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https://github.com/vcmi/vcmi.git
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a1a5bc28c2
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
434 lines
12 KiB
C++
434 lines
12 KiB
C++
/*
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* CCreatureAnimation.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CreatureAnimation.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CCreatureHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../render/Canvas.h"
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#include "../render/ColorFilter.h"
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#include "../render/IRenderHandler.h"
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static const ColorRGBA creatureBlueBorder = { 0, 255, 255, 255 };
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static const ColorRGBA creatureGoldBorder = { 255, 255, 0, 255 };
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static const ColorRGBA creatureNoBorder = { 0, 0, 0, 0 };
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static ColorRGBA genShadow(ui8 alpha)
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{
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return ColorRGBA(0, 0, 0, alpha);
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}
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ColorRGBA AnimationControls::getBlueBorder()
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{
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return creatureBlueBorder;
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}
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ColorRGBA AnimationControls::getGoldBorder()
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{
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return creatureGoldBorder;
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}
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ColorRGBA AnimationControls::getNoBorder()
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{
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return creatureNoBorder;
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}
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std::shared_ptr<CreatureAnimation> AnimationControls::getAnimation(const CCreature * creature)
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{
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auto func = std::bind(&AnimationControls::getCreatureAnimationSpeed, creature, _1, _2);
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return std::make_shared<CreatureAnimation>(creature->animDefName, func);
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}
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float AnimationControls::getAnimationSpeedFactor()
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{
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// according to testing, H3 ratios between slow/medium/fast might actually be 36/60/100 (x1.666)
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// exact value is hard to tell due to large rounding errors
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// however we will assume them to be 33/66/100 since these values are better for standard 60 fps displays:
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// with these numbers, base frame display duration will be 100/66/33 ms - exactly 6/4/2 frames
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return settings["battle"]["speedFactor"].Float();
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}
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float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, const CreatureAnimation * anim, ECreatureAnimType type)
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{
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assert(creature->animation.walkAnimationTime != 0);
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assert(creature->animation.attackAnimationTime != 0);
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assert(anim->framesInGroup(type) != 0);
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// possible new fields for creature format:
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//split "Attack time" into "Shoot Time" and "Cast Time"
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// base speed for all H3 animations on slow speed is 10 frames per second (or 100ms per frame)
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const float baseSpeed = 10.f;
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const float speed = baseSpeed * getAnimationSpeedFactor();
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switch (type)
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{
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case ECreatureAnimType::MOVING:
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return speed / creature->animation.walkAnimationTime;
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case ECreatureAnimType::MOUSEON:
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return baseSpeed;
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case ECreatureAnimType::HOLDING:
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return creature->animation.idleAnimationTime;
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case ECreatureAnimType::SHOOT_UP:
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case ECreatureAnimType::SHOOT_FRONT:
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case ECreatureAnimType::SHOOT_DOWN:
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case ECreatureAnimType::SPECIAL_UP:
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case ECreatureAnimType::SPECIAL_FRONT:
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case ECreatureAnimType::SPECIAL_DOWN:
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case ECreatureAnimType::CAST_DOWN:
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case ECreatureAnimType::CAST_FRONT:
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case ECreatureAnimType::CAST_UP:
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return speed / creature->animation.attackAnimationTime;
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// as strange as it looks like "attackAnimationTime" does not affects melee attacks
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// necessary because length of these animations must be same for all creatures for synchronization
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case ECreatureAnimType::ATTACK_UP:
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case ECreatureAnimType::ATTACK_FRONT:
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case ECreatureAnimType::ATTACK_DOWN:
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case ECreatureAnimType::HITTED:
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case ECreatureAnimType::DEFENCE:
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case ECreatureAnimType::DEATH:
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case ECreatureAnimType::DEATH_RANGED:
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case ECreatureAnimType::RESURRECTION:
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case ECreatureAnimType::GROUP_ATTACK_DOWN:
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case ECreatureAnimType::GROUP_ATTACK_FRONT:
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case ECreatureAnimType::GROUP_ATTACK_UP:
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return speed;
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case ECreatureAnimType::TURN_L:
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case ECreatureAnimType::TURN_R:
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return speed;
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case ECreatureAnimType::MOVE_START:
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case ECreatureAnimType::MOVE_END:
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return speed;
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case ECreatureAnimType::DEAD:
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case ECreatureAnimType::DEAD_RANGED:
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return speed;
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default:
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return speed;
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}
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}
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float AnimationControls::getProjectileSpeed()
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{
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// H3 speed: 1250/2500/3750 pixels per second
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return static_cast<float>(getAnimationSpeedFactor() * 1250);
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}
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float AnimationControls::getRayProjectileSpeed()
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{
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// H3 speed: 4000/8000/12000 pixels per second
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return static_cast<float>(getAnimationSpeedFactor() * 4000);
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}
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float AnimationControls::getCatapultSpeed()
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{
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// H3 speed: 200/400/600 pixels per second
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return static_cast<float>(getAnimationSpeedFactor() * 200);
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}
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float AnimationControls::getSpellEffectSpeed()
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{
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// H3 speed: 10/20/30 frames per second
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return static_cast<float>(getAnimationSpeedFactor() * 10);
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}
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float AnimationControls::getMovementDistance(const CCreature * creature)
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{
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// H3 speed: 2/4/6 tiles per second
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return static_cast<float>( 2.0 * getAnimationSpeedFactor() / creature->animation.walkAnimationTime);
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}
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float AnimationControls::getFlightDistance(const CCreature * creature)
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{
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// Note: for whatever reason, H3 uses "Walk Animation Time" here, even though "Flight Animation Distance" also exists
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// H3 speed: 250/500/750 pixels per second
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return static_cast<float>( 250.0 * getAnimationSpeedFactor() / creature->animation.walkAnimationTime);
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}
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float AnimationControls::getFadeInDuration()
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{
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// H3 speed: 500/250/166 ms
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return 0.5f / getAnimationSpeedFactor();
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}
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float AnimationControls::getObstaclesSpeed()
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{
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// H3 speed: 20 frames per second, irregardless of speed setting.
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return 20.f;
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}
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ECreatureAnimType CreatureAnimation::getType() const
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{
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return type;
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}
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void CreatureAnimation::setType(ECreatureAnimType type)
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{
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this->type = type;
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currentFrame = 0;
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once = false;
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speed = speedController(this, type);
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}
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CreatureAnimation::CreatureAnimation(const AnimationPath & name_, TSpeedController controller)
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: name(name_),
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speed(0.1f),
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shadowAlpha(128),
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currentFrame(0),
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animationEnd(-1),
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elapsedTime(0),
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type(ECreatureAnimType::HOLDING),
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speedController(controller),
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once(false)
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{
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forward = GH.renderHandler().loadAnimation(name_);
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reverse = GH.renderHandler().loadAnimation(name_);
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//todo: optimize
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forward->preload();
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reverse->preload();
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// if necessary, add one frame into vcmi-only group DEAD
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if(forward->size(size_t(ECreatureAnimType::DEAD)) == 0)
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{
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forward->duplicateImage(size_t(ECreatureAnimType::DEATH), forward->size(size_t(ECreatureAnimType::DEATH))-1, size_t(ECreatureAnimType::DEAD));
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reverse->duplicateImage(size_t(ECreatureAnimType::DEATH), reverse->size(size_t(ECreatureAnimType::DEATH))-1, size_t(ECreatureAnimType::DEAD));
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}
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if(forward->size(size_t(ECreatureAnimType::DEAD_RANGED)) == 0 && forward->size(size_t(ECreatureAnimType::DEATH_RANGED)) != 0)
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{
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forward->duplicateImage(size_t(ECreatureAnimType::DEATH_RANGED), forward->size(size_t(ECreatureAnimType::DEATH_RANGED))-1, size_t(ECreatureAnimType::DEAD_RANGED));
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reverse->duplicateImage(size_t(ECreatureAnimType::DEATH_RANGED), reverse->size(size_t(ECreatureAnimType::DEATH_RANGED))-1, size_t(ECreatureAnimType::DEAD_RANGED));
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}
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if(forward->size(size_t(ECreatureAnimType::FROZEN)) == 0)
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{
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forward->duplicateImage(size_t(ECreatureAnimType::HOLDING), 0, size_t(ECreatureAnimType::FROZEN));
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reverse->duplicateImage(size_t(ECreatureAnimType::HOLDING), 0, size_t(ECreatureAnimType::FROZEN));
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}
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if(forward->size(size_t(ECreatureAnimType::RESURRECTION)) == 0)
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{
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for (size_t i = 0; i < forward->size(size_t(ECreatureAnimType::DEATH)); ++i)
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{
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size_t current = forward->size(size_t(ECreatureAnimType::DEATH)) - 1 - i;
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forward->duplicateImage(size_t(ECreatureAnimType::DEATH), current, size_t(ECreatureAnimType::RESURRECTION));
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reverse->duplicateImage(size_t(ECreatureAnimType::DEATH), current, size_t(ECreatureAnimType::RESURRECTION));
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}
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}
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//TODO: get dimensions form CAnimation
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auto first = forward->getImage(0, size_t(type), true);
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if(!first)
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{
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fullWidth = 0;
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fullHeight = 0;
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return;
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}
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fullWidth = first->width();
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fullHeight = first->height();
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reverse->verticalFlip();
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speed = speedController(this, type);
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}
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void CreatureAnimation::endAnimation()
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{
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once = false;
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auto copy = onAnimationReset;
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onAnimationReset.clear();
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copy();
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}
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bool CreatureAnimation::incrementFrame(float timePassed)
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{
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elapsedTime += timePassed;
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currentFrame += timePassed * speed;
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if (animationEnd >= 0)
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currentFrame = std::min(currentFrame, animationEnd);
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const auto framesNumber = framesInGroup(type);
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if(framesNumber <= 0)
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{
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endAnimation();
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}
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else if(currentFrame >= float(framesNumber))
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{
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// just in case of extremely low fps (or insanely high speed)
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while(currentFrame >= float(framesNumber))
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currentFrame -= framesNumber;
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if(once)
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setType(ECreatureAnimType::HOLDING);
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endAnimation();
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return true;
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}
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return false;
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}
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void CreatureAnimation::setBorderColor(ColorRGBA palette)
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{
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border = palette;
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}
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int CreatureAnimation::getWidth() const
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{
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return fullWidth;
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}
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int CreatureAnimation::getHeight() const
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{
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return fullHeight;
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}
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float CreatureAnimation::getCurrentFrame() const
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{
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return currentFrame;
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}
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void CreatureAnimation::playOnce( ECreatureAnimType type )
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{
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setType(type);
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once = true;
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}
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inline int getBorderStrength(float time)
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{
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float borderStrength = fabs(std::round(time) - time) * 2; // generate value in range 0-1
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return static_cast<int>(borderStrength * 155 + 100); // scale to 0-255
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}
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static ColorRGBA genBorderColor(ui8 alpha, const ColorRGBA & base)
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{
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return ColorRGBA(base.r, base.g, base.b, ui8(base.a * alpha / 256));
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}
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static ui8 mixChannels(ui8 c1, ui8 c2, ui8 a1, ui8 a2)
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{
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return c1*a1 / 256 + c2*a2*(255 - a1) / 256 / 256;
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}
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static ColorRGBA addColors(const ColorRGBA & base, const ColorRGBA & over)
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{
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return ColorRGBA(
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mixChannels(over.r, base.r, over.a, base.a),
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mixChannels(over.g, base.g, over.a, base.a),
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mixChannels(over.b, base.b, over.a, base.a),
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ui8(over.a + base.a * (255 - over.a) / 256)
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);
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}
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void CreatureAnimation::genSpecialPalette(IImage::SpecialPalette & target)
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{
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target.resize(8);
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target[0] = genShadow(0);
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target[1] = genShadow(shadowAlpha / 2);
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// colors 2 & 3 are not used in creatures
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target[4] = genShadow(shadowAlpha);
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target[5] = genBorderColor(getBorderStrength(elapsedTime), border);
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target[6] = addColors(genShadow(shadowAlpha), genBorderColor(getBorderStrength(elapsedTime), border));
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target[7] = addColors(genShadow(shadowAlpha / 2), genBorderColor(getBorderStrength(elapsedTime), border));
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}
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void CreatureAnimation::nextFrame(Canvas & canvas, const ColorFilter & shifter, bool facingRight)
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{
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ColorRGBA shadowTest = shifter.shiftColor(genShadow(128));
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shadowAlpha = shadowTest.a;
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size_t frame = static_cast<size_t>(floor(currentFrame));
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std::shared_ptr<IImage> image;
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if(facingRight)
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image = forward->getImage(frame, size_t(type));
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else
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image = reverse->getImage(frame, size_t(type));
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if(image)
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{
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IImage::SpecialPalette SpecialPalette;
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genSpecialPalette(SpecialPalette);
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image->setSpecialPallete(SpecialPalette, IImage::SPECIAL_PALETTE_MASK_CREATURES);
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image->adjustPalette(shifter, IImage::SPECIAL_PALETTE_MASK_CREATURES);
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canvas.draw(image, pos.topLeft(), Rect(0, 0, pos.w, pos.h));
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}
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}
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void CreatureAnimation::playUntil(size_t frameIndex)
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{
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animationEnd = frameIndex;
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}
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int CreatureAnimation::framesInGroup(ECreatureAnimType group) const
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{
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return static_cast<int>(forward->size(size_t(group)));
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}
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bool CreatureAnimation::isDead() const
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{
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return getType() == ECreatureAnimType::DEAD
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|| getType() == ECreatureAnimType::DEAD_RANGED;
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}
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bool CreatureAnimation::isDying() const
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{
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return getType() == ECreatureAnimType::DEATH
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|| getType() == ECreatureAnimType::DEATH_RANGED;
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}
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bool CreatureAnimation::isDeadOrDying() const
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{
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return getType() == ECreatureAnimType::DEAD
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|| getType() == ECreatureAnimType::DEATH
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|| getType() == ECreatureAnimType::DEAD_RANGED
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|| getType() == ECreatureAnimType::DEATH_RANGED;
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}
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bool CreatureAnimation::isIdle() const
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{
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return getType() == ECreatureAnimType::HOLDING
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|| getType() == ECreatureAnimType::MOUSEON;
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}
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bool CreatureAnimation::isMoving() const
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{
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return getType() == ECreatureAnimType::MOVE_START
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|| getType() == ECreatureAnimType::MOVING
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|| getType() == ECreatureAnimType::MOVE_END
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|| getType() == ECreatureAnimType::TURN_L
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|| getType() == ECreatureAnimType::TURN_R;
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}
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bool CreatureAnimation::isShooting() const
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{
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return getType() == ECreatureAnimType::SHOOT_UP
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|| getType() == ECreatureAnimType::SHOOT_FRONT
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|| getType() == ECreatureAnimType::SHOOT_DOWN;
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}
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