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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/Canvas.h"
- #include "../gui/ColorFilter.h"
- 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 };
- static SDL_Color genShadow(ui8 alpha)
- {
- return CSDL_Ext::makeColor(0, 0, 0, alpha);
- }
- SDL_Color AnimationControls::getBlueBorder()
- {
- return creatureBlueBorder;
- }
- SDL_Color AnimationControls::getGoldBorder()
- {
- return creatureGoldBorder;
- }
- SDL_Color 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::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"
- // a lot of arbitrary multipliers, mostly to make animation speed closer to H3
- const float baseSpeed = 0.1f;
- const float speedMult = static_cast<float>(settings["battle"]["animationSpeed"].Float());
- const float speed = baseSpeed / speedMult;
- switch (type)
- {
- case ECreatureAnimType::MOVING:
- return static_cast<float>(speed * 2 * creature->animation.walkAnimationTime / anim->framesInGroup(type));
- case ECreatureAnimType::MOUSEON:
- return baseSpeed;
- case ECreatureAnimType::HOLDING:
- return static_cast<float>(baseSpeed * creature->animation.idleAnimationTime / anim->framesInGroup(type));
- 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 static_cast<float>(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 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 * 3 / anim->framesInGroup(type);
- case ECreatureAnimType::TURN_L:
- case ECreatureAnimType::TURN_R:
- return speed / 3;
- case ECreatureAnimType::MOVE_START:
- case ECreatureAnimType::MOVE_END:
- return speed / 3;
- case ECreatureAnimType::DEAD:
- case ECreatureAnimType::DEAD_RANGED:
- return speed;
- default:
- return speed;
- }
- }
- float AnimationControls::getProjectileSpeed()
- {
- return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 4000);
- }
- float AnimationControls::getCatapultSpeed()
- {
- return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 1000);
- }
- float AnimationControls::getSpellEffectSpeed()
- {
- return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 30);
- }
- float AnimationControls::getMovementDuration(const CCreature * creature)
- {
- return static_cast<float>(settings["battle"]["animationSpeed"].Float() * 4 / creature->animation.walkAnimationTime);
- }
- float AnimationControls::getFlightDistance(const CCreature * creature)
- {
- return static_cast<float>(creature->animation.flightAnimationDistance * 200);
- }
- float AnimationControls::getFadeInDuration()
- {
- return 1.0f / settings["battle"]["animationSpeed"].Float();
- }
- float AnimationControls::getObstaclesSpeed()
- {
- return 10.0;// does not seems to be affected by animaiton speed settings
- }
- ECreatureAnimType CreatureAnimation::getType() const
- {
- return type;
- }
- void CreatureAnimation::setType(ECreatureAnimType type)
- {
- this->type = type;
- currentFrame = 0;
- once = false;
- play();
- }
- CreatureAnimation::CreatureAnimation(const std::string & name_, TSpeedController controller)
- : name(name_),
- speed(0.1f),
- shadowAlpha(128),
- currentFrame(0),
- elapsedTime(0),
- type(ECreatureAnimType::HOLDING),
- border(CSDL_Ext::makeColor(0, 0, 0, 0)),
- speedController(controller),
- once(false)
- {
- forward = std::make_shared<CAnimation>(name_);
- reverse = std::make_shared<CAnimation>(name_);
- //todo: optimize
- forward->preload();
- reverse->preload();
- // 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();
- play();
- }
- void CreatureAnimation::endAnimation()
- {
- once = false;
- auto copy = onAnimationReset;
- onAnimationReset.clear();
- copy();
- }
- bool CreatureAnimation::incrementFrame(float timePassed)
- {
- elapsedTime += timePassed;
- currentFrame += timePassed * speed;
- 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(SDL_Color 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(vstd::round(time) - time) * 2; // generate value in range 0-1
- return static_cast<int>(borderStrength * 155 + 100); // scale to 0-255
- }
- static SDL_Color genBorderColor(ui8 alpha, const SDL_Color & base)
- {
- return CSDL_Ext::makeColor(base.r, base.g, base.b, ui8(base.a * 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.a, base.a),
- mixChannels(over.g, base.g, over.a, base.a),
- mixChannels(over.b, base.b, over.a, base.a),
- ui8(over.a + base.a * (255 - over.a) / 256)
- );
- }
- void CreatureAnimation::genSpecialPalette(IImage::SpecialPalette & target)
- {
- target[0] = genShadow(shadowAlpha / 2);
- target[1] = genShadow(shadowAlpha / 2);
- target[2] = genShadow(shadowAlpha);
- target[3] = genShadow(shadowAlpha);
- target[4] = genBorderColor(getBorderStrength(elapsedTime), border);
- target[5] = addColors(genShadow(shadowAlpha), genBorderColor(getBorderStrength(elapsedTime), border));
- target[6] = addColors(genShadow(shadowAlpha / 2), genBorderColor(getBorderStrength(elapsedTime), border));
- }
- void CreatureAnimation::nextFrame(Canvas & canvas, const ColorFilter & shifter, bool facingRight)
- {
- SDL_Color 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)
- {
- IImage::SpecialPalette SpecialPalette;
- genSpecialPalette(SpecialPalette);
- image->setSpecialPallete(SpecialPalette);
- image->adjustPalette(shifter);
- canvas.draw(image, pos.topLeft(), Rect(0, 0, pos.w, pos.h));
- }
- }
- 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;
- }
- void CreatureAnimation::pause()
- {
- speed = 0;
- }
- void CreatureAnimation::play()
- {
- //logAnim->trace("Play %s group %d at %d:%d", name, static_cast<int>(getType()), pos.x, pos.y);
- speed = 0;
- if(speedController(this, type) != 0)
- speed = 1 / speedController(this, type);
- }
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