mirror of
https://github.com/vcmi/vcmi.git
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5c09f751b3
* Changed most gui classes to use shared pointers * Store and use IImage as shared_ptr * CSpellWindow redesign * AdventureMapClasses cleanup * CLabel: store background as smart pointer * Store CObjectList items as smart pointers * Removed destroy function of list item * Store toggle buttons as smart pointers * Use CComponent as smart pointer * Attempt to fix artifact merchant drawing
352 lines
9.3 KiB
C++
352 lines
9.3 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 "CCreatureAnimation.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CCreatureHandler.h"
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#include "../gui/SDL_Extensions.h"
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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 = std::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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return baseSpeed;
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case CCreatureAnim::HOLDING:
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return baseSpeed * creature->animation.idleAnimationTime / anim->framesInGroup(type);
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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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case CCreatureAnim::VCMI_CAST_DOWN:
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case CCreatureAnim::VCMI_CAST_FRONT:
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case CCreatureAnim::VCMI_CAST_UP:
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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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case CCreatureAnim::DEATH_RANGED:
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case CCreatureAnim::VCMI_2HEX_DOWN:
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case CCreatureAnim::VCMI_2HEX_FRONT:
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case CCreatureAnim::VCMI_2HEX_UP:
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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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case CCreatureAnim::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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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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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(const std::string & name_, TSpeedController controller)
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: name(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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forward = std::make_shared<CAnimation>(name_);
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reverse = std::make_shared<CAnimation>(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(CCreatureAnim::DEAD) == 0)
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{
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forward->duplicateImage(CCreatureAnim::DEATH, forward->size(CCreatureAnim::DEATH)-1, CCreatureAnim::DEAD);
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reverse->duplicateImage(CCreatureAnim::DEATH, reverse->size(CCreatureAnim::DEATH)-1, CCreatureAnim::DEAD);
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}
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if(forward->size(CCreatureAnim::DEAD_RANGED) == 0 && forward->size(CCreatureAnim::DEATH_RANGED) != 0)
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{
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forward->duplicateImage(CCreatureAnim::DEATH_RANGED, forward->size(CCreatureAnim::DEATH_RANGED)-1, CCreatureAnim::DEAD_RANGED);
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reverse->duplicateImage(CCreatureAnim::DEATH_RANGED, reverse->size(CCreatureAnim::DEATH_RANGED)-1, CCreatureAnim::DEAD_RANGED);
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}
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//TODO: get dimensions form CAnimation
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auto first = forward->getImage(0, 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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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.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 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.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 CCreatureAnimation::genBorderPalette(IImage::BorderPallete & target)
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{
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target[0] = genBorderColor(getBorderStrength(elapsedTime), border);
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target[1] = addColors(genShadow(128), genBorderColor(getBorderStrength(elapsedTime), border));
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target[2] = addColors(genShadow(64), genBorderColor(getBorderStrength(elapsedTime), border));
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}
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void CCreatureAnimation::nextFrame(SDL_Surface * dest, bool attacker)
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{
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size_t frame = floor(currentFrame);
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std::shared_ptr<IImage> image;
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if(attacker)
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image = forward->getImage(frame, type);
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else
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image = reverse->getImage(frame, type);
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if(image)
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{
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IImage::BorderPallete borderPallete;
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genBorderPalette(borderPallete);
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image->setBorderPallete(borderPallete);
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image->draw(dest, pos.x, pos.y);
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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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return forward->size(group);
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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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|| getType() == CCreatureAnim::DEAD_RANGED
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|| getType() == CCreatureAnim::DEATH_RANGED;
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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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//logAnim->trace("Play %s group %d at %d:%d", name, static_cast<int>(getType()), pos.x, pos.y);
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speed = 0;
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if(speedController(this, type) != 0)
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speed = 1 / speedController(this, type);
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}
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