert(anim->framesInGroup(type) != 0);
- // possible new fields for creature format:
- //split "Attack time" into "Shoot Time" and "Cast Time"
- // base speed for all H3 animations on slow speed is 10 frames per second (or 100ms per frame)
- const float baseSpeed = 10.f;
- const float speed = baseSpeed * getAnimationSpeedFactor();
- switch (type)
- {
- case ECreatureAnimType::MOVING:
- return speed / creature->animation.walkAnimationTime;
- case ECreatureAnimType::MOUSEON:
- return baseSpeed;
- case ECreatureAnimType::HOLDING:
- return creature->animation.idleAnimationTime;
- case ECreatureAnimType::SHOOT_UP:
- case ECreatureAnimType::SHOOT_FRONT:
- case ECreatureAnimType::SHOOT_DOWN:
- case ECreatureAnimType::SPECIAL_UP:
- case ECreatureAnimType::SPECIAL_FRONT:
- case ECreatureAnimType::SPECIAL_DOWN:
- case ECreatureAnimType::CAST_DOWN:
- case ECreatureAnimType::CAST_FRONT:
- case ECreatureAnimType::CAST_UP:
- return speed / creature->animation.attackAnimationTime;
- // as strange as it looks like "attackAnimationTime" does not affects melee attacks
- // necessary because length of these animations must be same for all creatures for synchronization
- case ECreatureAnimType::ATTACK_UP:
- case ECreatureAnimType::ATTACK_FRONT:
- case ECreatureAnimType::ATTACK_DOWN:
- case ECreatureAnimType::HITTED:
- case ECreatureAnimType::DEFENCE:
- case ECreatureAnimType::DEATH:
- case ECreatureAnimType::DEATH_RANGED:
- case ECreatureAnimType::RESURRECTION:
- case ECreatureAnimType::GROUP_ATTACK_DOWN:
- case ECreatureAnimType::GROUP_ATTACK_FRONT:
- case ECreatureAnimType::GROUP_ATTACK_UP:
- return speed;
- case ECreatureAnimType::TURN_L:
- case ECreatureAnimType::TURN_R:
- return speed;
- case ECreatureAnimType::MOVE_START:
- case ECreatureAnimType::MOVE_END:
- return speed;
- case ECreatureAnimType::DEAD:
- case ECreatureAnimType::DEAD_RANGED:
- return speed;
- default:
- return speed;
- }
- }
- float AnimationControls::getProjectileSpeed()
- {
- // H3 speed: 1250/2500/3750 pixels per second
- return static_cast<float>(getAnimationSpeedFactor() * 1250);
- }
- float AnimationControls::getRayProjectileSpeed()
- {
- // H3 speed: 4000/8000/12000 pixels per second
- return static_cast<float>(getAnimationSpeedFactor() * 4000);
- }
- float AnimationControls::getCatapultSpeed()
- {
- // H3 speed: 200/400/600 pixels per second
- return static_cast<float>(getAnimationSpeedFactor() * 200);
- }
- float AnimationControls::getSpellEffectSpeed()
- {
- // H3 speed: 10/20/30 frames per second
- return static_cast<float>(getAnimationSpeedFactor() * 10);
- }
- float AnimationControls::getMovementRange(const CCreature * creature)
- {
- // H3 speed: 2/4/6 tiles per second
- return static_cast<float>( 2.0 * getAnimationSpeedFactor() / creature->animation.walkAnimationTime);
- }
- float AnimationControls::getFlightDistance(const CCreature * creature)
- {
- // Note: for whatever reason, H3 uses "Walk Animation Time" here, even though "Flight Animation Distance" also exists
- // H3 speed: 250/500/750 pixels per second
- return static_cast<float>( 250.0 * getAnimationSpeedFactor() / creature->animation.walkAnimationTime);
- }
- float AnimationControls::getFadeInDuration()
- {
- // H3 speed: 500/250/166 ms
- return 0.5f / getAnimationSpeedFactor();
- }
- float AnimationControls::getObstaclesSpeed()
- {
- // H3 speed: 20 frames per second, irregardless of speed setting.
- return 20.f;
- }
- ECreatureAnimType CreatureAnimation::getType() const
- {
- return type;
- }
- void CreatureAnimation::setType(ECreatureAnimType type)
- {
- this->type = type;
- currentFrame = 0;
- once = false;
- speed = speedController(this, type);
- }
- CreatureAnimation::CreatureAnimation(const AnimationPath & name_, TSpeedController controller)
- : name(name_),
- speed(0.1f),
- currentFrame(0),
- animationEnd(-1),
- elapsedTime(0),
- type(ECreatureAnimType::HOLDING),
- speedController(controller),
- once(false)
- {
- forward = GH.renderHandler().loadAnimation(name_, EImageBlitMode::WITH_SHADOW_AND_SELECTION);
- reverse = GH.renderHandler().loadAnimation(name_, EImageBlitMode::WITH_SHADOW_AND_SELECTION);
- if (forward->size(size_t(ECreatureAnimType::DEATH)) == 0)
- throw std::runtime_error("Animation '" + name_.getOriginalName() + "' has empty death animation!");
- if (forward->size(size_t(ECreatureAnimType::HOLDING)) == 0)
- throw std::runtime_error("Animation '" + name_.getOriginalName() + "' has empty holding animation!");
- // if necessary, add one frame into vcmi-only group DEAD
- if(forward->size(size_t(ECreatureAnimType::DEAD)) == 0)
- {
- forward->duplicateImage(size_t(ECreatureAnimType::DEATH), forward->size(size_t(ECreatureAnimType::DEATH))-1, size_t(ECreatureAnimType::DEAD));
- reverse->duplicateImage(size_t(ECreatureAnimType::DEATH), reverse->size(size_t(ECreatureAnimType::DEATH))-1, size_t(ECreatureAnimType::DEAD));
- }
- if(forward->size(size_t(ECreatureAnimType::DEAD_RANGED)) == 0 && forward->size(size_t(ECreatureAnimType::DEATH_RANGED)) != 0)
- {
- forward->duplicateImage(size_t(ECreatureAnimType::DEATH_RANGED), forward->size(size_t(ECreatureAnimType::DEATH_RANGED))-1, size_t(ECreatureAnimType::DEAD_RANGED));
- reverse->duplicateImage(size_t(ECreatureAnimType::DEATH_RANGED), reverse->size(size_t(ECreatureAnimType::DEATH_RANGED))-1, size_t(ECreatureAnimType::DEAD_RANGED));
- }
- if(forward->size(size_t(ECreatureAnimType::FROZEN)) == 0)
- {
- forward->duplicateImage(size_t(ECreatureAnimType::HOLDING), 0, size_t(ECreatureAnimType::FROZEN));
- reverse->duplicateImage(size_t(ECreatureAnimType::HOLDING), 0, size_t(ECreatureAnimType::FROZEN));
- }
- if(forward->size(size_t(ECreatureAnimType::RESURRECTION)) == 0)
- {
- for (size_t i = 0; i < forward->size(size_t(ECreatureAnimType::DEATH)); ++i)
- {
- size_t current = forward->size(size_t(ECreatureAnimType::DEATH)) - 1 - i;
- forward->duplicateImage(size_t(ECreatureAnimType::DEATH), current, size_t(ECreatureAnimType::RESURRECTION));
- reverse->duplicateImage(size_t(ECreatureAnimType::DEATH), current, size_t(ECreatureAnimType::RESURRECTION));
- }
- }
- //TODO: get dimensions form CAnimation
- auto first = forward->getImage(0, size_t(type), true);
- if(!first)
- {
- fullWidth = 0;
- fullHeight = 0;
- return;
- }
- fullWidth = first->width();
- fullHeight = first->height();
- reverse->verticalFlip();
- speed = speedController(this, type);
- }
- void CreatureAnimation::endAnimation()
- {
- once = false;
- auto copy = onAnimationReset;
- onAnimationReset.clear();
- copy();
- }
- bool CreatureAnimation::incrementFrame(float timePassed)
- {
- elapsedTime += timePassed;
- currentFrame += timePassed * speed;
- if (animationEnd >= 0)
- currentFrame = std::min(currentFrame, animationEnd);
- const auto framesNumber = framesInGroup(type);
- if(framesNumber <= 0)
- {
- endAnimation();
- }
- else if(currentFrame >= float(framesNumber))
- {
- // just in case of extremely low fps (or insanely high speed)
- while(currentFrame >= float(framesNumber))
- currentFrame -= framesNumber;
- if(once)
- setType(ECreatureAnimType::HOLDING);
- endAnimation();
- return true;
- }
- return false;
- }
- void CreatureAnimation::setBorderColor(ColorRGBA palette)
- {
- border = palette;
- }
- int CreatureAnimation::getWidth() const
- {
- return fullWidth;
- }
- int CreatureAnimation::getHeight() const
- {
- return fullHeight;
- }
- float CreatureAnimation::getCurrentFrame() const
- {
- return currentFrame;
- }
- void CreatureAnimation::playOnce( ECreatureAnimType type )
- {
- setType(type);
- once = true;
- }
- inline int getBorderStrength(float time)
- {
- float borderStrength = fabs(std::round(time) - time) * 2; // generate value in range 0-1
- return static_cast<int>(borderStrength * 155 + 100); // scale to 0-255
- }
- static ColorRGBA genBorderColor(ui8 alpha, const ColorRGBA & base)
- {
- return ColorRGBA(base.r, base.g, base.b, ui8(base.a * alpha / 256));
- }
- void CreatureAnimation::nextFrame(Canvas & canvas, const ColorRGBA & effectColor, uint8_t transparency, bool facingRight)
- {
- size_t frame = static_cast<size_t>(floor(currentFrame));
- std::shared_ptr<IImage> image;
- if(facingRight)
- image = forward->getImage(frame, size_t(type));
- else
- image = reverse->getImage(frame, size_t(type));
- if(image)
- {
- if (isIdle())
- image->setOverlayColor(genBorderColor(getBorderStrength(elapsedTime), border));
- else
- image->setOverlayColor(Colors::TRANSPARENCY);
- image->setEffectColor(effectColor);
- image->setAlpha(transparency);
- canvas.draw(image, pos.topLeft(), Rect(0, 0, pos.w, pos.h));
- }
- }
- void CreatureAnimation::playUntil(size_t frameIndex)
- {
- animationEnd = frameIndex;
- }
- int CreatureAnimation::framesInGroup(ECreatureAnimType group) const
- {
- return static_cast<int>(forward->size(size_t(group)));
- }
- bool CreatureAnimation::isDead() const
- {
- return getType() == ECreatureAnimType::DEAD
- || getType() == ECreatureAnimType::DEAD_RANGED;
- }
- bool CreatureAnimation::isDying() const
- {
- return getType() == ECreatureAnimType::DEATH
- || getType() == ECreatureAnimType::DEATH_RANGED;
- }
- bool CreatureAnimation::isDeadOrDying() const
- {
- return getType() == ECreatureAnimType::DEAD
- || getType() == ECreatureAnimType::DEATH
- || getType() == ECreatureAnimType::DEAD_RANGED
- || getType() == ECreatureAnimType::DEATH_RANGED;
- }
- bool CreatureAnimation::isIdle() const
- {
- return getType() == ECreatureAnimType::HOLDING
- || getType() == ECreatureAnimType::MOUSEON;
- }
- bool CreatureAnimation::isMoving() const
- {
- return getType() == ECreatureAnimType::MOVE_START
- || getType() == ECreatureAnimType::MOVING
- || getType() == ECreatureAnimType::MOVE_END
- || getType() == ECreatureAnimType::TURN_L
- || getType() == ECreatureAnimType::TURN_R;
- }
- bool CreatureAnimation::isShooting() const
- {
- return getType() == ECreatureAnimType::SHOOT_UP
- || getType() == ECreatureAnimType::SHOOT_FRONT
- || getType() == ECreatureAnimType::SHOOT_DOWN;
- }
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