CCreatureAnimation.cpp 9.7 KB

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  1. /*
  2. * CCreatureAnimation.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CCreatureAnimation.h"
  12. #include "../../lib/CConfigHandler.h"
  13. #include "../../lib/CCreatureHandler.h"
  14. #include "../gui/SDL_Extensions.h"
  15. static const SDL_Color creatureBlueBorder = { 0, 255, 255, 255 };
  16. static const SDL_Color creatureGoldBorder = { 255, 255, 0, 255 };
  17. static const SDL_Color creatureNoBorder = { 0, 0, 0, 0 };
  18. SDL_Color AnimationControls::getBlueBorder()
  19. {
  20. return creatureBlueBorder;
  21. }
  22. SDL_Color AnimationControls::getGoldBorder()
  23. {
  24. return creatureGoldBorder;
  25. }
  26. SDL_Color AnimationControls::getNoBorder()
  27. {
  28. return creatureNoBorder;
  29. }
  30. std::shared_ptr<CCreatureAnimation> AnimationControls::getAnimation(const CCreature * creature)
  31. {
  32. auto func = std::bind(&AnimationControls::getCreatureAnimationSpeed, creature, _1, _2);
  33. return std::make_shared<CCreatureAnimation>(creature->animDefName, func);
  34. }
  35. float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, const CCreatureAnimation * anim, size_t group)
  36. {
  37. CCreatureAnim::EAnimType type = CCreatureAnim::EAnimType(group);
  38. assert(creature->animation.walkAnimationTime != 0);
  39. assert(creature->animation.attackAnimationTime != 0);
  40. assert(anim->framesInGroup(type) != 0);
  41. // possible new fields for creature format:
  42. //split "Attack time" into "Shoot Time" and "Cast Time"
  43. // a lot of arbitrary multipliers, mostly to make animation speed closer to H3
  44. const float baseSpeed = 0.1f;
  45. const float speedMult = static_cast<float>(settings["battle"]["animationSpeed"].Float());
  46. const float speed = baseSpeed / speedMult;
  47. switch (type)
  48. {
  49. case CCreatureAnim::MOVING:
  50. return static_cast<float>(speed * 2 * creature->animation.walkAnimationTime / anim->framesInGroup(type));
  51. case CCreatureAnim::MOUSEON:
  52. return baseSpeed;
  53. case CCreatureAnim::HOLDING:
  54. return static_cast<float>(baseSpeed * creature->animation.idleAnimationTime / anim->framesInGroup(type));
  55. case CCreatureAnim::SHOOT_UP:
  56. case CCreatureAnim::SHOOT_FRONT:
  57. case CCreatureAnim::SHOOT_DOWN:
  58. case CCreatureAnim::CAST_UP:
  59. case CCreatureAnim::CAST_FRONT:
  60. case CCreatureAnim::CAST_DOWN:
  61. case CCreatureAnim::VCMI_CAST_DOWN:
  62. case CCreatureAnim::VCMI_CAST_FRONT:
  63. case CCreatureAnim::VCMI_CAST_UP:
  64. return static_cast<float>(speed * 4 * creature->animation.attackAnimationTime / anim->framesInGroup(type));
  65. // as strange as it looks like "attackAnimationTime" does not affects melee attacks
  66. // necessary because length of these animations must be same for all creatures for synchronization
  67. case CCreatureAnim::ATTACK_UP:
  68. case CCreatureAnim::ATTACK_FRONT:
  69. case CCreatureAnim::ATTACK_DOWN:
  70. case CCreatureAnim::HITTED:
  71. case CCreatureAnim::DEFENCE:
  72. case CCreatureAnim::DEATH:
  73. case CCreatureAnim::DEATH_RANGED:
  74. case CCreatureAnim::VCMI_2HEX_DOWN:
  75. case CCreatureAnim::VCMI_2HEX_FRONT:
  76. case CCreatureAnim::VCMI_2HEX_UP:
  77. return speed * 3 / anim->framesInGroup(type);
  78. case CCreatureAnim::TURN_L:
  79. case CCreatureAnim::TURN_R:
  80. return speed / 3;
  81. case CCreatureAnim::MOVE_START:
  82. case CCreatureAnim::MOVE_END:
  83. return speed / 3;
  84. case CCreatureAnim::DEAD:
  85. case CCreatureAnim::DEAD_RANGED:
  86. return speed;
  87. default:
  88. return speed;
  89. }
  90. }
  91. float AnimationControls::getProjectileSpeed()
  92. {
  93. return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 100);
  94. }
  95. float AnimationControls::getSpellEffectSpeed()
  96. {
  97. return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 30);
  98. }
  99. float AnimationControls::getMovementDuration(const CCreature * creature)
  100. {
  101. return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 4 / creature->animation.walkAnimationTime);
  102. }
  103. float AnimationControls::getFlightDistance(const CCreature * creature)
  104. {
  105. return static_cast<float>(creature->animation.flightAnimationDistance * 200);
  106. }
  107. CCreatureAnim::EAnimType CCreatureAnimation::getType() const
  108. {
  109. return type;
  110. }
  111. void CCreatureAnimation::setType(CCreatureAnim::EAnimType type)
  112. {
  113. this->type = type;
  114. currentFrame = 0;
  115. once = false;
  116. play();
  117. }
  118. void CCreatureAnimation::shiftColor(const ColorShifter* shifter)
  119. {
  120. if(forward)
  121. forward->shiftColor(shifter);
  122. if(reverse)
  123. reverse->shiftColor(shifter);
  124. }
  125. CCreatureAnimation::CCreatureAnimation(const std::string & name_, TSpeedController controller)
  126. : name(name_),
  127. speed(0.1f),
  128. currentFrame(0),
  129. elapsedTime(0),
  130. type(CCreatureAnim::HOLDING),
  131. border(CSDL_Ext::makeColor(0, 0, 0, 0)),
  132. speedController(controller),
  133. once(false)
  134. {
  135. forward = std::make_shared<CAnimation>(name_);
  136. reverse = std::make_shared<CAnimation>(name_);
  137. //todo: optimize
  138. forward->preload();
  139. reverse->preload();
  140. // if necessary, add one frame into vcmi-only group DEAD
  141. if(forward->size(CCreatureAnim::DEAD) == 0)
  142. {
  143. forward->duplicateImage(CCreatureAnim::DEATH, forward->size(CCreatureAnim::DEATH)-1, CCreatureAnim::DEAD);
  144. reverse->duplicateImage(CCreatureAnim::DEATH, reverse->size(CCreatureAnim::DEATH)-1, CCreatureAnim::DEAD);
  145. }
  146. if(forward->size(CCreatureAnim::DEAD_RANGED) == 0 && forward->size(CCreatureAnim::DEATH_RANGED) != 0)
  147. {
  148. forward->duplicateImage(CCreatureAnim::DEATH_RANGED, forward->size(CCreatureAnim::DEATH_RANGED)-1, CCreatureAnim::DEAD_RANGED);
  149. reverse->duplicateImage(CCreatureAnim::DEATH_RANGED, reverse->size(CCreatureAnim::DEATH_RANGED)-1, CCreatureAnim::DEAD_RANGED);
  150. }
  151. //TODO: get dimensions form CAnimation
  152. auto first = forward->getImage(0, type, true);
  153. if(!first)
  154. {
  155. fullWidth = 0;
  156. fullHeight = 0;
  157. return;
  158. }
  159. fullWidth = first->width();
  160. fullHeight = first->height();
  161. reverse->verticalFlip();
  162. play();
  163. }
  164. void CCreatureAnimation::endAnimation()
  165. {
  166. once = false;
  167. auto copy = onAnimationReset;
  168. onAnimationReset.clear();
  169. copy();
  170. }
  171. bool CCreatureAnimation::incrementFrame(float timePassed)
  172. {
  173. elapsedTime += timePassed;
  174. currentFrame += timePassed * speed;
  175. const auto framesNumber = framesInGroup(type);
  176. if(framesNumber <= 0)
  177. {
  178. endAnimation();
  179. }
  180. else if(currentFrame >= float(framesNumber))
  181. {
  182. // just in case of extremely low fps (or insanely high speed)
  183. while(currentFrame >= float(framesNumber))
  184. currentFrame -= framesNumber;
  185. if(once)
  186. setType(CCreatureAnim::HOLDING);
  187. endAnimation();
  188. return true;
  189. }
  190. return false;
  191. }
  192. void CCreatureAnimation::setBorderColor(SDL_Color palette)
  193. {
  194. border = palette;
  195. }
  196. int CCreatureAnimation::getWidth() const
  197. {
  198. return fullWidth;
  199. }
  200. int CCreatureAnimation::getHeight() const
  201. {
  202. return fullHeight;
  203. }
  204. float CCreatureAnimation::getCurrentFrame() const
  205. {
  206. return currentFrame;
  207. }
  208. void CCreatureAnimation::playOnce( CCreatureAnim::EAnimType type )
  209. {
  210. setType(type);
  211. once = true;
  212. }
  213. inline int getBorderStrength(float time)
  214. {
  215. float borderStrength = fabs(vstd::round(time) - time) * 2; // generate value in range 0-1
  216. return static_cast<int>(borderStrength * 155 + 100); // scale to 0-255
  217. }
  218. static SDL_Color genShadow(ui8 alpha)
  219. {
  220. return CSDL_Ext::makeColor(0, 0, 0, alpha);
  221. }
  222. static SDL_Color genBorderColor(ui8 alpha, const SDL_Color & base)
  223. {
  224. return CSDL_Ext::makeColor(base.r, base.g, base.b, ui8(base.a * alpha / 256));
  225. }
  226. static ui8 mixChannels(ui8 c1, ui8 c2, ui8 a1, ui8 a2)
  227. {
  228. return c1*a1 / 256 + c2*a2*(255 - a1) / 256 / 256;
  229. }
  230. static SDL_Color addColors(const SDL_Color & base, const SDL_Color & over)
  231. {
  232. return CSDL_Ext::makeColor(
  233. mixChannels(over.r, base.r, over.a, base.a),
  234. mixChannels(over.g, base.g, over.a, base.a),
  235. mixChannels(over.b, base.b, over.a, base.a),
  236. ui8(over.a + base.a * (255 - over.a) / 256)
  237. );
  238. }
  239. void CCreatureAnimation::genBorderPalette(IImage::BorderPallete & target)
  240. {
  241. target[0] = genBorderColor(getBorderStrength(elapsedTime), border);
  242. target[1] = addColors(genShadow(128), genBorderColor(getBorderStrength(elapsedTime), border));
  243. target[2] = addColors(genShadow(64), genBorderColor(getBorderStrength(elapsedTime), border));
  244. }
  245. void CCreatureAnimation::nextFrame(SDL_Surface * dest, bool attacker)
  246. {
  247. size_t frame = static_cast<size_t>(floor(currentFrame));
  248. std::shared_ptr<IImage> image;
  249. if(attacker)
  250. image = forward->getImage(frame, type);
  251. else
  252. image = reverse->getImage(frame, type);
  253. if(image)
  254. {
  255. IImage::BorderPallete borderPallete;
  256. genBorderPalette(borderPallete);
  257. image->setBorderPallete(borderPallete);
  258. image->draw(dest, pos.x, pos.y);
  259. }
  260. }
  261. int CCreatureAnimation::framesInGroup(CCreatureAnim::EAnimType group) const
  262. {
  263. return static_cast<int>(forward->size(group));
  264. }
  265. bool CCreatureAnimation::isDead() const
  266. {
  267. return getType() == CCreatureAnim::DEAD
  268. || getType() == CCreatureAnim::DEATH
  269. || getType() == CCreatureAnim::DEAD_RANGED
  270. || getType() == CCreatureAnim::DEATH_RANGED;
  271. }
  272. bool CCreatureAnimation::isIdle() const
  273. {
  274. return getType() == CCreatureAnim::HOLDING
  275. || getType() == CCreatureAnim::MOUSEON;
  276. }
  277. bool CCreatureAnimation::isMoving() const
  278. {
  279. return getType() == CCreatureAnim::MOVE_START
  280. || getType() == CCreatureAnim::MOVING
  281. || getType() == CCreatureAnim::MOVE_END;
  282. }
  283. bool CCreatureAnimation::isShooting() const
  284. {
  285. return getType() == CCreatureAnim::SHOOT_UP
  286. || getType() == CCreatureAnim::SHOOT_FRONT
  287. || getType() == CCreatureAnim::SHOOT_DOWN;
  288. }
  289. void CCreatureAnimation::pause()
  290. {
  291. speed = 0;
  292. }
  293. void CCreatureAnimation::play()
  294. {
  295. //logAnim->trace("Play %s group %d at %d:%d", name, static_cast<int>(getType()), pos.x, pos.y);
  296. speed = 0;
  297. if(speedController(this, type) != 0)
  298. speed = 1 / speedController(this, type);
  299. }