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vcmi/client/battle/CCreatureAnimation.h
Ivan Savenko a148c39e0a more battles animations:
- UI will be correctly greyed-out during opponent turn
- fixed remaining issues with blit order
- a bit better handling of catapult attack
- fixes #1362
2013-07-21 10:10:38 +00:00

143 lines
4.7 KiB
C++

#pragma once
#include "../FunctionList.h"
//#include "../CDefHandler.h"
#include "../CAnimation.h"
/*
* CCreatureAnimation.h, 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
*
*/
class CIntObject;
class CCreatureAnimation;
/// Namespace for some common controls of animations
namespace AnimationControls
{
/// get SDL_Color for creature selection borders
SDL_Color getBlueBorder();
SDL_Color getGoldBorder();
SDL_Color getNoBorder();
/// creates animation object with preset speed control
CCreatureAnimation * getAnimation(const CCreature * creature);
/// returns animation speed of specific group, taking in mind game setting (in frames per second)
float getCreatureAnimationSpeed(const CCreature * creature, const CCreatureAnimation * anim, size_t groupID);
/// returns how far projectile should move each frame
/// TODO: make it time-based
float getProjectileSpeed();
/// returns speed of any spell effects, including any special effects like morale (in frames per second)
float getSpellEffectSpeed();
/// returns duration of full movement animation, in seconds. Needed to move animation on screen
float getMovementDuration(const CCreature * creature);
/// Returns distance on which flying creatures should during one animation loop
float getFlightDistance(const CCreature * creature);
}
/// Class which manages animations of creatures/units inside battles
/// TODO: split into constant image container and class that does *control* of animation
class CCreatureAnimation : public CIntObject
{
public:
typedef boost::function<float(CCreatureAnimation *, size_t)> TSpeedController;
private:
std::string defName;
int fullWidth, fullHeight;
// palette, as read from def file
std::array<SDL_Color, 256> palette;
//key = id of group (note that some groups may be missing)
//value = offset of pixel data for each frame, vector size = number of frames in group
std::map<int, std::vector<unsigned int>> dataOffsets;
//animation raw data
//TODO: use vector instead?
unique_ptr<ui8[]> pixelData;
size_t pixelDataSize;
// speed of animation, measure in frames per second
float speed;
// currently displayed frame. Float to allow H3-style animations where frames
// don't display for integer number of frames
float currentFrame;
// cumulative, real-time duration of animation. Used for effects like selection border
float elapsedTime;
CCreatureAnim::EAnimType type; //type of animation being displayed
// border color, disabled if alpha = 0
SDL_Color border;
TSpeedController speedController;
bool once; // animation will be played once and the reset to idling
ui8 * getPixelAddr(SDL_Surface * dest, int ftcpX, int ftcpY) const;
template<int bpp>
void putPixelAt(SDL_Surface * dest, int X, int Y, size_t index, const std::array<SDL_Color, 8> & special) const;
template<int bpp>
void putPixel( ui8 * dest, const SDL_Color & color, size_t index, const std::array<SDL_Color, 8> & special) const;
template<int bpp>
void nextFrameT(SDL_Surface * dest, bool rotate);
void endAnimation();
/// creates 8 special colors for current frame
std::array<SDL_Color, 8> genSpecialPalette();
public:
// function(s) that will be called when animation ends, after reset to 1st frame
// NOTE that these function will be fired only once
CFunctionList<void()> onAnimationReset;
int getWidth() const;
int getHeight() const;
/// Constructor
/// name - path to .def file, relative to SPRITES/ directory
/// controller - function that will return for how long *each* frame
/// in specified group of animation should be played, measured in seconds
CCreatureAnimation(std::string name, TSpeedController speedController); //c-tor
void setType(CCreatureAnim::EAnimType type); //sets type of animation and cleares framecount
CCreatureAnim::EAnimType getType() const; //returns type of animation
void nextFrame(SDL_Surface * dest, bool rotate);
// should be called every frame, return true when animation was reset to beginning
bool incrementFrame(float timePassed);
void setBorderColor(SDL_Color palette);
float getCurrentFrame() const; // Gets the current frame ID relative to frame group.
void playOnce(CCreatureAnim::EAnimType type); //plays once given stage of animation, then resets to 2
int framesInGroup(CCreatureAnim::EAnimType group) const; //retirns number of fromes in given group
void pause();
void play();
//helpers. TODO: move them somewhere else
bool isDead() const;
bool isIdle() const;
bool isMoving() const;
bool isShooting() const;
};