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- #include "StdInc.h"
- #include "CCreatureAnimation.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/CCreatureHandler.h"
- #include "../../lib/vcmi_endian.h"
- #include "../gui/SDL_Extensions.h"
- #include "../gui/SDL_Pixels.h"
- #include "../../lib/filesystem/CResourceLoader.h"
- #include "../../lib/filesystem/CBinaryReader.h"
- #include "../../lib/filesystem/CMemoryStream.h"
- /*
- * 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
- *
- */
- 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;
- }
- CCreatureAnimation * AnimationControls::getAnimation(const CCreature * creature)
- {
- auto func = boost::bind(&AnimationControls::getCreatureAnimationSpeed, creature, _1, _2);
- return new 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 = 0.1;
- const float speedMult = settings["battle"]["animationSpeed"].Float();
- const float speed = baseSpeed / speedMult;
- switch (type)
- {
- case CCreatureAnim::MOVING:
- return speed * 2 * creature->animation.walkAnimationTime / anim->framesInGroup(type);
- case CCreatureAnim::MOUSEON:
- case CCreatureAnim::HOLDING:
- return baseSpeed;
- case CCreatureAnim::SHOOT_UP:
- case CCreatureAnim::SHOOT_FRONT:
- case CCreatureAnim::SHOOT_DOWN:
- case CCreatureAnim::CAST_UP:
- case CCreatureAnim::CAST_FRONT:
- case CCreatureAnim::CAST_DOWN:
- return 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:
- 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:
- return speed;
- default:
- assert(0);
- return 1;
- }
- }
- float AnimationControls::getProjectileSpeed()
- {
- return settings["battle"]["animationSpeed"].Float() * 100;
- }
- float AnimationControls::getSpellEffectSpeed()
- {
- return settings["battle"]["animationSpeed"].Float() * 60;
- }
- float AnimationControls::getMovementDuration(const CCreature * creature)
- {
- return settings["battle"]["animationSpeed"].Float() * 4 / creature->animation.walkAnimationTime;
- }
- float AnimationControls::getFlightDistance(const CCreature * creature)
- {
- return creature->animation.flightAnimationDistance * 200;
- }
- CCreatureAnim::EAnimType CCreatureAnimation::getType() const
- {
- return type;
- }
- void CCreatureAnimation::setType(CCreatureAnim::EAnimType type)
- {
- assert(type >= 0);
- assert(framesInGroup(type) != 0);
- this->type = type;
- currentFrame = 0;
- once = false;
- play();
- }
- CCreatureAnimation::CCreatureAnimation(std::string name, TSpeedController controller)
- : defName(name),
- speed(0.1),
- currentFrame(0),
- elapsedTime(0),
- type(CCreatureAnim::HOLDING),
- border(CSDL_Ext::makeColor(0, 0, 0, 0)),
- speedController(controller),
- once(false)
- {
- // separate block to avoid accidental use of "data" after it was moved into "pixelData"
- {
- auto data = CResourceHandler::get()->loadData(
- ResourceID(std::string("SPRITES/") + name, EResType::ANIMATION));
- pixelData = std::move(data.first);
- pixelDataSize = data.second;
- }
- CBinaryReader reader(new CMemoryStream(pixelData.get(), pixelDataSize));
- reader.readInt32(); // def type, unused
- fullWidth = reader.readInt32();
- fullHeight = reader.readInt32();
- int totalBlocks = reader.readInt32();
- for (auto & elem : palette)
- {
- elem.r = reader.readUInt8();
- elem.g = reader.readUInt8();
- elem.b = reader.readUInt8();
- elem.unused = 0;
- }
- for (int i=0; i<totalBlocks; i++)
- {
- int groupID = reader.readInt32();
- int totalInBlock = reader.readInt32();
- reader.skip(4 + 4 + 13 * totalInBlock); // some unused data
- for (int j=0; j<totalInBlock; j++)
- dataOffsets[groupID].push_back(reader.readUInt32());
- }
- // if necessary, add one frame into vcmi-only group DEAD
- if (dataOffsets.count(CCreatureAnim::DEAD) == 0)
- dataOffsets[CCreatureAnim::DEAD].push_back(dataOffsets[CCreatureAnim::DEATH].back());
- play();
- }
- void CCreatureAnimation::endAnimation()
- {
- once = false;
- auto copy = onAnimationReset;
- onAnimationReset.clear();
- copy();
- }
- bool CCreatureAnimation::incrementFrame(float timePassed)
- {
- elapsedTime += timePassed;
- currentFrame += timePassed * speed;
- if (currentFrame >= float(framesInGroup(type)))
- {
- // just in case of extremely low fps (or insanely high speed)
- while (currentFrame >= float(framesInGroup(type)))
- currentFrame -= framesInGroup(type);
- 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 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.unused * 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.unused, base.unused),
- mixChannels(over.g, base.g, over.unused, base.unused),
- mixChannels(over.b, base.b, over.unused, base.unused),
- ui8(over.unused + base.unused * (255 - over.unused) / 256)
- );
- }
- std::array<SDL_Color, 8> CCreatureAnimation::genSpecialPalette()
- {
- std::array<SDL_Color, 8> ret;
- ret[0] = genShadow(0);
- ret[1] = genShadow(64);
- ret[2] = genShadow(128);
- ret[3] = genShadow(128);
- ret[4] = genShadow(128);
- ret[5] = genBorderColor(getBorderStrength(elapsedTime), border);
- ret[6] = addColors(genShadow(128), genBorderColor(getBorderStrength(elapsedTime), border));
- ret[7] = addColors(genShadow(64), genBorderColor(getBorderStrength(elapsedTime), border));
- return ret;
- }
- template<int bpp>
- void CCreatureAnimation::nextFrameT(SDL_Surface * dest, bool rotate)
- {
- assert(dataOffsets.count(type) && dataOffsets.at(type).size() > size_t(currentFrame));
- ui32 offset = dataOffsets.at(type).at(floor(currentFrame));
- CBinaryReader reader(new CMemoryStream(pixelData.get(), pixelDataSize));
- reader.getStream()->seek(offset);
- reader.readUInt32(); // unused, size of pixel data for this frame
- const ui32 defType2 = reader.readUInt32();
- const ui32 fullWidth = reader.readUInt32();
- /*const ui32 fullHeight =*/ reader.readUInt32();
- const ui32 spriteWidth = reader.readUInt32();
- const ui32 spriteHeight = reader.readUInt32();
- const int leftMargin = reader.readInt32();
- const int topMargin = reader.readInt32();
- const int rightMargin = fullWidth - spriteWidth - leftMargin;
- //const int bottomMargin = fullHeight - spriteHeight - topMargin;
- const size_t baseOffset = reader.getStream()->tell();
- assert(defType2 == 1);
- auto specialPalette = genSpecialPalette();
- for (ui32 i=0; i<spriteHeight; i++)
- {
- //NOTE: if this loop will be optimized to skip empty lines - recheck this read access
- ui8 * lineData = pixelData.get() + baseOffset + reader.readUInt32();
- size_t destX = pos.x;
- if (rotate)
- destX += rightMargin + spriteWidth - 1;
- else
- destX += leftMargin;
- size_t destY = pos.y + topMargin + i;
- size_t currentOffset = 0;
- size_t totalRowLength = 0;
- while (totalRowLength < spriteWidth)
- {
- ui8 type = lineData[currentOffset++];
- ui32 length = lineData[currentOffset++] + 1;
- if (type==0xFF)//Raw data
- {
- for (size_t j=0; j<length; j++)
- putPixelAt<bpp>(dest, destX + (rotate?(-j):(j)), destY, lineData[currentOffset + j], specialPalette);
- currentOffset += length;
- }
- else// RLE
- {
- if (type != 0) // transparency row, handle it here for speed
- {
- for (size_t j=0; j<length; j++)
- putPixelAt<bpp>(dest, destX + (rotate?(-j):(j)), destY, type, specialPalette);
- }
- }
- destX += rotate ? (-length) : (length);
- totalRowLength += length;
- }
- }
- }
- void CCreatureAnimation::nextFrame(SDL_Surface *dest, bool attacker)
- {
- // Note: please notice that attacker value is inversed when passed further.
- // This is intended behavior because "attacker" actually does not needs rotation
- switch(dest->format->BytesPerPixel)
- {
- case 2: return nextFrameT<2>(dest, !attacker);
- case 3: return nextFrameT<3>(dest, !attacker);
- case 4: return nextFrameT<4>(dest, !attacker);
- default:
- logGlobal->errorStream() << (int)dest->format->BitsPerPixel << " bpp is not supported!!!";
- }
- }
- int CCreatureAnimation::framesInGroup(CCreatureAnim::EAnimType group) const
- {
- if(dataOffsets.count(group) == 0)
- return 0;
- return dataOffsets.at(group).size();
- }
- ui8 * CCreatureAnimation::getPixelAddr(SDL_Surface * dest, int X, int Y) const
- {
- return (ui8*)dest->pixels + X * dest->format->BytesPerPixel + Y * dest->pitch;
- }
- template<int bpp>
- inline void CCreatureAnimation::putPixelAt(SDL_Surface * dest, int X, int Y, size_t index, const std::array<SDL_Color, 8> & special) const
- {
- putPixel<bpp>(getPixelAddr(dest, X, Y), palette[index], index, special);
- }
- template<int bpp>
- inline void CCreatureAnimation::putPixel(ui8 * dest, const SDL_Color & color, size_t index, const std::array<SDL_Color, 8> & special) const
- {
- if (index < 8)
- {
- const SDL_Color & pal = special[index];
- ColorPutter<bpp, 0>::PutColor(dest, pal.r, pal.g, pal.b, pal.unused);
- }
- else
- {
- ColorPutter<bpp, 0>::PutColor(dest, color.r, color.g, color.b);
- }
- }
- bool CCreatureAnimation::isDead() const
- {
- return getType() == CCreatureAnim::DEAD
- || getType() == CCreatureAnim::DEATH;
- }
- bool CCreatureAnimation::isIdle() const
- {
- return getType() == CCreatureAnim::HOLDING
- || getType() == CCreatureAnim::MOUSEON;
- }
- void CCreatureAnimation::pause()
- {
- speed = 0;
- }
- void CCreatureAnimation::play()
- {
- speed = 1 / speedController(this, type);
- }
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