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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 "CCreatureAnimation.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/CCreatureHandler.h"
- #include "../gui/SDL_Extensions.h"
- static const SDL_Color creatureBlueBorder = { 0, 255, 255, 255 };
- static const SDL_Color creatureGoldBorder = { 255, 255, 0, 255 };
- static const SDL_Color creatureNoBorder = { 0, 0, 0, 0 };
- SDL_Color AnimationControls::getBlueBorder()
- {
- return creatureBlueBorder;
- }
- SDL_Color AnimationControls::getGoldBorder()
- {
- return creatureGoldBorder;
- }
- SDL_Color AnimationControls::getNoBorder()
- {
- return creatureNoBorder;
- }
- std::shared_ptr<CCreatureAnimation> AnimationControls::getAnimation(const CCreature * creature)
- {
- auto func = std::bind(&AnimationControls::getCreatureAnimationSpeed, creature, _1, _2);
- return std::make_shared<CCreatureAnimation>(creature->animDefName, func);
- }
- float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, const CCreatureAnimation * anim, size_t group)
- {
- CCreatureAnim::EAnimType type = CCreatureAnim::EAnimType(group);
- 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"
- // a lot of arbitrary multipliers, mostly to make animation speed closer to H3
- const float baseSpeed = 0.1f;
- const float speedMult = static_cast<float>(settings["battle"]["animationSpeed"].Float());
- const float speed = baseSpeed / speedMult;
- switch (type)
- {
- case CCreatureAnim::MOVING:
- return static_cast<float>(speed * 2 * creature->animation.walkAnimationTime / anim->framesInGroup(type));
- case CCreatureAnim::MOUSEON:
- return baseSpeed;
- case CCreatureAnim::HOLDING:
- return static_cast<float>(baseSpeed * creature->animation.idleAnimationTime / anim->framesInGroup(type));
- case CCreatureAnim::SHOOT_UP:
- case CCreatureAnim::SHOOT_FRONT:
- case CCreatureAnim::SHOOT_DOWN:
- case CCreatureAnim::CAST_UP:
- case CCreatureAnim::CAST_FRONT:
- case CCreatureAnim::CAST_DOWN:
- case CCreatureAnim::VCMI_CAST_DOWN:
- case CCreatureAnim::VCMI_CAST_FRONT:
- case CCreatureAnim::VCMI_CAST_UP:
- return static_cast<float>(speed * 4 * creature->animation.attackAnimationTime / anim->framesInGroup(type));
- // 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 CCreatureAnim::ATTACK_UP:
- case CCreatureAnim::ATTACK_FRONT:
- case CCreatureAnim::ATTACK_DOWN:
- case CCreatureAnim::HITTED:
- case CCreatureAnim::DEFENCE:
- case CCreatureAnim::DEATH:
- case CCreatureAnim::DEATH_RANGED:
- case CCreatureAnim::VCMI_2HEX_DOWN:
- case CCreatureAnim::VCMI_2HEX_FRONT:
- case CCreatureAnim::VCMI_2HEX_UP:
- return speed * 3 / anim->framesInGroup(type);
- case CCreatureAnim::TURN_L:
- case CCreatureAnim::TURN_R:
- return speed / 3;
- case CCreatureAnim::MOVE_START:
- case CCreatureAnim::MOVE_END:
- return speed / 3;
- case CCreatureAnim::DEAD:
- case CCreatureAnim::DEAD_RANGED:
- return speed;
- default:
- return speed;
- }
- }
- float AnimationControls::getProjectileSpeed()
- {
- return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 100);
- }
- float AnimationControls::getSpellEffectSpeed()
- {
- return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 30);
- }
- float AnimationControls::getMovementDuration(const CCreature * creature)
- {
- return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 4 / creature->animation.walkAnimationTime);
- }
- float AnimationControls::getFlightDistance(const CCreature * creature)
- {
- return static_cast<float>(creature->animation.flightAnimationDistance * 200);
- }
- CCreatureAnim::EAnimType CCreatureAnimation::getType() const
- {
- return type;
- }
- void CCreatureAnimation::setType(CCreatureAnim::EAnimType type)
- {
- this->type = type;
- currentFrame = 0;
- once = false;
- play();
- }
- void CCreatureAnimation::shiftColor(const ColorShifter* shifter)
- {
- if(forward)
- forward->shiftColor(shifter);
- if(reverse)
- reverse->shiftColor(shifter);
- }
- CCreatureAnimation::CCreatureAnimation(const std::string & name_, TSpeedController controller)
- : name(name_),
- speed(0.1f),
- currentFrame(0),
- elapsedTime(0),
- type(CCreatureAnim::HOLDING),
- border(CSDL_Ext::makeColor(0, 0, 0, 0)),
- speedController(controller),
- once(false)
- {
- forward = std::make_shared<CAnimation>(name_);
- reverse = std::make_shared<CAnimation>(name_);
- //todo: optimize
- forward->preload();
- reverse->preload();
- // if necessary, add one frame into vcmi-only group DEAD
- if(forward->size(CCreatureAnim::DEAD) == 0)
- {
- forward->duplicateImage(CCreatureAnim::DEATH, forward->size(CCreatureAnim::DEATH)-1, CCreatureAnim::DEAD);
- reverse->duplicateImage(CCreatureAnim::DEATH, reverse->size(CCreatureAnim::DEATH)-1, CCreatureAnim::DEAD);
- }
- if(forward->size(CCreatureAnim::DEAD_RANGED) == 0 && forward->size(CCreatureAnim::DEATH_RANGED) != 0)
- {
- forward->duplicateImage(CCreatureAnim::DEATH_RANGED, forward->size(CCreatureAnim::DEATH_RANGED)-1, CCreatureAnim::DEAD_RANGED);
- reverse->duplicateImage(CCreatureAnim::DEATH_RANGED, reverse->size(CCreatureAnim::DEATH_RANGED)-1, CCreatureAnim::DEAD_RANGED);
- }
- //TODO: get dimensions form CAnimation
- auto first = forward->getImage(0, type, true);
- if(!first)
- {
- fullWidth = 0;
- fullHeight = 0;
- return;
- }
- fullWidth = first->width();
- fullHeight = first->height();
- reverse->verticalFlip();
- play();
- }
- void CCreatureAnimation::endAnimation()
- {
- once = false;
- auto copy = onAnimationReset;
- onAnimationReset.clear();
- copy();
- }
- bool CCreatureAnimation::incrementFrame(float timePassed)
- {
- elapsedTime += timePassed;
- currentFrame += timePassed * speed;
- 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(CCreatureAnim::HOLDING);
- endAnimation();
- return true;
- }
- return false;
- }
- void CCreatureAnimation::setBorderColor(SDL_Color palette)
- {
- border = palette;
- }
- int CCreatureAnimation::getWidth() const
- {
- return fullWidth;
- }
- int CCreatureAnimation::getHeight() const
- {
- return fullHeight;
- }
- float CCreatureAnimation::getCurrentFrame() const
- {
- return currentFrame;
- }
- void CCreatureAnimation::playOnce( CCreatureAnim::EAnimType type )
- {
- setType(type);
- once = true;
- }
- inline int getBorderStrength(float time)
- {
- float borderStrength = fabs(vstd::round(time) - time) * 2; // generate value in range 0-1
- return static_cast<int>(borderStrength * 155 + 100); // scale to 0-255
- }
- static SDL_Color genShadow(ui8 alpha)
- {
- return CSDL_Ext::makeColor(0, 0, 0, alpha);
- }
- static SDL_Color genBorderColor(ui8 alpha, const SDL_Color & base)
- {
- return CSDL_Ext::makeColor(base.r, base.g, base.b, ui8(base.a * alpha / 256));
- }
- static ui8 mixChannels(ui8 c1, ui8 c2, ui8 a1, ui8 a2)
- {
- return c1*a1 / 256 + c2*a2*(255 - a1) / 256 / 256;
- }
- static SDL_Color addColors(const SDL_Color & base, const SDL_Color & over)
- {
- return CSDL_Ext::makeColor(
- mixChannels(over.r, base.r, over.a, base.a),
- mixChannels(over.g, base.g, over.a, base.a),
- mixChannels(over.b, base.b, over.a, base.a),
- ui8(over.a + base.a * (255 - over.a) / 256)
- );
- }
- void CCreatureAnimation::genBorderPalette(IImage::BorderPallete & target)
- {
- target[0] = genBorderColor(getBorderStrength(elapsedTime), border);
- target[1] = addColors(genShadow(128), genBorderColor(getBorderStrength(elapsedTime), border));
- target[2] = addColors(genShadow(64), genBorderColor(getBorderStrength(elapsedTime), border));
- }
- void CCreatureAnimation::nextFrame(SDL_Surface * dest, bool attacker)
- {
- size_t frame = static_cast<size_t>(floor(currentFrame));
- std::shared_ptr<IImage> image;
- if(attacker)
- image = forward->getImage(frame, type);
- else
- image = reverse->getImage(frame, type);
- if(image)
- {
- IImage::BorderPallete borderPallete;
- genBorderPalette(borderPallete);
- image->setBorderPallete(borderPallete);
- image->draw(dest, pos.x, pos.y);
- }
- }
- int CCreatureAnimation::framesInGroup(CCreatureAnim::EAnimType group) const
- {
- return static_cast<int>(forward->size(group));
- }
- bool CCreatureAnimation::isDead() const
- {
- return getType() == CCreatureAnim::DEAD
- || getType() == CCreatureAnim::DEATH
- || getType() == CCreatureAnim::DEAD_RANGED
- || getType() == CCreatureAnim::DEATH_RANGED;
- }
- bool CCreatureAnimation::isIdle() const
- {
- return getType() == CCreatureAnim::HOLDING
- || getType() == CCreatureAnim::MOUSEON;
- }
- bool CCreatureAnimation::isMoving() const
- {
- return getType() == CCreatureAnim::MOVE_START
- || getType() == CCreatureAnim::MOVING
- || getType() == CCreatureAnim::MOVE_END;
- }
- bool CCreatureAnimation::isShooting() const
- {
- return getType() == CCreatureAnim::SHOOT_UP
- || getType() == CCreatureAnim::SHOOT_FRONT
- || getType() == CCreatureAnim::SHOOT_DOWN;
- }
- void CCreatureAnimation::pause()
- {
- speed = 0;
- }
- void CCreatureAnimation::play()
- {
- //logAnim->trace("Play %s group %d at %d:%d", name, static_cast<int>(getType()), pos.x, pos.y);
- speed = 0;
- if(speedController(this, type) != 0)
- speed = 1 / speedController(this, type);
- }
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