The Battle for Wesnoth  1.19.12+dev
animation_component.cpp
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1 /*
2  Copyright (C) 2014 - 2025
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 "log.hpp"
21 #include "random.hpp"
22 #include "units/unit.hpp"
23 #include "units/types.hpp"
24 
25 #include <set>
26 
27 static lg::log_domain log_engine("engine");
28 #define ERR_NG LOG_STREAM(err, log_engine)
29 
30 using namespace std::chrono_literals;
31 
32 namespace
33 {
34 std::chrono::steady_clock::time_point get_next_idle_tick()
35 {
36  if(!prefs::get().idle_anim()) {
37  return std::chrono::steady_clock::time_point::max();
38  }
39 
40  const double rate = std::pow(2.0, -prefs::get().idle_anim_rate() / 10.0);
41  const int duration = randomness::rng::default_instance().get_random_int(20000, 39999) * rate;
42  return get_current_animation_tick() + std::chrono::milliseconds{duration};
43 }
44 } // namespace
45 
47  const map_location& second_loc,const int value,const strike_result::type hit,
48  const const_attack_ptr& attack, const const_attack_ptr& second_attack, int swing_num)
49 {
50  // Select one of the matching animations at random
51  std::vector<const unit_animation*> options;
52  int max_val = unit_animation::MATCH_FAIL;
53  for(const unit_animation& anim : animations_) {
54  int matching = anim.matches(loc,second_loc,u_.shared_from_this(),event,value,hit,attack,second_attack,swing_num);
55  if(matching > unit_animation::MATCH_FAIL && matching == max_val) {
56  options.push_back(&anim);
57  } else if(matching > max_val) {
58  max_val = matching;
59  options.clear();
60  options.push_back(&anim);
61  }
62  }
63 
64  if(max_val == unit_animation::MATCH_FAIL) {
65  return nullptr;
66  }
67  return options[randomness::rng::default_instance().get_random_int(0, options.size()-1)];
68 }
69 
71 {
72  if (prefs::get().show_standing_animations()&& !u_.incapacitated()) {
73  start_animation(std::chrono::milliseconds::max(), choose_animation(u_.loc_, "standing"),
74  with_bars, "", {0,0,0}, STATE_STANDING);
75  } else {
76  start_animation(std::chrono::milliseconds::max(), choose_animation(u_.loc_, "_disabled_"),
77  with_bars, "", {0,0,0}, STATE_STANDING);
78  }
79 }
80 
82 {
83  start_animation(std::chrono::milliseconds::max(), choose_animation(u_.loc_, "_ghosted_"),
84  with_bars);
85  anim_->pause_animation();
86 }
87 
89 {
90  start_animation(std::chrono::milliseconds::max(), choose_animation(u_.loc_, "_disabled_ghosted_"),
91  with_bars);
92 }
93 
95 {
96  start_animation(std::chrono::milliseconds::max(), choose_animation(u_.loc_, "idling"),
97  true, "", {0,0,0}, STATE_FORGET);
98 }
99 
101 {
102  if (prefs::get().show_standing_animations() && !u_.incapacitated()) {
103  start_animation(std::chrono::milliseconds::max(), choose_animation(u_.loc_, "selected"),
104  true, "", {0,0,0}, STATE_FORGET);
105  } else {
106  start_animation(std::chrono::milliseconds::max(), choose_animation(u_.loc_, "_disabled_selected_"),
107  true, "", {0,0,0}, STATE_FORGET);
108  }
109 }
110 
111 void unit_animation_component::start_animation(const std::chrono::milliseconds& start_time, const unit_animation *animation,
112  bool with_bars, const std::string &text, color_t text_color, STATE state)
113 {
114  if (!animation) {
115  if (state == STATE_STANDING)
116  state_ = state;
117  if (!anim_ && state_ != STATE_STANDING)
118  set_standing(with_bars);
119  return ;
120  }
121  state_ = state;
122  // everything except standing select and idle
123  bool accelerate = (state != STATE_FORGET && state != STATE_STANDING);
124  draw_bars_ = with_bars;
125  anim_.reset(new unit_animation(*animation));
126  const auto real_start_time = start_time == std::chrono::milliseconds::max() ? anim_->get_begin_time() : start_time;
127  anim_->start_animation(real_start_time, u_.loc_, u_.loc_.get_direction(u_.facing_),
128  text, text_color, accelerate);
129  frame_begin_time_ = anim_->get_begin_time() - 1ms;
130  next_idling_ = get_next_idle_tick();
131 }
132 
134 {
135  if (state_ == STATE_FORGET && anim_ && anim_->animation_finished_potential())
136  {
137  set_standing();
138  return;
139  }
140  display &disp = *display::get_singleton();
141  if (state_ != STATE_STANDING || get_current_animation_tick() < next_idling_ ||
142  !disp.tile_nearly_on_screen(u_.loc_) || u_.incapacitated())
143  {
144  return;
145  }
146  if (get_current_animation_tick() > next_idling_ + 1000ms)
147  {
148  // prevent all units animating at the same time
149  next_idling_ = get_next_idle_tick();
150  } else {
151  set_idling();
152  }
153 }
154 
156 {
157  unit_halo_.reset();
158  abil_halos_.clear();
159  abil_halos_ref_.clear();
160  if(anim_ ) anim_->clear_haloes();
161 }
162 
164 {
165  bool result = false;
166 
167  // Very early calls, anim not initialized yet
168  if(get_animation()) {
169  frame_parameters params;
170  const gamemap& map = disp.context().map();
171  const t_translation::terrain_code terrain = map.get_terrain(u_.loc_);
172  const terrain_type& terrain_info = map.get_terrain_info(terrain);
173 
174  int height_adjust = static_cast<int>(terrain_info.unit_height_adjust() * disp.get_zoom_factor());
175  if (u_.is_flying() && height_adjust < 0) {
176  height_adjust = 0;
177  }
178  params.y -= height_adjust;
179  params.halo_y -= height_adjust;
180  params.image_mod = u_.image_mods();
181  params.halo_mod = u_.TC_image_mods();
182  params.image= u_.default_anim_image();
183 
184  result |= get_animation()->invalidate(params);
185  }
186 
187  return result;
188 
189 }
190 
192 {
193  if (newtype) {
194  animations_ = newtype->animations();
195  }
196 
197  refreshing_ = false;
198  anim_.reset();
199 }
200 
202 {
203  if(u_.has_ability_distant_image()) {
204  for(const unit& unit : units) {
205  if(unit.incapacitated() || &unit == &u_) {
206  continue;
207  }
209  }
210  }
211 }
212 
214  if(effect["id"].empty()) {
215  unit_animation::add_anims(animations_, effect);
216  } else {
217  static std::map< std::string, std::vector<unit_animation>> animation_cache;
218  std::vector<unit_animation> &built = animation_cache[effect["id"]];
219  if(built.empty()) {
220  unit_animation::add_anims(built, effect);
221  }
222  animations_.insert(animations_.end(),built.begin(),built.end());
223  }
224 }
225 
226 std::vector<std::string> unit_animation_component::get_flags() {
227  std::set<std::string> result;
228  for(const auto& anim : animations_) {
229  const std::vector<std::string>& flags = anim.get_flags();
230  std::copy_if(flags.begin(), flags.end(), std::inserter(result, result.begin()), [](const std::string& flag) {
231  return !(flag.empty() || (flag.front() == '_' && flag.back() == '_'));
232  });
233  }
234  return std::vector<std::string>(result.begin(), result.end());
235 }
map_location loc
Definition: move.cpp:172
std::chrono::steady_clock::time_point get_current_animation_tick()
Definition: animated.cpp:34
static lg::log_domain log_engine("engine")
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:158
virtual const gamemap & map() const =0
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:261
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:1773
const display_context & context() const
Definition: display.hpp:184
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:98
static prefs & get()
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:140
void set_idling()
Sets the animation state to idling.
void apply_new_animation_effect(const config &effect)
Adds an animation described by a config.
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.
void reset_affect_adjacent(const unit_map &units)
Refresh map around unit if has ability with [affect_adjacent/distant] tag.
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.
STATE
States for animation.
void set_selecting()
Sets the animation state to that when the unit is selected.
void clear_haloes()
Clear the haloes associated to the unit.
void set_disabled_ghosted(bool with_bars=true)
Whiteboard related somehow.
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 const_attack_ptr &attack=nullptr, const const_attack_ptr &second_attack=nullptr, int swing_num=0)
Chooses an appropriate animation from the list of known animations.
void start_animation(const std::chrono::milliseconds &start_time, const unit_animation *animation, bool with_bars, const std::string &text="", color_t text_color={}, STATE state=STATE_ANIM)
Begin an animation.
static void add_anims(std::vector< unit_animation > &animations, const config &cfg)
Definition: animation.cpp:628
Container associating units to locations.
Definition: map.hpp:98
A single unit type that the player may recruit.
Definition: types.hpp:43
const std::vector< unit_animation > & animations() const
Definition: types.cpp:485
This class represents a single unit of a specific type.
Definition: unit.hpp:133
Definitions for the interface to Wesnoth Markup Language (WML).
bool incapacitated() const
Check if the unit has been petrified.
Definition: unit.hpp:920
unit_animation_component & anim_comp() const
Definition: unit.hpp:1644
Standard logging facilities (interface).
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:61
All parameters from a frame at a given instant.
Definition: frame.hpp:44
std::string image_mod
Definition: frame.hpp:50
image::locator image
Definition: frame.hpp:47
std::string halo_mod
Definition: frame.hpp:56
Encapsulates the map of the game.
Definition: location.hpp:45
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