/* * 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/CGuiHandler.h" #include "../render/CAnimation.h" #include "../render/Canvas.h" #include "../render/ColorFilter.h" #include "../render/Colors.h" #include "../render/IRenderHandler.h" static const ColorRGBA creatureBlueBorder = { 0, 255, 255, 255 }; static const ColorRGBA creatureGoldBorder = { 255, 255, 0, 255 }; static const ColorRGBA creatureNoBorder = { 0, 0, 0, 0 }; static ColorRGBA genShadow(ui8 alpha) { return ColorRGBA(0, 0, 0, alpha); } ColorRGBA AnimationControls::getBlueBorder() { return creatureBlueBorder; } ColorRGBA AnimationControls::getGoldBorder() { return creatureGoldBorder; } ColorRGBA 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::getAnimationSpeedFactor() { // according to testing, H3 ratios between slow/medium/fast might actually be 36/60/100 (x1.666) // exact value is hard to tell due to large rounding errors // however we will assume them to be 33/66/100 since these values are better for standard 60 fps displays: // with these numbers, base frame display duration will be 100/66/33 ms - exactly 6/4/2 frames return settings["battle"]["speedFactor"].Float(); } 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" // base speed for all H3 animations on slow speed is 10 frames per second (or 100ms per frame) const float baseSpeed = 10.f; const float speed = baseSpeed * getAnimationSpeedFactor(); switch (type) { case ECreatureAnimType::MOVING: return speed / creature->animation.walkAnimationTime; case ECreatureAnimType::MOUSEON: return baseSpeed; case ECreatureAnimType::HOLDING: return creature->animation.idleAnimationTime; 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 speed / creature->animation.attackAnimationTime; // 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; case ECreatureAnimType::TURN_L: case ECreatureAnimType::TURN_R: return speed; case ECreatureAnimType::MOVE_START: case ECreatureAnimType::MOVE_END: return speed; case ECreatureAnimType::DEAD: case ECreatureAnimType::DEAD_RANGED: return speed; default: return speed; } } float AnimationControls::getProjectileSpeed() { // H3 speed: 1250/2500/3750 pixels per second return static_cast(getAnimationSpeedFactor() * 1250); } float AnimationControls::getRayProjectileSpeed() { // H3 speed: 4000/8000/12000 pixels per second return static_cast(getAnimationSpeedFactor() * 4000); } float AnimationControls::getCatapultSpeed() { // H3 speed: 200/400/600 pixels per second return static_cast(getAnimationSpeedFactor() * 200); } float AnimationControls::getSpellEffectSpeed() { // H3 speed: 10/20/30 frames per second return static_cast(getAnimationSpeedFactor() * 10); } float AnimationControls::getMovementRange(const CCreature * creature) { // H3 speed: 2/4/6 tiles per second return static_cast( 2.0 * getAnimationSpeedFactor() / creature->animation.walkAnimationTime); } float AnimationControls::getFlightDistance(const CCreature * creature) { // Note: for whatever reason, H3 uses "Walk Animation Time" here, even though "Flight Animation Distance" also exists // H3 speed: 250/500/750 pixels per second return static_cast( 250.0 * getAnimationSpeedFactor() / creature->animation.walkAnimationTime); } float AnimationControls::getFadeInDuration() { // H3 speed: 500/250/166 ms return 0.5f / getAnimationSpeedFactor(); } float AnimationControls::getObstaclesSpeed() { // H3 speed: 20 frames per second, irregardless of speed setting. return 20.f; } ECreatureAnimType CreatureAnimation::getType() const { return type; } void CreatureAnimation::setType(ECreatureAnimType type) { this->type = type; currentFrame = 0; once = false; speed = speedController(this, type); } CreatureAnimation::CreatureAnimation(const AnimationPath & name_, TSpeedController controller) : name(name_), speed(0.1f), shadowAlpha(128), currentFrame(0), animationEnd(-1), elapsedTime(0), type(ECreatureAnimType::HOLDING), speedController(controller), once(false) { forward = GH.renderHandler().loadAnimation(name_, EImageBlitMode::WITH_SHADOW_AND_OVERLAY); reverse = GH.renderHandler().loadAnimation(name_, EImageBlitMode::WITH_SHADOW_AND_OVERLAY); // 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(); speed = speedController(this, type); } void CreatureAnimation::endAnimation() { once = false; auto copy = onAnimationReset; onAnimationReset.clear(); copy(); } bool CreatureAnimation::incrementFrame(float timePassed) { elapsedTime += timePassed; currentFrame += timePassed * speed; if (animationEnd >= 0) currentFrame = std::min(currentFrame, animationEnd); 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(ColorRGBA 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(std::round(time) - time) * 2; // generate value in range 0-1 return static_cast(borderStrength * 155 + 100); // scale to 0-255 } static ColorRGBA genBorderColor(ui8 alpha, const ColorRGBA & base) { return ColorRGBA(base.r, base.g, base.b, ui8(base.a * alpha / 256)); } void CreatureAnimation::nextFrame(Canvas & canvas, const ColorFilter & shifter, bool facingRight) { ColorRGBA 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) { if (isIdle()) image->setOverlayColor(genBorderColor(getBorderStrength(elapsedTime), border)); else image->setOverlayColor(Colors::TRANSPARENCY); image->adjustPalette(shifter, 0); canvas.draw(image, pos.topLeft(), Rect(0, 0, pos.w, pos.h)); } } void CreatureAnimation::playUntil(size_t frameIndex) { animationEnd = frameIndex; } 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; }