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vcmi/client/BattleInterface/CCreatureAnimation.cpp

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#include "StdInc.h"
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#include "CCreatureAnimation.h"
#include "../../lib/CLodHandler.h"
#include "../../lib/VCMI_Lib.h"
#include "../../lib/vcmi_endian.h"
#include "../SDL_Extensions.h"
/*
* CCreatureAnimation.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
CCreatureAnim::EAnimType CCreatureAnimation::getType() const
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{
return type;
}
void CCreatureAnimation::setType(CCreatureAnim::EAnimType type)
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{
assert(framesInGroup(type) > 0 && "Bad type for void CCreatureAnimation::setType(int type)!");
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this->type = type;
internalFrame = 0;
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if(type!=-1)
{
curFrame = frameGroups[type][0];
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}
else
{
if(curFrame>=frames)
{
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curFrame = 0;
}
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}
}
CCreatureAnimation::CCreatureAnimation(std::string name) : internalFrame(0), once(false)
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{
FDef = spriteh->giveFile(name, FILE_ANIMATION); //load main file
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//init anim data
int i,j, totalInBlock;
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defName=name;
i = 0;
DEFType = read_le_u32(FDef + i); i+=4;
fullWidth = read_le_u32(FDef + i); i+=4;
fullHeight = read_le_u32(FDef + i); i+=4;
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i=0xc;
totalBlocks = read_le_u32(FDef + i); i+=4;
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i=0x10;
for (int it=0;it<256;it++)
{
palette[it].R = FDef[i++];
palette[it].G = FDef[i++];
palette[it].B = FDef[i++];
palette[it].F = 0;
}
i=0x310;
totalEntries=0;
for (int z=0; z<totalBlocks; z++)
{
std::vector<int> frameIDs;
int group = read_le_u32(FDef + i); i+=4; //block ID
totalInBlock = read_le_u32(FDef + i); i+=4;
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for (j=SEntries.size(); j<totalEntries+totalInBlock; j++)
{
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SEntries.push_back(SEntry());
SEntries[j].group = group;
frameIDs.push_back(j);
}
/*int unknown2 = read_le_u32(FDef + i);*/ i+=4; //TODO use me
/*int unknown3 = read_le_u32(FDef + i);*/ i+=4; //TODO use me
i+=13*totalInBlock; //omitting names
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for (j=0; j<totalInBlock; j++)
{
SEntries[totalEntries+j].offset = read_le_u32(FDef + i); i+=4;
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}
//totalEntries+=totalInBlock;
for(int hh=0; hh<totalInBlock; ++hh)
{
++totalEntries;
}
frameGroups[group] = frameIDs;
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}
//init vars
curFrame = 0;
type = CCreatureAnim::WHOLE_ANIM;
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frames = totalEntries;
}
int CCreatureAnimation::nextFrameMiddle(SDL_Surface *dest, int x, int y, bool attacker, ui8 animCount, bool incrementFrame, bool yellowBorder, bool blueBorder, SDL_Rect * destRect)
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{
return nextFrame(dest, x-fullWidth/2, y-fullHeight/2, attacker, animCount, incrementFrame, yellowBorder, blueBorder, destRect);
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}
void CCreatureAnimation::incrementFrame()
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{
if(type!=-1) //when a specific part of animation is played
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{
++internalFrame;
if(internalFrame == frameGroups[type].size()) //rewind
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{
internalFrame = 0;
if(once) //playing animation once - return to standing animation
{
type = CCreatureAnim::HOLDING;
once = false;
curFrame = frameGroups[2][0];
}
else //
{
curFrame = frameGroups[type][0];
}
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}
curFrame = frameGroups[type][internalFrame];
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}
else //when whole animation is played
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{
++curFrame;
if(curFrame>=frames)
curFrame = 0;
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}
}
int CCreatureAnimation::getFrame() const
{
return curFrame;
}
int CCreatureAnimation::getAnimationFrame() const
{
return internalFrame;
}
bool CCreatureAnimation::onFirstFrameInGroup()
{
return internalFrame == 0;
}
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bool CCreatureAnimation::onLastFrameInGroup()
{
if(internalFrame == frameGroups[type].size() - 1)
return true;
return false;
}
void CCreatureAnimation::playOnce( CCreatureAnim::EAnimType type )
{
setType(type);
once = true;
}
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template<int bpp>
int CCreatureAnimation::nextFrameT(SDL_Surface * dest, int x, int y, bool attacker, ui8 animCount, bool IncrementFrame /*= true*/, bool yellowBorder /*= false*/, bool blueBorder /*= false*/, SDL_Rect * destRect /*= NULL*/)
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{
//increasing frame number
int SIndex = curFrame;
if (IncrementFrame)
incrementFrame();
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#if 0
long SpriteWidth, SpriteHeight, //sprite format
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LeftMargin, RightMargin, TopMargin,BottomMargin,
i, FullHeight,
#endif
ui8 SegmentType, SegmentLength;
ui32 i;
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i = SEntries[SIndex].offset;
/*int prSize = read_le_u32(FDef + i);*/ i += 4; //TODO use me
const ui32 defType2 = read_le_u32(FDef + i); i += 4;
const ui32 FullWidth = read_le_u32(FDef + i); i += 4;
const ui32 FullHeight = read_le_u32(FDef + i); i += 4;
const ui32 SpriteWidth = read_le_u32(FDef + i); i += 4;
const ui32 SpriteHeight = read_le_u32(FDef + i); i += 4;
const int LeftMargin = read_le_u32(FDef + i); i += 4;
const int TopMargin = read_le_u32(FDef + i); i += 4;
const int RightMargin = FullWidth - SpriteWidth - LeftMargin;
const int BottomMargin = FullHeight - SpriteHeight - TopMargin;
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if (defType2 == 1) //as it should be always in creature animations
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{
const int BaseOffsetor = i;
int ftcp = 0;
if (TopMargin > 0)
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{
ftcp += FullWidth * TopMargin;
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}
ui32 *RLEntries = (ui32 *)(FDef + BaseOffsetor);
for (int i = 0; i < SpriteHeight; i++)
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{
int BaseOffset = BaseOffsetor + read_le_u32(RLEntries + i);
int TotalRowLength; // length of read segment
if (LeftMargin > 0)
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{
ftcp += LeftMargin;
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}
TotalRowLength = 0;
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// Note: Bug fixed (Rev 2115): The implementation of omitting lines was false.
// We've to calculate several things so not showing/putting pixels should suffice.
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int yB = ftcp / FullWidth + y;
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do
{
SegmentType = FDef[BaseOffset++];
SegmentLength = FDef[BaseOffset++];
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const int remainder = ftcp % FullWidth;
int xB = (attacker ? remainder : FullWidth - remainder - 1) + x;
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const ui8 aCountMod = (animCount & 0x20) ? ((animCount & 0x1e) >> 1) << 4 : (0x0f - ((animCount & 0x1e) >> 1)) << 4;
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for (int k = 0; k <= SegmentLength; k++)
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{
if(xB >= 0 && xB < dest->w && yB >= 0 && yB < dest->h)
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{
if(!destRect || (destRect->x <= xB && destRect->x + destRect->w > xB && destRect->y <= yB && destRect->y + destRect->h > yB))
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{
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const ui8 colorNr = SegmentType == 0xff ? FDef[BaseOffset+k] : SegmentType;
putPixel<bpp>(dest, xB, yB, palette[colorNr], colorNr, yellowBorder, blueBorder, aCountMod);
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}
}
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ftcp++; //increment pos
if(attacker)
xB++;
else
xB--;
if ( SegmentType == 0xFF && TotalRowLength+k+1 >= SpriteWidth )
break;
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}
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if (SegmentType == 0xFF)
{
BaseOffset += SegmentLength+1;
}
TotalRowLength+=SegmentLength+1;
} while(TotalRowLength < SpriteWidth);
if (RightMargin > 0)
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{
ftcp += RightMargin;
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}
}
if (BottomMargin > 0)
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{
ftcp += BottomMargin * FullWidth;
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}
}
return 0;
}
int CCreatureAnimation::nextFrame(SDL_Surface *dest, int x, int y, bool attacker, ui8 animCount, bool IncrementFrame, bool yellowBorder, bool blueBorder, SDL_Rect * destRect)
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{
switch(dest->format->BytesPerPixel)
{
case 2: return nextFrameT<2>(dest, x, y, attacker, animCount, IncrementFrame, yellowBorder, blueBorder, destRect);
case 3: return nextFrameT<3>(dest, x, y, attacker, animCount, IncrementFrame, yellowBorder, blueBorder, destRect);
case 4: return nextFrameT<4>(dest, x, y, attacker, animCount, IncrementFrame, yellowBorder, blueBorder, destRect);
default:
tlog1 << (int)dest->format->BitsPerPixel << " bpp is not supported!!!\n";
return -1;
}
}
int CCreatureAnimation::framesInGroup(CCreatureAnim::EAnimType group) const
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{
if(frameGroups.find(group) == frameGroups.end())
return 0;
return frameGroups.find(group)->second.size();
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}
CCreatureAnimation::~CCreatureAnimation()
{
delete [] FDef;
}
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template<int bpp>
inline void CCreatureAnimation::putPixel(
SDL_Surface * dest,
const int & ftcpX,
const int & ftcpY,
const BMPPalette & color,
const ui8 & palc,
const bool & yellowBorder,
const bool & blueBorder,
const ui8 & animCount
) const
{
if(palc!=0)
{
Uint8 * p = (Uint8*)dest->pixels + ftcpX*dest->format->BytesPerPixel + ftcpY*dest->pitch;
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if(palc > 7) //normal color
{
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ColorPutter<bpp, 0>::PutColor(p, color.R, color.G, color.B);
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}
else if((yellowBorder || blueBorder) && (palc == 6 || palc == 7)) //selection highlight
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{
if(blueBorder)
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ColorPutter<bpp, 0>::PutColor(p, 0, 0x0f + animCount, 0x0f + animCount);
else
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ColorPutter<bpp, 0>::PutColor(p, 0x0f + animCount, 0x0f + animCount, 0);
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}
else if (palc == 5) //selection highlight or transparent
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{
if(blueBorder)
ColorPutter<bpp, 0>::PutColor(p, color.B, color.G - 0xf0 + animCount, color.R - 0xf0 + animCount); //shouldn't it be reversed? its bgr instead of rgb
else if (yellowBorder)
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ColorPutter<bpp, 0>::PutColor(p, color.R - 0xf0 + animCount, color.G - 0xf0 + animCount, color.B);
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}
else //shadow
{
//determining transparency value, 255 or 0 should be already filtered
static Uint16 colToAlpha[8] = {255,192,128,128,128,255,128,192};
Uint16 alpha = colToAlpha[palc];
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if(bpp != 3 && bpp != 4)
{
ColorPutter<bpp, 0>::PutColor(p, 0, 0, 0, alpha);
}
else
{
p[0] = (p[0] * alpha)>>8;
p[1] = (p[1] * alpha)>>8;
p[2] = (p[2] * alpha)>>8;
}
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}
}
}