/* * 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" #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 }; 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 AnimationControls::getAnimation(const CCreature * creature) { auto func = std::bind(&AnimationControls::getCreatureAnimationSpeed, creature, _1, _2); return std::make_shared(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(settings["battle"]["animationSpeed"].Float()); const float speed = baseSpeed / speedMult; switch (type) { case ECreatureAnimType::MOVING: return static_cast(speed * 2 * creature->animation.walkAnimationTime / anim->framesInGroup(type)); case ECreatureAnimType::MOUSEON: return baseSpeed; case ECreatureAnimType::HOLDING: return static_cast(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(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(settings["battle"]["animationSpeed"].Float() * 4000); } float AnimationControls::getCatapultSpeed() { return static_cast(settings["battle"]["animationSpeed"].Float() * 1000); } float AnimationControls::getSpellEffectSpeed() { return static_cast(settings["battle"]["animationSpeed"].Float() * 30); } float AnimationControls::getMovementDuration(const CCreature * creature) { return static_cast(settings["battle"]["animationSpeed"].Float() * 4 / creature->animation.walkAnimationTime); } float AnimationControls::getFlightDistance(const CCreature * creature) { return static_cast(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(name_); reverse = std::make_shared(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(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(floor(currentFrame)); std::shared_ptr 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(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(getType()), pos.x, pos.y); speed = 0; if(speedController(this, type) != 0) speed = 1 / speedController(this, type); }