module Game.LambdaHack.Client.UI.Animation
( SingleFrame(..), decodeLine, encodeLine
, overlayOverlay
, Animation, Frames, renderAnim, restrictAnim
, twirlSplash, blockHit, blockMiss, deathBody, swapPlaces, fadeout
) where
import Control.Exception.Assert.Sugar
import Data.Binary
import Data.Bits
import qualified Data.EnumMap.Strict as EM
import qualified Data.EnumSet as ES
import Data.List
import Data.Maybe
import Data.Monoid
import qualified Data.Vector.Generic as G
import GHC.Generics (Generic)
import Game.LambdaHack.Common.Color
import qualified Game.LambdaHack.Common.Color as Color
import Game.LambdaHack.Common.Misc
import Game.LambdaHack.Common.Msg
import Game.LambdaHack.Common.Point
import Game.LambdaHack.Common.Random
decodeLine :: ScreenLine -> [AttrChar]
decodeLine v = map (toEnum . fromIntegral) $ G.toList v
data SingleFrame = SingleFrame
{ sfLevel :: ![ScreenLine]
, sfTop :: !Overlay
, sfBottom :: ![ScreenLine]
, sfBlank :: !Bool
}
deriving (Eq, Show, Generic)
instance Binary SingleFrame
overlayOverlay :: SingleFrame -> SingleFrame
overlayOverlay SingleFrame{..} =
let lxsize = fst normalLevelBound + 1
lysize = snd normalLevelBound + 1
emptyLine = encodeLine
$ replicate lxsize (Color.AttrChar Color.defAttr ' ')
canvasLength = if sfBlank then lysize + 3 else lysize + 1
canvas | sfBlank = replicate canvasLength emptyLine
| otherwise = emptyLine : sfLevel
topTrunc = overlay sfTop
topLayer = if length topTrunc <= canvasLength
then topTrunc
else take (canvasLength 1) topTrunc
++ [toScreenLine "--a portion of the text trimmed--"]
f layerLine canvasLine =
layerLine G.++ G.drop (G.length layerLine) canvasLine
picture = zipWith f topLayer canvas
bottomLines = if sfBlank then [] else sfBottom
newLevel = picture ++ drop (length picture) canvas ++ bottomLines
in SingleFrame { sfLevel = newLevel
, sfTop = emptyOverlay
, sfBottom = []
, sfBlank }
newtype Animation = Animation [EM.EnumMap Point AttrChar]
deriving (Eq, Show, Monoid)
type Frames = [Maybe SingleFrame]
renderAnim :: X -> Y -> SingleFrame -> Animation -> Frames
renderAnim lxsize lysize basicFrame (Animation anim) =
let modifyFrame SingleFrame{sfLevel = []} _ =
assert `failure` (lxsize, lysize, basicFrame, anim)
modifyFrame SingleFrame{sfLevel = levelOld, ..} am =
let fLine y lineOld =
let f l (x, acOld) =
let pos = Point x y
!ac = fromMaybe acOld $ EM.lookup pos am
in ac : l
in foldl' f [] (zip [lxsize1,lxsize2..0] (reverse lineOld))
sfLevel =
let f l (y, lineOld) = let !line = fLine y lineOld in line : l
in map encodeLine
$ foldl' f [] (zip [lysize1,lysize2..0]
$ reverse $ map decodeLine levelOld)
in Just SingleFrame{..}
in Nothing : map (modifyFrame basicFrame) anim ++ [Nothing]
blank :: Maybe AttrChar
blank = Nothing
coloredSymbol :: Color -> Char -> Maybe AttrChar
coloredSymbol color symbol = Just $ AttrChar (Attr color defBG) symbol
mzipPairs :: (Point, Point) -> (Maybe AttrChar, Maybe AttrChar)
-> [(Point, AttrChar)]
mzipPairs (p1, p2) (mattr1, mattr2) =
let mzip (pos, mattr) = fmap (\x -> (pos, x)) mattr
in catMaybes $ if p1 /= p2
then [mzip (p1, mattr1), mzip (p2, mattr2)]
else
[mzip (p1, mattr1)]
restrictAnim :: ES.EnumSet Point -> Animation -> Animation
restrictAnim vis (Animation as) =
let f imap =
let common = EM.intersection imap $ EM.fromSet (const ()) vis
in if EM.null common then Nothing else Just common
in Animation $ mapMaybe f as
twirlSplash :: (Point, Point) -> Color -> Color -> Animation
twirlSplash poss c1 c2 = Animation $ map (EM.fromList . mzipPairs poss)
[ (blank , coloredSymbol BrCyan '\'')
, (blank , coloredSymbol BrYellow '^')
, (coloredSymbol c1 '/', coloredSymbol BrCyan '^')
, (coloredSymbol c1 '-', blank)
, (coloredSymbol c1 '\\',blank)
, (coloredSymbol c1 '|', blank)
, (coloredSymbol c2 '%', blank)
, (coloredSymbol c2 '/', blank)
]
blockHit :: (Point, Point) -> Color -> Color -> Animation
blockHit poss c1 c2 = Animation $ map (EM.fromList . mzipPairs poss)
[ (blank , coloredSymbol BrCyan '\'')
, (blank , coloredSymbol BrYellow '^')
, (blank , coloredSymbol BrCyan '^')
, (coloredSymbol BrBlue '{', coloredSymbol BrYellow '\'')
, (coloredSymbol BrBlue '{', blank)
, (coloredSymbol BrBlue '}', blank)
, (coloredSymbol BrBlue '}', blank)
, (coloredSymbol c1 '\\',blank)
, (coloredSymbol c1 '|', blank)
, (coloredSymbol c2 '%', blank)
, (coloredSymbol c2 '/', blank)
]
blockMiss :: (Point, Point) -> Animation
blockMiss poss = Animation $ map (EM.fromList . mzipPairs poss)
[ (blank , coloredSymbol BrCyan '\'')
, (coloredSymbol BrBlue '{', coloredSymbol BrYellow '^')
, (coloredSymbol BrBlue '{', blank)
, (coloredSymbol BrBlue '}', blank)
, (coloredSymbol Blue '}', blank)
]
deathBody :: Point -> Animation
deathBody pos = Animation $ map (maybe EM.empty (EM.singleton pos))
[ coloredSymbol BrRed '\\'
, coloredSymbol BrRed '\\'
, coloredSymbol BrRed '|'
, coloredSymbol BrRed '|'
, coloredSymbol BrRed '%'
, coloredSymbol BrRed '%'
, coloredSymbol Red '%'
, coloredSymbol Red '%'
, coloredSymbol Red '%'
, coloredSymbol Red ';'
, coloredSymbol Red ';'
, coloredSymbol Red ','
]
swapPlaces :: (Point, Point) -> Animation
swapPlaces poss = Animation $ map (EM.fromList . mzipPairs poss)
[ (coloredSymbol BrMagenta 'o', coloredSymbol Magenta 'o')
, (coloredSymbol BrMagenta 'd', coloredSymbol Magenta 'p')
, (coloredSymbol Magenta 'p', coloredSymbol BrMagenta 'd')
, (coloredSymbol Magenta 'o', blank)
]
fadeout :: Bool -> Bool -> Int -> X -> Y -> Rnd Animation
fadeout out topRight step lxsize lysize = do
let xbound = lxsize 1
ybound = lysize 1
edge = EM.fromDistinctAscList $ zip [1..] ".%&%;:,."
fadeChar r n x y =
let d = x 2 * y
ndy = n d 2 * ybound
ndx = n + d xbound 1
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
r <- random
let l = [ ( Point (if topRight then x else xbound x) y
, AttrChar defAttr $ fadeChar r n x y )
| x <- [0..xbound]
, y <- [max 0 (ybound (n x) `div` 2)..ybound]
++ [0..min ybound ((n xbound + x) `div` 2)]
]
return $! EM.fromList l
startN = if out then 3 else 1
fs = [startN, startN + step .. 3 * lxsize `divUp` 4 + 2]
as <- mapM rollFrame $ if out then fs else reverse fs
return $! Animation as