{-# LANGUAGE TupleSections #-} -- | Screen frames and animations. module Game.LambdaHack.Client.UI.Animation ( Animation, renderAnim , pushAndDelay, twirlSplash, twirlSplashShort, blockHit, blockMiss, subtleHit , deathBody, shortDeathBody, actorX, teleport, vanish, swapPlaces, fadeout #ifdef EXPOSE_INTERNAL -- * Internal operations , blank, cSym, mapPosToOffset, mzipSingleton, mzipPairs #endif ) where import Prelude () import Game.LambdaHack.Core.Prelude import Data.Bits (xor) import qualified Data.EnumMap.Strict as EM import Data.Word (Word32) import Game.LambdaHack.Client.UI.Content.Screen import Game.LambdaHack.Client.UI.Frame import Game.LambdaHack.Client.UI.Overlay import Game.LambdaHack.Client.UI.PointUI import Game.LambdaHack.Common.Point import Game.LambdaHack.Core.Random import Game.LambdaHack.Definition.Color -- | Animation is a list of frame modifications to play one by one, -- where each modification if a map from positions to level map symbols. newtype Animation = Animation [OverlaySpace] deriving (Show, Eq) -- | Render animations on top of a screen frame. -- -- Located in this module to keep @Animation@ abstract. renderAnim :: Int -> PreFrame -> Animation -> PreFrames renderAnim width basicFrame (Animation anim) = let modifyFrame :: OverlaySpace -> PreFrame -- Overlay not truncated, because guaranteed within bounds. modifyFrame am = overlayFrame width am basicFrame modifyFrames :: OverlaySpace -> OverlaySpace -> Maybe PreFrame modifyFrames am amPrevious = if am == amPrevious then Nothing else Just $ modifyFrame am in Just basicFrame : zipWith modifyFrames anim ([] : anim) blank :: Maybe AttrCharW32 blank = Nothing cSym :: Color -> Char -> Maybe AttrCharW32 cSym color symbol = Just $ attrChar2ToW32 color symbol mapPosToOffset :: (Point, AttrCharW32) -> (PointUI, AttrString) mapPosToOffset (p, attr) = let pUI = squareToUI $ mapToSquare p in (pUI, [attr]) mzipSingleton :: Point -> Maybe AttrCharW32 -> OverlaySpace mzipSingleton p1 mattr1 = map mapPosToOffset $ let mzip (pos, mattr) = fmap (pos,) mattr in catMaybes [mzip (p1, mattr1)] mzipPairs :: (Point, Point) -> (Maybe AttrCharW32, Maybe AttrCharW32) -> OverlaySpace mzipPairs (p1, p2) (mattr1, mattr2) = map mapPosToOffset $ let mzip (pos, mattr) = fmap (pos,) mattr in catMaybes $ if p1 /= p2 then [mzip (p1, mattr1), mzip (p2, mattr2)] else -- If actor affects himself, show only the effect, -- not the action. [mzip (p1, mattr1)] -- | Empty animation with a frame of delay, to be used to momentarily display -- something for the player to see, e.g., the aiming line when swerving it. -- Don't use this if there are multi-line messages on the screen, -- because the text blinking is going to be distracting. pushAndDelay :: Animation pushAndDelay = Animation [[]] -- | Attack animation. A part of it also reused for self-damage and healing. twirlSplash :: (Point, Point) -> Color -> Color -> Animation twirlSplash poss c1 c2 = Animation $ map (mzipPairs poss) [ (blank , cSym BrCyan '&') , (blank , cSym BrCyan '&') , (blank , blank) , (cSym c1 '\\',blank) , (cSym c1 '|', cSym BrCyan '&') , (cSym c1 '%', blank) , (cSym c1 '/', blank) , (cSym c1 '-', blank) , (cSym c1 '\\',blank) , (cSym c2 '|', blank) , (cSym c2 '%', blank) ] -- | Short attack animation. twirlSplashShort :: (Point, Point) -> Color -> Color -> Animation twirlSplashShort poss c1 c2 = Animation $ map (mzipPairs poss) [ (blank , cSym BrCyan '&') , (blank , cSym BrCyan '&') , (cSym c1 '\\',blank) , (cSym c1 '|', cSym BrCyan '&') , (cSym c2 '%', blank) ] -- | Attack that hits through a block. blockHit :: (Point, Point) -> Color -> Color -> Animation blockHit poss c1 c2 = Animation $ map (mzipPairs poss) [ (blank , cSym BrCyan '&') , (blank , cSym BrCyan '&') , (blank , blank) , (cSym BrBlue '{', blank) , (cSym BrBlue '{', cSym BrCyan '&') , (cSym BrBlue '{', blank) , (cSym BrBlue '}', blank) , (cSym BrBlue '}', blank) , (cSym BrBlue '}', blank) , (cSym c1 '\\',blank) , (cSym c1 '|', blank) , (cSym c1 '/', blank) , (cSym c1 '-', blank) , (cSym c2 '\\',blank) , (cSym c2 '|', blank) , (cSym c2 '/', blank) ] -- | Attack that is blocked. blockMiss :: (Point, Point) -> Animation blockMiss poss = Animation $ map (mzipPairs poss) [ (blank , cSym BrCyan '&') , (blank , cSym BrCyan '&') , (blank , blank) , (cSym BrBlue '{', blank) , (cSym BrBlue '{', cSym BrCyan '&') , (cSym BrBlue '{', blank) , (cSym BrBlue '{', blank) , (cSym BrBlue '}', blank) , (cSym Blue '}', blank) , (cSym Blue '}', blank) , (cSym Blue '}', blank) ] -- | Attack that is subtle (e.g., damage dice 0). subtleHit :: (Point, Point) -> Animation subtleHit poss = Animation $ map (mzipPairs poss) [ (blank , cSym BrCyan '&') , (blank , blank) , (blank , cSym BrYellow '&') , (cSym BrBlue '\\',blank) , (blank , cSym BrYellow '&') , (cSym BrBlue '/', blank) , (blank , blank) ] -- | Death animation for an organic body. deathBody :: Point -> Animation deathBody pos = Animation $ map (mzipSingleton pos) [ cSym Red '%' , cSym Red '-' , cSym Red '-' , cSym Red '\\' , cSym Red '\\' , cSym Red '|' , cSym Red '|' , cSym Red '%' , cSym Red '%' , cSym Red '%' , cSym Red '%' , cSym Red ';' , cSym Red ';' ] -- | Death animation for an organic body, short version (e.g., for enemies). shortDeathBody :: Point -> Animation shortDeathBody pos = Animation $ map (mzipSingleton pos) [ cSym Red '%' , cSym Red '-' , cSym Red '\\' , cSym Red '|' , cSym Red '%' , cSym Red '%' , cSym Red '%' , cSym Red ';' , cSym Red ',' ] -- | Mark actor location animation. actorX :: Point -> Animation actorX pos = Animation $ map (mzipSingleton pos) [ cSym BrMagenta 'X' , cSym BrMagenta 'X' , blank , blank ] -- | Actor teleport animation. teleport :: (Point, Point) -> Animation teleport poss = Animation $ map (mzipPairs poss) [ (cSym BrMagenta 'o', cSym Magenta '.') , (cSym BrMagenta 'O', cSym Magenta '.') , (cSym Magenta 'o', cSym Magenta 'o') , (cSym Magenta '.', cSym BrMagenta 'O') , (cSym Magenta '.', cSym BrMagenta 'o') , (cSym Magenta '.', blank) , (blank , blank) ] -- | Terrain feature vanishing animation. vanish :: Point -> Animation vanish pos = Animation $ map (mzipSingleton pos) [ cSym BrMagenta 'o' , cSym BrMagenta 'O' , cSym Magenta 'o' , cSym Magenta '.' , cSym Magenta '.' , blank ] -- | Swap-places animation, both hostile and friendly. swapPlaces :: (Point, Point) -> Animation swapPlaces poss = Animation $ map (mzipPairs poss) [ (cSym BrMagenta 'o', cSym Magenta 'o') , (cSym BrMagenta 'd', cSym Magenta 'p') , (cSym BrMagenta '.', cSym Magenta 'p') , (cSym Magenta 'p', cSym Magenta '.') , (cSym Magenta 'p', cSym BrMagenta 'd') , (cSym Magenta 'p', cSym BrMagenta 'd') , (cSym Magenta 'o', blank) , (blank , blank) ] fadeout :: ScreenContent -> Bool -> Int -> Rnd Animation fadeout ScreenContent{rwidth, rheight} out step = do let xbound = rwidth - 1 ybound = rheight - 1 margin = (rwidth - 2 * rheight) `div` 2 - 2 edge = EM.fromDistinctAscList $ zip [1..] ".%&%;:,." fadeChar :: Int -> Int -> Int -> Int -> Char fadeChar !r !n !x !y = let d = x - 2 * y ndy = n - d - 2 * ybound ndx = n + d - xbound - 1 -- @-1@ for asymmetry mnx = if ndy > 0 && ndx > 0 then min ndy ndx else max ndy ndx v3 = (r `xor` (x * y)) `mod` 3 k | mnx < 3 || mnx > 10 = mnx | (min x (xbound - x - y) + n + v3) `mod` 15 < 11 && mnx > 6 = mnx - v3 | (x + 3 * y + v3) `mod` 30 < 19 = mnx + 1 | otherwise = mnx in EM.findWithDefault ' ' k edge rollFrame !n = do w <- randomWord32 -- @fromIntegralWrap@ is potentially costly, but arch-independent. -- Also, it's fine if it wraps. let fadeAttr !y !x = attrChar1ToW32 $ fadeChar ((fromIntegralWrap :: Word32 -> Int) w) n x y fadeLine !y = let x1 :: Int {-# INLINE x1 #-} x1 = min xbound (n - 2 * (ybound - y)) x2 :: Int {-# INLINE x2 #-} x2 = max 0 (xbound - (n - 2 * y)) in [ (PointUI 0 y, map (fadeAttr y) [0..x1]) , (PointUI (2 * x2) y, map (fadeAttr y) [x2..xbound]) ] return $! concatMap fadeLine [0..ybound] fs | out = [3, 3 + step .. rwidth - margin] | otherwise = [rwidth - margin, rwidth - margin - step .. 1] ++ [0] -- no remnants of fadein onscreen, in case of lag Animation <$> mapM rollFrame fs