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https://github.com/vcmi/vcmi.git
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b57b14b752
- removed "shooterHeight" property - seems to be same in all towns.
457 lines
12 KiB
C++
457 lines
12 KiB
C++
#include "StdInc.h"
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#include "CCreatureAnimation.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CCreatureHandler.h"
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#include "../../lib/vcmi_endian.h"
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#include "../gui/SDL_Extensions.h"
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#include "../gui/SDL_Pixels.h"
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#include "../../lib/filesystem/Filesystem.h"
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#include "../../lib/filesystem/CBinaryReader.h"
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#include "../../lib/filesystem/CMemoryStream.h"
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/*
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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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static const SDL_Color creatureBlueBorder = { 0, 255, 255, 255 };
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static const SDL_Color creatureGoldBorder = { 255, 255, 0, 255 };
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static const SDL_Color creatureNoBorder = { 0, 0, 0, 0 };
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SDL_Color AnimationControls::getBlueBorder()
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{
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return creatureBlueBorder;
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}
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SDL_Color AnimationControls::getGoldBorder()
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{
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return creatureGoldBorder;
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}
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SDL_Color AnimationControls::getNoBorder()
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{
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return creatureNoBorder;
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}
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CCreatureAnimation * AnimationControls::getAnimation(const CCreature * creature)
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{
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auto func = boost::bind(&AnimationControls::getCreatureAnimationSpeed, creature, _1, _2);
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return new CCreatureAnimation(creature->animDefName, func);
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}
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float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, const CCreatureAnimation * anim, size_t group)
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{
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CCreatureAnim::EAnimType type = CCreatureAnim::EAnimType(group);
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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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// a lot of arbitrary multipliers, mostly to make animation speed closer to H3
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const float baseSpeed = 0.1;
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const float speedMult = settings["battle"]["animationSpeed"].Float();
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const float speed = baseSpeed / speedMult;
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switch (type)
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{
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case CCreatureAnim::MOVING:
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return speed * 2 * creature->animation.walkAnimationTime / anim->framesInGroup(type);
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case CCreatureAnim::MOUSEON:
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case CCreatureAnim::HOLDING:
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return baseSpeed;
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case CCreatureAnim::SHOOT_UP:
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case CCreatureAnim::SHOOT_FRONT:
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case CCreatureAnim::SHOOT_DOWN:
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case CCreatureAnim::CAST_UP:
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case CCreatureAnim::CAST_FRONT:
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case CCreatureAnim::CAST_DOWN:
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return speed * 4 * creature->animation.attackAnimationTime / anim->framesInGroup(type);
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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 CCreatureAnim::ATTACK_UP:
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case CCreatureAnim::ATTACK_FRONT:
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case CCreatureAnim::ATTACK_DOWN:
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case CCreatureAnim::HITTED:
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case CCreatureAnim::DEFENCE:
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case CCreatureAnim::DEATH:
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return speed * 3 / anim->framesInGroup(type);
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case CCreatureAnim::TURN_L:
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case CCreatureAnim::TURN_R:
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return speed / 3;
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case CCreatureAnim::MOVE_START:
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case CCreatureAnim::MOVE_END:
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return speed / 3;
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case CCreatureAnim::DEAD:
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return speed;
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default:
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assert(0);
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return 1;
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}
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}
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float AnimationControls::getProjectileSpeed()
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{
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return settings["battle"]["animationSpeed"].Float() * 100;
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}
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float AnimationControls::getSpellEffectSpeed()
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{
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return settings["battle"]["animationSpeed"].Float() * 60;
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}
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float AnimationControls::getMovementDuration(const CCreature * creature)
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{
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return settings["battle"]["animationSpeed"].Float() * 4 / 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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return creature->animation.flightAnimationDistance * 200;
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}
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CCreatureAnim::EAnimType CCreatureAnimation::getType() const
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{
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return type;
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}
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void CCreatureAnimation::setType(CCreatureAnim::EAnimType type)
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{
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assert(type >= 0);
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assert(framesInGroup(type) != 0);
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this->type = type;
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currentFrame = 0;
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once = false;
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play();
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}
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CCreatureAnimation::CCreatureAnimation(std::string name, TSpeedController controller)
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: defName(name),
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speed(0.1),
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currentFrame(0),
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elapsedTime(0),
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type(CCreatureAnim::HOLDING),
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border(CSDL_Ext::makeColor(0, 0, 0, 0)),
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speedController(controller),
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once(false)
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{
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// separate block to avoid accidental use of "data" after it was moved into "pixelData"
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{
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ResourceID resID(std::string("SPRITES/") + name, EResType::ANIMATION);
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auto data = CResourceHandler::get()->load(resID)->readAll();
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pixelData = std::move(data.first);
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pixelDataSize = data.second;
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}
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CBinaryReader reader(new CMemoryStream(pixelData.get(), pixelDataSize));
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reader.readInt32(); // def type, unused
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fullWidth = reader.readInt32();
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fullHeight = reader.readInt32();
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int totalBlocks = reader.readInt32();
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for (auto & elem : palette)
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{
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elem.r = reader.readUInt8();
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elem.g = reader.readUInt8();
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elem.b = reader.readUInt8();
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elem.unused = 0;
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}
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for (int i=0; i<totalBlocks; i++)
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{
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int groupID = reader.readInt32();
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int totalInBlock = reader.readInt32();
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reader.skip(4 + 4 + 13 * totalInBlock); // some unused data
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for (int j=0; j<totalInBlock; j++)
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dataOffsets[groupID].push_back(reader.readUInt32());
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}
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// if necessary, add one frame into vcmi-only group DEAD
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if (dataOffsets.count(CCreatureAnim::DEAD) == 0)
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dataOffsets[CCreatureAnim::DEAD].push_back(dataOffsets[CCreatureAnim::DEATH].back());
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play();
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}
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void CCreatureAnimation::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 CCreatureAnimation::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 (currentFrame >= float(framesInGroup(type)))
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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(framesInGroup(type)))
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currentFrame -= framesInGroup(type);
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if (once)
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setType(CCreatureAnim::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 CCreatureAnimation::setBorderColor(SDL_Color palette)
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{
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border = palette;
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}
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int CCreatureAnimation::getWidth() const
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{
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return fullWidth;
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}
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int CCreatureAnimation::getHeight() const
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{
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return fullHeight;
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}
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float CCreatureAnimation::getCurrentFrame() const
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{
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return currentFrame;
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}
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void CCreatureAnimation::playOnce( CCreatureAnim::EAnimType 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(vstd::round(time) - time) * 2; // generate value in range 0-1
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return borderStrength * 155 + 100; // scale to 0-255
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}
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static SDL_Color genShadow(ui8 alpha)
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{
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return CSDL_Ext::makeColor(0, 0, 0, alpha);
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}
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static SDL_Color genBorderColor(ui8 alpha, const SDL_Color & base)
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{
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return CSDL_Ext::makeColor(base.r, base.g, base.b, ui8(base.unused * 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 SDL_Color addColors(const SDL_Color & base, const SDL_Color & over)
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{
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return CSDL_Ext::makeColor(
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mixChannels(over.r, base.r, over.unused, base.unused),
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mixChannels(over.g, base.g, over.unused, base.unused),
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mixChannels(over.b, base.b, over.unused, base.unused),
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ui8(over.unused + base.unused * (255 - over.unused) / 256)
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);
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}
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std::array<SDL_Color, 8> CCreatureAnimation::genSpecialPalette()
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{
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std::array<SDL_Color, 8> ret;
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ret[0] = genShadow(0);
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ret[1] = genShadow(64);
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ret[2] = genShadow(128);
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ret[3] = genShadow(128);
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ret[4] = genShadow(128);
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ret[5] = genBorderColor(getBorderStrength(elapsedTime), border);
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ret[6] = addColors(genShadow(128), genBorderColor(getBorderStrength(elapsedTime), border));
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ret[7] = addColors(genShadow(64), genBorderColor(getBorderStrength(elapsedTime), border));
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return ret;
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}
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template<int bpp>
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void CCreatureAnimation::nextFrameT(SDL_Surface * dest, bool rotate)
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{
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assert(dataOffsets.count(type) && dataOffsets.at(type).size() > size_t(currentFrame));
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ui32 offset = dataOffsets.at(type).at(floor(currentFrame));
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CBinaryReader reader(new CMemoryStream(pixelData.get(), pixelDataSize));
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reader.getStream()->seek(offset);
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reader.readUInt32(); // unused, size of pixel data for this frame
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const ui32 defType2 = reader.readUInt32();
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const ui32 fullWidth = reader.readUInt32();
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/*const ui32 fullHeight =*/ reader.readUInt32();
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const ui32 spriteWidth = reader.readUInt32();
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const ui32 spriteHeight = reader.readUInt32();
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const int leftMargin = reader.readInt32();
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const int topMargin = reader.readInt32();
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const int rightMargin = fullWidth - spriteWidth - leftMargin;
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//const int bottomMargin = fullHeight - spriteHeight - topMargin;
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const size_t baseOffset = reader.getStream()->tell();
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assert(defType2 == 1);
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auto specialPalette = genSpecialPalette();
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for (ui32 i=0; i<spriteHeight; i++)
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{
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//NOTE: if this loop will be optimized to skip empty lines - recheck this read access
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ui8 * lineData = pixelData.get() + baseOffset + reader.readUInt32();
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size_t destX = pos.x;
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if (rotate)
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destX += rightMargin + spriteWidth - 1;
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else
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destX += leftMargin;
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size_t destY = pos.y + topMargin + i;
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size_t currentOffset = 0;
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size_t totalRowLength = 0;
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while (totalRowLength < spriteWidth)
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{
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ui8 type = lineData[currentOffset++];
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ui32 length = lineData[currentOffset++] + 1;
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if (type==0xFF)//Raw data
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{
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for (size_t j=0; j<length; j++)
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putPixelAt<bpp>(dest, destX + (rotate?(-j):(j)), destY, lineData[currentOffset + j], specialPalette);
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currentOffset += length;
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}
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else// RLE
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{
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if (type != 0) // transparency row, handle it here for speed
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{
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for (size_t j=0; j<length; j++)
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putPixelAt<bpp>(dest, destX + (rotate?(-j):(j)), destY, type, specialPalette);
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}
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}
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destX += rotate ? (-length) : (length);
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totalRowLength += length;
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}
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}
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}
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void CCreatureAnimation::nextFrame(SDL_Surface *dest, bool attacker)
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{
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// Note: please notice that attacker value is inversed when passed further.
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// This is intended behavior because "attacker" actually does not needs rotation
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switch(dest->format->BytesPerPixel)
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{
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case 2: return nextFrameT<2>(dest, !attacker);
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case 3: return nextFrameT<3>(dest, !attacker);
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case 4: return nextFrameT<4>(dest, !attacker);
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default:
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logGlobal->errorStream() << (int)dest->format->BitsPerPixel << " bpp is not supported!!!";
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}
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}
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int CCreatureAnimation::framesInGroup(CCreatureAnim::EAnimType group) const
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{
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if(dataOffsets.count(group) == 0)
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return 0;
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return dataOffsets.at(group).size();
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}
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ui8 * CCreatureAnimation::getPixelAddr(SDL_Surface * dest, int X, int Y) const
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{
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return (ui8*)dest->pixels + X * dest->format->BytesPerPixel + Y * dest->pitch;
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}
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template<int bpp>
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inline void CCreatureAnimation::putPixelAt(SDL_Surface * dest, int X, int Y, size_t index, const std::array<SDL_Color, 8> & special) const
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{
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if ( X < pos.x + pos.w && Y < pos.y + pos.h)
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putPixel<bpp>(getPixelAddr(dest, X, Y), palette[index], index, special);
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}
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template<int bpp>
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inline void CCreatureAnimation::putPixel(ui8 * dest, const SDL_Color & color, size_t index, const std::array<SDL_Color, 8> & special) const
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{
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if (index < 8)
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{
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const SDL_Color & pal = special[index];
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ColorPutter<bpp, 0>::PutColor(dest, pal.r, pal.g, pal.b, pal.unused);
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}
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else
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{
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ColorPutter<bpp, 0>::PutColor(dest, color.r, color.g, color.b);
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}
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}
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bool CCreatureAnimation::isDead() const
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{
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return getType() == CCreatureAnim::DEAD
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|| getType() == CCreatureAnim::DEATH;
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}
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bool CCreatureAnimation::isIdle() const
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{
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return getType() == CCreatureAnim::HOLDING
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|| getType() == CCreatureAnim::MOUSEON;
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}
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bool CCreatureAnimation::isMoving() const
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{
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return getType() == CCreatureAnim::MOVE_START
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|| getType() == CCreatureAnim::MOVING
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|| getType() == CCreatureAnim::MOVE_END;
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}
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bool CCreatureAnimation::isShooting() const
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{
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return getType() == CCreatureAnim::SHOOT_UP
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|| getType() == CCreatureAnim::SHOOT_FRONT
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|| getType() == CCreatureAnim::SHOOT_DOWN;
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}
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void CCreatureAnimation::pause()
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{
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speed = 0;
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}
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void CCreatureAnimation::play()
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{
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speed = 1 / speedController(this, type);
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}
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