CreatureAnimation.cpp 10 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 "CreatureAnimation.h"
  12. #include "../../lib/CConfigHandler.h"
  13. #include "../../lib/CCreatureHandler.h"
  14. #include "../gui/Canvas.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<CreatureAnimation> AnimationControls::getAnimation(const CCreature * creature)
  31. {
  32. auto func = std::bind(&AnimationControls::getCreatureAnimationSpeed, creature, _1, _2);
  33. return std::make_shared<CreatureAnimation>(creature->animDefName, func);
  34. }
  35. float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, const CreatureAnimation * 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::getCatapultSpeed()
  96. {
  97. return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 20);
  98. }
  99. float AnimationControls::getSpellEffectSpeed()
  100. {
  101. return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 30);
  102. }
  103. float AnimationControls::getMovementDuration(const CCreature * creature)
  104. {
  105. return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 4 / creature->animation.walkAnimationTime);
  106. }
  107. float AnimationControls::getFlightDistance(const CCreature * creature)
  108. {
  109. return static_cast<float>(creature->animation.flightAnimationDistance * 200);
  110. }
  111. CCreatureAnim::EAnimType CreatureAnimation::getType() const
  112. {
  113. return type;
  114. }
  115. void CreatureAnimation::setType(CCreatureAnim::EAnimType type)
  116. {
  117. this->type = type;
  118. currentFrame = 0;
  119. once = false;
  120. play();
  121. }
  122. void CreatureAnimation::shiftColor(const ColorShifter* shifter)
  123. {
  124. if(forward)
  125. forward->shiftColor(shifter);
  126. if(reverse)
  127. reverse->shiftColor(shifter);
  128. }
  129. CreatureAnimation::CreatureAnimation(const std::string & name_, TSpeedController controller)
  130. : name(name_),
  131. speed(0.1f),
  132. currentFrame(0),
  133. elapsedTime(0),
  134. type(CCreatureAnim::HOLDING),
  135. border(CSDL_Ext::makeColor(0, 0, 0, 0)),
  136. speedController(controller),
  137. once(false)
  138. {
  139. forward = std::make_shared<CAnimation>(name_);
  140. reverse = std::make_shared<CAnimation>(name_);
  141. //todo: optimize
  142. forward->preload();
  143. reverse->preload();
  144. // if necessary, add one frame into vcmi-only group DEAD
  145. if(forward->size(CCreatureAnim::DEAD) == 0)
  146. {
  147. forward->duplicateImage(CCreatureAnim::DEATH, forward->size(CCreatureAnim::DEATH)-1, CCreatureAnim::DEAD);
  148. reverse->duplicateImage(CCreatureAnim::DEATH, reverse->size(CCreatureAnim::DEATH)-1, CCreatureAnim::DEAD);
  149. }
  150. if(forward->size(CCreatureAnim::DEAD_RANGED) == 0 && forward->size(CCreatureAnim::DEATH_RANGED) != 0)
  151. {
  152. forward->duplicateImage(CCreatureAnim::DEATH_RANGED, forward->size(CCreatureAnim::DEATH_RANGED)-1, CCreatureAnim::DEAD_RANGED);
  153. reverse->duplicateImage(CCreatureAnim::DEATH_RANGED, reverse->size(CCreatureAnim::DEATH_RANGED)-1, CCreatureAnim::DEAD_RANGED);
  154. }
  155. //TODO: get dimensions form CAnimation
  156. auto first = forward->getImage(0, type, true);
  157. if(!first)
  158. {
  159. fullWidth = 0;
  160. fullHeight = 0;
  161. return;
  162. }
  163. fullWidth = first->width();
  164. fullHeight = first->height();
  165. reverse->verticalFlip();
  166. play();
  167. }
  168. void CreatureAnimation::endAnimation()
  169. {
  170. once = false;
  171. auto copy = onAnimationReset;
  172. onAnimationReset.clear();
  173. copy();
  174. }
  175. bool CreatureAnimation::incrementFrame(float timePassed)
  176. {
  177. elapsedTime += timePassed;
  178. currentFrame += timePassed * speed;
  179. const auto framesNumber = framesInGroup(type);
  180. if(framesNumber <= 0)
  181. {
  182. endAnimation();
  183. }
  184. else if(currentFrame >= float(framesNumber))
  185. {
  186. // just in case of extremely low fps (or insanely high speed)
  187. while(currentFrame >= float(framesNumber))
  188. currentFrame -= framesNumber;
  189. if(once)
  190. setType(CCreatureAnim::HOLDING);
  191. endAnimation();
  192. return true;
  193. }
  194. return false;
  195. }
  196. void CreatureAnimation::setBorderColor(SDL_Color palette)
  197. {
  198. border = palette;
  199. }
  200. int CreatureAnimation::getWidth() const
  201. {
  202. return fullWidth;
  203. }
  204. int CreatureAnimation::getHeight() const
  205. {
  206. return fullHeight;
  207. }
  208. float CreatureAnimation::getCurrentFrame() const
  209. {
  210. return currentFrame;
  211. }
  212. void CreatureAnimation::playOnce( CCreatureAnim::EAnimType type )
  213. {
  214. setType(type);
  215. once = true;
  216. }
  217. inline int getBorderStrength(float time)
  218. {
  219. float borderStrength = fabs(vstd::round(time) - time) * 2; // generate value in range 0-1
  220. return static_cast<int>(borderStrength * 155 + 100); // scale to 0-255
  221. }
  222. static SDL_Color genShadow(ui8 alpha)
  223. {
  224. return CSDL_Ext::makeColor(0, 0, 0, alpha);
  225. }
  226. static SDL_Color genBorderColor(ui8 alpha, const SDL_Color & base)
  227. {
  228. return CSDL_Ext::makeColor(base.r, base.g, base.b, ui8(base.a * alpha / 256));
  229. }
  230. static ui8 mixChannels(ui8 c1, ui8 c2, ui8 a1, ui8 a2)
  231. {
  232. return c1*a1 / 256 + c2*a2*(255 - a1) / 256 / 256;
  233. }
  234. static SDL_Color addColors(const SDL_Color & base, const SDL_Color & over)
  235. {
  236. return CSDL_Ext::makeColor(
  237. mixChannels(over.r, base.r, over.a, base.a),
  238. mixChannels(over.g, base.g, over.a, base.a),
  239. mixChannels(over.b, base.b, over.a, base.a),
  240. ui8(over.a + base.a * (255 - over.a) / 256)
  241. );
  242. }
  243. void CreatureAnimation::genBorderPalette(IImage::BorderPallete & target)
  244. {
  245. target[0] = genBorderColor(getBorderStrength(elapsedTime), border);
  246. target[1] = addColors(genShadow(128), genBorderColor(getBorderStrength(elapsedTime), border));
  247. target[2] = addColors(genShadow(64), genBorderColor(getBorderStrength(elapsedTime), border));
  248. }
  249. void CreatureAnimation::nextFrame(Canvas & canvas, bool facingRight)
  250. {
  251. size_t frame = static_cast<size_t>(floor(currentFrame));
  252. std::shared_ptr<IImage> image;
  253. if(facingRight)
  254. image = forward->getImage(frame, type);
  255. else
  256. image = reverse->getImage(frame, type);
  257. if(image)
  258. {
  259. IImage::BorderPallete borderPallete;
  260. genBorderPalette(borderPallete);
  261. image->setBorderPallete(borderPallete);
  262. canvas.draw(image, pos.topLeft(), Rect(0, 0, pos.w, pos.h));
  263. }
  264. }
  265. int CreatureAnimation::framesInGroup(CCreatureAnim::EAnimType group) const
  266. {
  267. return static_cast<int>(forward->size(group));
  268. }
  269. bool CreatureAnimation::isDead() const
  270. {
  271. return getType() == CCreatureAnim::DEAD
  272. || getType() == CCreatureAnim::DEAD_RANGED;
  273. }
  274. bool CreatureAnimation::isDying() const
  275. {
  276. return getType() == CCreatureAnim::DEATH
  277. || getType() == CCreatureAnim::DEATH_RANGED;
  278. }
  279. bool CreatureAnimation::isDeadOrDying() const
  280. {
  281. return getType() == CCreatureAnim::DEAD
  282. || getType() == CCreatureAnim::DEATH
  283. || getType() == CCreatureAnim::DEAD_RANGED
  284. || getType() == CCreatureAnim::DEATH_RANGED;
  285. }
  286. bool CreatureAnimation::isIdle() const
  287. {
  288. return getType() == CCreatureAnim::HOLDING
  289. || getType() == CCreatureAnim::MOUSEON;
  290. }
  291. bool CreatureAnimation::isMoving() const
  292. {
  293. return getType() == CCreatureAnim::MOVE_START
  294. || getType() == CCreatureAnim::MOVING
  295. || getType() == CCreatureAnim::MOVE_END
  296. || getType() == CCreatureAnim::TURN_L
  297. || getType() == CCreatureAnim::TURN_R;
  298. }
  299. bool CreatureAnimation::isShooting() const
  300. {
  301. return getType() == CCreatureAnim::SHOOT_UP
  302. || getType() == CCreatureAnim::SHOOT_FRONT
  303. || getType() == CCreatureAnim::SHOOT_DOWN;
  304. }
  305. void CreatureAnimation::pause()
  306. {
  307. speed = 0;
  308. }
  309. void CreatureAnimation::play()
  310. {
  311. //logAnim->trace("Play %s group %d at %d:%d", name, static_cast<int>(getType()), pos.x, pos.y);
  312. speed = 0;
  313. if(speedController(this, type) != 0)
  314. speed = 1 / speedController(this, type);
  315. }