/* * 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 "CCreatureAnimation.h" #include "../../lib/CConfigHandler.h" #include "../../lib/CCreatureHandler.h" #include "../gui/CCanvas.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; } 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 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 = 0.1f; const float speedMult = static_cast(settings["battle"]["animationSpeed"].Float()); const float speed = baseSpeed / speedMult; switch (type) { case CCreatureAnim::MOVING: return static_cast(speed * 2 * creature->animation.walkAnimationTime / anim->framesInGroup(type)); case CCreatureAnim::MOUSEON: return baseSpeed; case CCreatureAnim::HOLDING: return static_cast(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: case CCreatureAnim::VCMI_CAST_DOWN: case CCreatureAnim::VCMI_CAST_FRONT: case CCreatureAnim::VCMI_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 CCreatureAnim::ATTACK_UP: case CCreatureAnim::ATTACK_FRONT: case CCreatureAnim::ATTACK_DOWN: case CCreatureAnim::HITTED: case CCreatureAnim::DEFENCE: case CCreatureAnim::DEATH: case CCreatureAnim::DEATH_RANGED: case CCreatureAnim::VCMI_2HEX_DOWN: case CCreatureAnim::VCMI_2HEX_FRONT: case CCreatureAnim::VCMI_2HEX_UP: 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: case CCreatureAnim::DEAD_RANGED: return speed; default: return speed; } } float AnimationControls::getProjectileSpeed() { return static_cast(settings["battle"]["animationSpeed"].Float() * 100); } 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); } CCreatureAnim::EAnimType CCreatureAnimation::getType() const { return type; } void CCreatureAnimation::setType(CCreatureAnim::EAnimType type) { this->type = type; currentFrame = 0; once = false; play(); } void CCreatureAnimation::shiftColor(const ColorShifter* shifter) { if(forward) forward->shiftColor(shifter); if(reverse) reverse->shiftColor(shifter); } CCreatureAnimation::CCreatureAnimation(const std::string & name_, TSpeedController controller) : name(name_), speed(0.1f), currentFrame(0), elapsedTime(0), type(CCreatureAnim::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(CCreatureAnim::DEAD) == 0) { forward->duplicateImage(CCreatureAnim::DEATH, forward->size(CCreatureAnim::DEATH)-1, CCreatureAnim::DEAD); reverse->duplicateImage(CCreatureAnim::DEATH, reverse->size(CCreatureAnim::DEATH)-1, CCreatureAnim::DEAD); } if(forward->size(CCreatureAnim::DEAD_RANGED) == 0 && forward->size(CCreatureAnim::DEATH_RANGED) != 0) { forward->duplicateImage(CCreatureAnim::DEATH_RANGED, forward->size(CCreatureAnim::DEATH_RANGED)-1, CCreatureAnim::DEAD_RANGED); reverse->duplicateImage(CCreatureAnim::DEATH_RANGED, reverse->size(CCreatureAnim::DEATH_RANGED)-1, CCreatureAnim::DEAD_RANGED); } //TODO: get dimensions form CAnimation auto first = forward->getImage(0, type, true); if(!first) { fullWidth = 0; fullHeight = 0; return; } fullWidth = first->width(); fullHeight = first->height(); reverse->verticalFlip(); play(); } void CCreatureAnimation::endAnimation() { once = false; auto copy = onAnimationReset; onAnimationReset.clear(); copy(); } bool CCreatureAnimation::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(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 static_cast(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(std::shared_ptr canvas, bool facingRight) { size_t frame = static_cast(floor(currentFrame)); std::shared_ptr image; if(facingRight) image = forward->getImage(frame, type); else image = reverse->getImage(frame, type); if(image) { IImage::BorderPallete borderPallete; genBorderPalette(borderPallete); image->setBorderPallete(borderPallete); canvas->draw(image, pos.topLeft(), Rect(0, 0, pos.w, pos.h)); } } int CCreatureAnimation::framesInGroup(CCreatureAnim::EAnimType group) const { return static_cast(forward->size(group)); } bool CCreatureAnimation::isDead() const { return getType() == CCreatureAnim::DEAD || getType() == CCreatureAnim::DEAD_RANGED; } bool CCreatureAnimation::isDying() const { return getType() == CCreatureAnim::DEATH || getType() == CCreatureAnim::DEATH_RANGED; } bool CCreatureAnimation::isDeadOrDying() const { return getType() == CCreatureAnim::DEAD || getType() == CCreatureAnim::DEATH || getType() == CCreatureAnim::DEAD_RANGED || getType() == CCreatureAnim::DEATH_RANGED; } 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 || getType() == CCreatureAnim::TURN_L || getType() == CCreatureAnim::TURN_R; } 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() { //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); }