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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 };
 
- static ColorRGBA genShadow(ui8 alpha)
 
- {
 
- 	return ColorRGBA(0, 0, 0, alpha);
 
- }
 
- 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),
 
- 	  shadowAlpha(128),
 
- 	  currentFrame(0),
 
- 	  animationEnd(-1),
 
- 	  elapsedTime(0),
 
- 	  type(ECreatureAnimType::HOLDING),
 
- 	  speedController(controller),
 
- 	  once(false)
 
- {
 
- 	forward = GH.renderHandler().loadAnimation(name_, EImageBlitMode::WITH_SHADOW_AND_OVERLAY);
 
- 	reverse = GH.renderHandler().loadAnimation(name_, EImageBlitMode::WITH_SHADOW_AND_OVERLAY);
 
- 	// 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 ColorFilter & shifter, bool facingRight)
 
- {
 
- 	ColorRGBA shadowTest = shifter.shiftColor(genShadow(128));
 
- 	shadowAlpha = shadowTest.a;
 
- 	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->adjustPalette(shifter, 0);
 
- 		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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