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vcmi/client/battle/CCreatureAnimation.cpp

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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"
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#include "CCreatureAnimation.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CCreatureHandler.h"
#include "../gui/SDL_Extensions.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 };
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 = std::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:
return baseSpeed;
case CCreatureAnim::HOLDING:
return baseSpeed * creature->animation.idleAnimationTime / anim->framesInGroup(type);
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
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{
return type;
}
void CCreatureAnimation::setType(CCreatureAnim::EAnimType type)
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{
assert(type >= 0);
assert(framesInGroup(type) != 0);
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this->type = type;
currentFrame = 0;
once = false;
play();
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}
CCreatureAnimation::CCreatureAnimation(std::string name, TSpeedController controller)
: speed(0.1),
currentFrame(0),
elapsedTime(0),
type(CCreatureAnim::HOLDING),
border(CSDL_Ext::makeColor(0, 0, 0, 0)),
speedController(controller),
once(false)
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{
forward = std::make_shared<CAnimation>(name);
reverse = std::make_shared<CAnimation>(name);
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//todo: optimize
forward->preload();
reverse->preload();
reverse->verticalFlip();
//TODO: get dimensions form CAnimation
IImage * first = forward->getImage(0, type, true);
if(!first)
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{
fullWidth = 0;
fullHeight = 0;
return;
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}
fullWidth = first->width();
fullHeight = first->height();
// if necessary, add one frame into vcmi-only group DEAD
if(forward->size(CCreatureAnim::DEAD) == 0)
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{
forward->duplicateImage(CCreatureAnim::DEATH, forward->size(CCreatureAnim::DEATH)-1, CCreatureAnim::DEAD);
reverse->duplicateImage(CCreatureAnim::DEATH, reverse->size(CCreatureAnim::DEATH)-1, CCreatureAnim::DEAD);
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}
play();
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}
void CCreatureAnimation::endAnimation()
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{
once = false;
auto copy = onAnimationReset;
onAnimationReset.clear();
copy();
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}
bool CCreatureAnimation::incrementFrame(float timePassed)
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{
elapsedTime += timePassed;
currentFrame += timePassed * speed;
if (currentFrame >= float(framesInGroup(type)))
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{
// 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;
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}
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
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{
return currentFrame;
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}
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.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 CCreatureAnimation::genBorderPalette(IImage::BorderPallete & target)
{
target[0] = genBorderColor(getBorderStrength(elapsedTime), border);
target[1] = addColors(genShadow(128), genBorderColor(getBorderStrength(elapsedTime), border));
target[2] = addColors(genShadow(64), genBorderColor(getBorderStrength(elapsedTime), border));
}
void CCreatureAnimation::nextFrame(SDL_Surface *dest, bool attacker)
{
size_t frame = floor(currentFrame);
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IImage * image = nullptr;
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if(attacker)
image = forward->getImage(frame, type);
else
image = reverse->getImage(frame, type);
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IImage::BorderPallete borderPallete;
genBorderPalette(borderPallete);
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image->setBorderPallete(borderPallete);
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image->draw(dest, pos.x, pos.y);
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}
int CCreatureAnimation::framesInGroup(CCreatureAnim::EAnimType group) const
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{
return forward->size(group);
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}
bool CCreatureAnimation::isDead() const
{
return getType() == CCreatureAnim::DEAD
|| getType() == CCreatureAnim::DEATH;
}
bool CCreatureAnimation::isIdle() const
{
return getType() == CCreatureAnim::HOLDING
|| getType() == CCreatureAnim::MOUSEON;
}
bool CCreatureAnimation::isMoving() const
{
return getType() == CCreatureAnim::MOVE_START
|| getType() == CCreatureAnim::MOVING
|| getType() == CCreatureAnim::MOVE_END;
}
bool CCreatureAnimation::isShooting() const
{
return getType() == CCreatureAnim::SHOOT_UP
|| getType() == CCreatureAnim::SHOOT_FRONT
|| getType() == CCreatureAnim::SHOOT_DOWN;
}
void CCreatureAnimation::pause()
{
speed = 0;
}
void CCreatureAnimation::play()
{
speed = 0;
if (speedController(this, type) != 0)
speed = 1 / speedController(this, type);
}