The Battle for Wesnoth  1.19.0-dev
animation_component.cpp
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1 /*
2  Copyright (C) 2014 - 2024
3  by Chris Beck <render787@gmail.com>
4  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
5 
6  This program is free software; you can redistribute it and/or modify
7  it under the terms of the GNU General Public License as published by
8  the Free Software Foundation; either version 2 of the License, or
9  (at your option) any later version.
10  This program is distributed in the hope that it will be useful,
11  but WITHOUT ANY WARRANTY.
12 
13  See the COPYING file for more details.
14 */
15 
17 
18 #include "config.hpp"
19 #include "display.hpp"
20 #include "map/map.hpp"
21 #include "preferences/display.hpp"
22 #include "preferences/general.hpp"
23 #include "random.hpp"
24 #include "units/unit.hpp"
25 #include "units/types.hpp"
26 
27 #include <set>
28 
29 namespace
30 {
31 int get_next_idle_time()
32 {
33  if(!preferences::idle_anim()) {
34  return INT_MAX;
35  }
36 
37  const double rate = std::pow(2.0, -preferences::idle_anim_rate() / 10.0);
39  + static_cast<int>(randomness::rng::default_instance().get_random_int(20000, 39999) * rate);
40 }
41 } // namespace
42 
43 const unit_animation* unit_animation_component::choose_animation(const map_location& loc,const std::string& event,
44  const map_location& second_loc,const int value,const strike_result::type hit,
45  const_attack_ptr attack, const_attack_ptr second_attack, int swing_num)
46 {
47  // Select one of the matching animations at random
48  std::vector<const unit_animation*> options;
49  int max_val = unit_animation::MATCH_FAIL;
50  for(const unit_animation& anim : animations_) {
51  int matching = anim.matches(loc,second_loc,u_.shared_from_this(),event,value,hit,attack,second_attack,swing_num);
52  if(matching > unit_animation::MATCH_FAIL && matching == max_val) {
53  options.push_back(&anim);
54  } else if(matching > max_val) {
55  max_val = matching;
56  options.clear();
57  options.push_back(&anim);
58  }
59  }
60 
61  if(max_val == unit_animation::MATCH_FAIL) {
62  return nullptr;
63  }
65 }
66 
68 {
70  start_animation(INT_MAX, choose_animation(u_.loc_, "standing"),
71  with_bars, "", {0,0,0}, STATE_STANDING);
72  } else {
73  start_animation(INT_MAX, choose_animation(u_.loc_, "_disabled_"),
74  with_bars, "", {0,0,0}, STATE_STANDING);
75  }
76 }
77 
79 {
80  start_animation(INT_MAX, choose_animation(u_.loc_, "_ghosted_"),
81  with_bars);
82  anim_->pause_animation();
83 }
84 
86 {
87  start_animation(INT_MAX, choose_animation(u_.loc_, "_disabled_ghosted_"),
88  with_bars);
89 }
90 
92 {
93  start_animation(INT_MAX, choose_animation(u_.loc_, "idling"),
94  true, "", {0,0,0}, STATE_FORGET);
95 }
96 
98 {
100  start_animation(INT_MAX, choose_animation(u_.loc_, "selected"),
101  true, "", {0,0,0}, STATE_FORGET);
102  } else {
103  start_animation(INT_MAX, choose_animation(u_.loc_, "_disabled_selected_"),
104  true, "", {0,0,0}, STATE_FORGET);
105  }
106 }
107 
108 void unit_animation_component::start_animation (int start_time, const unit_animation *animation,
109  bool with_bars, const std::string &text, color_t text_color, STATE state)
110 {
111  if (!animation) {
112  if (state == STATE_STANDING)
113  state_ = state;
114  if (!anim_ && state_ != STATE_STANDING)
115  set_standing(with_bars);
116  return ;
117  }
118  state_ = state;
119  // everything except standing select and idle
120  bool accelerate = (state != STATE_FORGET && state != STATE_STANDING);
121  draw_bars_ = with_bars;
122  anim_.reset(new unit_animation(*animation));
123  const int real_start_time = start_time == INT_MAX ? anim_->get_begin_time() : start_time;
124  anim_->start_animation(real_start_time, u_.loc_, u_.loc_.get_direction(u_.facing_),
125  text, text_color, accelerate);
126  frame_begin_time_ = anim_->get_begin_time() -1;
127  next_idling_ = get_next_idle_time();
128 }
129 
131 {
132  if (state_ == STATE_FORGET && anim_ && anim_->animation_finished_potential())
133  {
134  set_standing();
135  return;
136  }
137  display &disp = *display::get_singleton();
140  {
141  return;
142  }
144  {
145  // prevent all units animating at the same time
146  next_idling_ = get_next_idle_time();
147  } else {
148  set_idling();
149  }
150 }
151 
153 {
154  unit_halo_.reset();
155  abil_halos_.clear();
156  abil_halos_ref_.clear();
157  if(anim_ ) anim_->clear_haloes();
158 }
159 
161 {
162  bool result = false;
163 
164  // Very early calls, anim not initialized yet
165  if(get_animation()) {
166  frame_parameters params;
167  const gamemap & map = disp.get_map();
168  const t_translation::terrain_code terrain = map.get_terrain(u_.loc_);
169  const terrain_type& terrain_info = map.get_terrain_info(terrain);
170 
171  int height_adjust = static_cast<int>(terrain_info.unit_height_adjust() * disp.get_zoom_factor());
172  if (u_.is_flying() && height_adjust < 0) {
173  height_adjust = 0;
174  }
175  params.y -= height_adjust;
176  params.halo_y -= height_adjust;
177  params.image_mod = u_.image_mods();
178  params.halo_mod = u_.TC_image_mods();
179  params.image= u_.default_anim_image();
180 
181  result |= get_animation()->invalidate(params);
182  }
183 
184  return result;
185 
186 }
187 
189 {
190  if (newtype) {
191  animations_ = newtype->animations();
192  }
193 
194  refreshing_ = false;
195  anim_.reset();
196 }
197 
199  if(effect["id"].empty()) {
201  } else {
202  static std::map< std::string, std::vector<unit_animation>> animation_cache;
203  std::vector<unit_animation> &built = animation_cache[effect["id"]];
204  if(built.empty()) {
205  unit_animation::add_anims(built, effect);
206  }
207  animations_.insert(animations_.end(),built.begin(),built.end());
208  }
209 }
210 
211 std::vector<std::string> unit_animation_component::get_flags() {
212  std::set<std::string> result;
213  for(const auto& anim : animations_) {
214  const std::vector<std::string>& flags = anim.get_flags();
215  std::copy_if(flags.begin(), flags.end(), std::inserter(result, result.begin()), [](const std::string flag) {
216  return !(flag.empty() || (flag.front() == '_' && flag.back() == '_'));
217  });
218  }
219  return std::vector<std::string>(result.begin(), result.end());
220 }
int get_current_animation_tick()
Definition: animated.cpp:36
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:159
void clear()
Definition: config.cpp:831
Sort-of-Singleton that many classes, both GUI and non-GUI, use to access the game data.
Definition: display.hpp:88
static double get_zoom_factor()
Returns the current zoom factor.
Definition: display.hpp:268
const gamemap & get_map() const
Definition: display.hpp:106
bool tile_nearly_on_screen(const map_location &loc) const
Checks if location loc or one of the adjacent tiles is visible on screen.
Definition: display.cpp:1933
static display * get_singleton()
Returns the display object if a display object exists.
Definition: display.hpp:102
terrain_code get_terrain(const map_location &loc) const
Looks up terrain at a particular location.
Definition: map.cpp:301
Encapsulates the map of the game.
Definition: map.hpp:172
const terrain_type & get_terrain_info(const t_translation::terrain_code &terrain) const
Definition: map.cpp:97
static rng & default_instance()
Definition: random.cpp:73
int get_random_int(int min, int max)
Definition: random.hpp:51
int unit_height_adjust() const
Definition: terrain.hpp:137
void set_idling()
Sets the animation state to idling.
bool draw_bars_
bool indicating whether to draw bars with the unit
std::vector< halo::handle > abil_halos_
handle to the abilities halos of this unit
const unit_animation * choose_animation(const map_location &loc, const std::string &event, const map_location &second_loc=map_location::null_location(), const int damage=0, const strike_result::type hit_type=strike_result::type::invalid, const_attack_ptr attack=nullptr, const_attack_ptr second_attack=nullptr, int swing_num=0)
Chooses an appropriate animation from the list of known animations.
std::vector< unit_animation > animations_
List of registered animations for this unit.
void apply_new_animation_effect(const config &effect)
Adds an animation described by a config.
std::unique_ptr< unit_animation > anim_
The current animation.
halo::handle unit_halo_
handle to the halo of this unit
bool invalidate(const display &disp)
Invalidates an animation with respect to a display object, preparing it for redraw.
void set_ghosted(bool with_bars=true)
Sets the animation state to ghosted.
void refresh()
Intermittently activates the idling animations in place of the standing animations.
void reset_after_advance(const unit_type *newtype=nullptr)
Resets the animations list after the unit is advanced.
std::vector< std::string > get_flags()
Get the flags of all registered animations.
void set_standing(bool with_bars=true)
Sets the animation state to standing.
const unit & u_
A reference to the unit that owns this object.
void start_animation(int start_time, const unit_animation *animation, bool with_bars, const std::string &text="", color_t text_color={}, STATE state=STATE_ANIM)
Begin an animation.
int frame_begin_time_
time for the frame to begin
std::vector< std::string > abil_halos_ref_
vector used to check that halo_abilities vector isn't modified between each read
STATE
States for animation.
@ STATE_FORGET
anim must fit in a hex
void set_selecting()
Sets the animation state to that when the unit is selected.
int next_idling_
time for next idle animation
bool refreshing_
avoid infinite recursion.
void clear_haloes()
Clear the haloes associated to the unit.
unit_animation * get_animation() const
Get a pointer to the current animation.
void set_disabled_ghosted(bool with_bars=true)
Whiteboard related somehow.
bool invalidate(frame_parameters &value)
Definition: animation.cpp:1106
static void add_anims(std::vector< unit_animation > &animations, const config &cfg)
Definition: animation.cpp:628
A single unit type that the player may recruit.
Definition: types.hpp:43
const std::vector< unit_animation > & animations() const
Definition: types.cpp:534
map_location::DIRECTION facing_
Definition: unit.hpp:1976
map_location loc_
Definition: unit.hpp:1898
bool incapacitated() const
Check if the unit has been petrified.
Definition: unit.hpp:905
std::string TC_image_mods() const
Constructs a recolor (RC) IPF string for this unit's team color.
Definition: unit.cpp:2734
std::string image_mods() const
Gets an IPF string containing all IPF image mods.
Definition: unit.cpp:2739
std::string default_anim_image() const
The default image to use for animation frames with no defined image.
Definition: unit.cpp:2563
bool is_flying() const
Check if the unit is a flying unit.
Definition: unit.hpp:1487
int idle_anim_rate()
Definition: general.cpp:525
bool idle_anim()
Definition: general.cpp:515
bool show_standing_animations()
Definition: display.cpp:47
const config & options()
Definition: game.cpp:552
std::shared_ptr< const attack_type > const_attack_ptr
Definition: ptr.hpp:34
The basic class for representing 8-bit RGB or RGBA colour values.
Definition: color.hpp:59
All parameters from a frame at a given instant.
Definition: frame.hpp:36
std::string image_mod
Definition: frame.hpp:44
image::locator image
Definition: frame.hpp:41
std::string halo_mod
Definition: frame.hpp:50
Encapsulates the map of the game.
Definition: location.hpp:38
map_location get_direction(DIRECTION dir, unsigned int n=1u) const
Definition: location.cpp:359
A terrain string which is converted to a terrain is a string with 1 or 2 layers the layers are separa...
Definition: translation.hpp:49