CCreatureAnimation.cpp 8.5 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. CCreatureAnimation * AnimationControls::getAnimation(const CCreature * creature)
  31. {
  32. auto func = std::bind(&AnimationControls::getCreatureAnimationSpeed, creature, _1, _2);
  33. return new 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 = 0.1;
  45. const float speedMult = settings["battle"]["animationSpeed"].Float();
  46. const float speed = baseSpeed / speedMult;
  47. switch (type)
  48. {
  49. case CCreatureAnim::MOVING:
  50. return speed * 2 * creature->animation.walkAnimationTime / anim->framesInGroup(type);
  51. case CCreatureAnim::MOUSEON:
  52. return baseSpeed;
  53. case CCreatureAnim::HOLDING:
  54. return 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. return speed * 4 * creature->animation.attackAnimationTime / anim->framesInGroup(type);
  62. // as strange as it looks like "attackAnimationTime" does not affects melee attacks
  63. // necessary because length of these animations must be same for all creatures for synchronization
  64. case CCreatureAnim::ATTACK_UP:
  65. case CCreatureAnim::ATTACK_FRONT:
  66. case CCreatureAnim::ATTACK_DOWN:
  67. case CCreatureAnim::HITTED:
  68. case CCreatureAnim::DEFENCE:
  69. case CCreatureAnim::DEATH:
  70. return speed * 3 / anim->framesInGroup(type);
  71. case CCreatureAnim::TURN_L:
  72. case CCreatureAnim::TURN_R:
  73. return speed / 3;
  74. case CCreatureAnim::MOVE_START:
  75. case CCreatureAnim::MOVE_END:
  76. return speed / 3;
  77. case CCreatureAnim::DEAD:
  78. return speed;
  79. default:
  80. assert(0);
  81. return 1;
  82. }
  83. }
  84. float AnimationControls::getProjectileSpeed()
  85. {
  86. return settings["battle"]["animationSpeed"].Float() * 100;
  87. }
  88. float AnimationControls::getSpellEffectSpeed()
  89. {
  90. return settings["battle"]["animationSpeed"].Float() * 60;
  91. }
  92. float AnimationControls::getMovementDuration(const CCreature * creature)
  93. {
  94. return settings["battle"]["animationSpeed"].Float() * 4 / creature->animation.walkAnimationTime;
  95. }
  96. float AnimationControls::getFlightDistance(const CCreature * creature)
  97. {
  98. return creature->animation.flightAnimationDistance * 200;
  99. }
  100. CCreatureAnim::EAnimType CCreatureAnimation::getType() const
  101. {
  102. return type;
  103. }
  104. void CCreatureAnimation::setType(CCreatureAnim::EAnimType type)
  105. {
  106. assert(type >= 0);
  107. assert(framesInGroup(type) != 0);
  108. this->type = type;
  109. currentFrame = 0;
  110. once = false;
  111. play();
  112. }
  113. CCreatureAnimation::CCreatureAnimation(const std::string & name_, TSpeedController controller)
  114. : name(name_),
  115. speed(0.1),
  116. currentFrame(0),
  117. elapsedTime(0),
  118. type(CCreatureAnim::HOLDING),
  119. border(CSDL_Ext::makeColor(0, 0, 0, 0)),
  120. speedController(controller),
  121. once(false)
  122. {
  123. forward = std::make_shared<CAnimation>(name_);
  124. reverse = std::make_shared<CAnimation>(name_);
  125. //todo: optimize
  126. forward->preload();
  127. reverse->preload();
  128. reverse->verticalFlip();
  129. //TODO: get dimensions form CAnimation
  130. IImage * first = forward->getImage(0, type, true);
  131. if(!first)
  132. {
  133. fullWidth = 0;
  134. fullHeight = 0;
  135. return;
  136. }
  137. fullWidth = first->width();
  138. fullHeight = first->height();
  139. // if necessary, add one frame into vcmi-only group DEAD
  140. if(forward->size(CCreatureAnim::DEAD) == 0)
  141. {
  142. forward->duplicateImage(CCreatureAnim::DEATH, forward->size(CCreatureAnim::DEATH)-1, CCreatureAnim::DEAD);
  143. reverse->duplicateImage(CCreatureAnim::DEATH, reverse->size(CCreatureAnim::DEATH)-1, CCreatureAnim::DEAD);
  144. }
  145. play();
  146. }
  147. void CCreatureAnimation::endAnimation()
  148. {
  149. once = false;
  150. auto copy = onAnimationReset;
  151. onAnimationReset.clear();
  152. copy();
  153. }
  154. bool CCreatureAnimation::incrementFrame(float timePassed)
  155. {
  156. elapsedTime += timePassed;
  157. currentFrame += timePassed * speed;
  158. if (currentFrame >= float(framesInGroup(type)))
  159. {
  160. // just in case of extremely low fps (or insanely high speed)
  161. while (currentFrame >= float(framesInGroup(type)))
  162. currentFrame -= framesInGroup(type);
  163. if (once)
  164. setType(CCreatureAnim::HOLDING);
  165. endAnimation();
  166. return true;
  167. }
  168. return false;
  169. }
  170. void CCreatureAnimation::setBorderColor(SDL_Color palette)
  171. {
  172. border = palette;
  173. }
  174. int CCreatureAnimation::getWidth() const
  175. {
  176. return fullWidth;
  177. }
  178. int CCreatureAnimation::getHeight() const
  179. {
  180. return fullHeight;
  181. }
  182. float CCreatureAnimation::getCurrentFrame() const
  183. {
  184. return currentFrame;
  185. }
  186. void CCreatureAnimation::playOnce( CCreatureAnim::EAnimType type )
  187. {
  188. setType(type);
  189. once = true;
  190. }
  191. inline int getBorderStrength(float time)
  192. {
  193. float borderStrength = fabs(vstd::round(time) - time) * 2; // generate value in range 0-1
  194. return borderStrength * 155 + 100; // scale to 0-255
  195. }
  196. static SDL_Color genShadow(ui8 alpha)
  197. {
  198. return CSDL_Ext::makeColor(0, 0, 0, alpha);
  199. }
  200. static SDL_Color genBorderColor(ui8 alpha, const SDL_Color & base)
  201. {
  202. return CSDL_Ext::makeColor(base.r, base.g, base.b, ui8(base.a * alpha / 256));
  203. }
  204. static ui8 mixChannels(ui8 c1, ui8 c2, ui8 a1, ui8 a2)
  205. {
  206. return c1*a1 / 256 + c2*a2*(255 - a1) / 256 / 256;
  207. }
  208. static SDL_Color addColors(const SDL_Color & base, const SDL_Color & over)
  209. {
  210. return CSDL_Ext::makeColor(
  211. mixChannels(over.r, base.r, over.a, base.a),
  212. mixChannels(over.g, base.g, over.a, base.a),
  213. mixChannels(over.b, base.b, over.a, base.a),
  214. ui8(over.a + base.a * (255 - over.a) / 256)
  215. );
  216. }
  217. void CCreatureAnimation::genBorderPalette(IImage::BorderPallete & target)
  218. {
  219. target[0] = genBorderColor(getBorderStrength(elapsedTime), border);
  220. target[1] = addColors(genShadow(128), genBorderColor(getBorderStrength(elapsedTime), border));
  221. target[2] = addColors(genShadow(64), genBorderColor(getBorderStrength(elapsedTime), border));
  222. }
  223. void CCreatureAnimation::nextFrame(SDL_Surface *dest, bool attacker)
  224. {
  225. size_t frame = floor(currentFrame);
  226. IImage * image = nullptr;
  227. if(attacker)
  228. image = forward->getImage(frame, type);
  229. else
  230. image = reverse->getImage(frame, type);
  231. IImage::BorderPallete borderPallete;
  232. genBorderPalette(borderPallete);
  233. image->setBorderPallete(borderPallete);
  234. image->draw(dest, pos.x, pos.y);
  235. }
  236. int CCreatureAnimation::framesInGroup(CCreatureAnim::EAnimType group) const
  237. {
  238. return forward->size(group);
  239. }
  240. bool CCreatureAnimation::isDead() const
  241. {
  242. return getType() == CCreatureAnim::DEAD
  243. || getType() == CCreatureAnim::DEATH;
  244. }
  245. bool CCreatureAnimation::isIdle() const
  246. {
  247. return getType() == CCreatureAnim::HOLDING
  248. || getType() == CCreatureAnim::MOUSEON;
  249. }
  250. bool CCreatureAnimation::isMoving() const
  251. {
  252. return getType() == CCreatureAnim::MOVE_START
  253. || getType() == CCreatureAnim::MOVING
  254. || getType() == CCreatureAnim::MOVE_END;
  255. }
  256. bool CCreatureAnimation::isShooting() const
  257. {
  258. return getType() == CCreatureAnim::SHOOT_UP
  259. || getType() == CCreatureAnim::SHOOT_FRONT
  260. || getType() == CCreatureAnim::SHOOT_DOWN;
  261. }
  262. void CCreatureAnimation::pause()
  263. {
  264. speed = 0;
  265. }
  266. void CCreatureAnimation::play()
  267. {
  268. logAnim->trace("Play %s group %d at %d:%d", name, static_cast<int>(getType()), pos.x, pos.y);
  269. speed = 0;
  270. if (speedController(this, type) != 0)
  271. speed = 1 / speedController(this, type);
  272. }