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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-28 23:06:24 +02:00
vcmi/client/battle/CreatureAnimation.cpp
Johannes Schauer Marin Rodrigues a1a5bc28c2
convert line endings from CRLF (Windows) to LF (Linux/Unix)
Mixed line endings cause problems when exporting patches with
git-format-patch and then trying to "git am" a patch with mixed and
non-matching line endings. In such a situation git will fail to apply
the patch.

This commit runs the dos2unix tools on the remaining files with CRLF
(\r\n) line endings to convert them to line-feeds (\n) only.

Files that are Windows specific like *.vcxproj and *.props files were
not converted.

Closes: #3073
2023-10-19 16:23:21 +02:00

434 lines
12 KiB
C++

/*
* 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/Canvas.h"
#include "../render/ColorFilter.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<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::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<float>(getAnimationSpeedFactor() * 1250);
}
float AnimationControls::getRayProjectileSpeed()
{
// H3 speed: 4000/8000/12000 pixels per second
return static_cast<float>(getAnimationSpeedFactor() * 4000);
}
float AnimationControls::getCatapultSpeed()
{
// H3 speed: 200/400/600 pixels per second
return static_cast<float>(getAnimationSpeedFactor() * 200);
}
float AnimationControls::getSpellEffectSpeed()
{
// H3 speed: 10/20/30 frames per second
return static_cast<float>(getAnimationSpeedFactor() * 10);
}
float AnimationControls::getMovementDistance(const CCreature * creature)
{
// H3 speed: 2/4/6 tiles per second
return static_cast<float>( 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<float>( 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_);
reverse = GH.renderHandler().loadAnimation(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();
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<int>(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));
}
static ui8 mixChannels(ui8 c1, ui8 c2, ui8 a1, ui8 a2)
{
return c1*a1 / 256 + c2*a2*(255 - a1) / 256 / 256;
}
static ColorRGBA addColors(const ColorRGBA & base, const ColorRGBA & over)
{
return ColorRGBA(
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.resize(8);
target[0] = genShadow(0);
target[1] = genShadow(shadowAlpha / 2);
// colors 2 & 3 are not used in creatures
target[4] = genShadow(shadowAlpha);
target[5] = genBorderColor(getBorderStrength(elapsedTime), border);
target[6] = addColors(genShadow(shadowAlpha), genBorderColor(getBorderStrength(elapsedTime), border));
target[7] = addColors(genShadow(shadowAlpha / 2), genBorderColor(getBorderStrength(elapsedTime), border));
}
void CreatureAnimation::nextFrame(Canvas & canvas, const ColorFilter & shifter, bool facingRight)
{
ColorRGBA 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, IImage::SPECIAL_PALETTE_MASK_CREATURES);
image->adjustPalette(shifter, IImage::SPECIAL_PALETTE_MASK_CREATURES);
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<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;
}