mirror of
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359 lines
8.9 KiB
C++
359 lines
8.9 KiB
C++
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/*
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* Graphics.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "graphics.h"
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#include <vcmi/Entity.h>
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#include <vcmi/ArtifactService.h>
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#include <vcmi/CreatureService.h>
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#include <vcmi/FactionService.h>
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#include <vcmi/HeroTypeService.h>
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#include <vcmi/SkillService.h>
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#include <vcmi/spells/Service.h>
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/filesystem/CBinaryReader.h"
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#include "Animation.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/CModHandler.h"
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#include "../lib/VCMI_Lib.h"
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#include "../CCallback.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "BitmapHandler.h"
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#include "../lib/CGameState.h"
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#include "../lib/JsonNode.h"
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#include "../lib/CStopWatch.h"
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#include "../lib/mapObjects/CObjectClassesHandler.h"
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#include "../lib/mapObjects/CObjectHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "CGameInfo.h"
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Graphics * graphics = nullptr;
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void Graphics::loadPaletteAndColors()
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{
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auto textFile = CResourceHandler::get()->load(ResourceID("DATA/PLAYERS.PAL"))->readAll();
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std::string pals((char*)textFile.first.get(), textFile.second);
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playerColorPalette.resize(256);
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playerColors.resize(PlayerColor::PLAYER_LIMIT_I);
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int startPoint = 24; //beginning byte; used to read
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for(int i=0; i<256; ++i)
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{
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QColor col;
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col.setRed(pals[startPoint++]);
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col.setGreen(pals[startPoint++]);
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col.setBlue(pals[startPoint++]);
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col.setAlpha(255);
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startPoint++;
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playerColorPalette[i] = col.rgba();
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}
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neutralColorPalette.resize(32);
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auto stream = CResourceHandler::get()->load(ResourceID("config/NEUTRAL.PAL"));
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CBinaryReader reader(stream.get());
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for(int i=0; i<32; ++i)
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{
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QColor col;
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col.setRed(reader.readUInt8());
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col.setGreen(reader.readUInt8());
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col.setBlue(reader.readUInt8());
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col.setAlpha(255);
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reader.readUInt8(); // this is "flags" entry, not alpha
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neutralColorPalette[i] = col.rgba();
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}
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//colors initialization
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QColor colors[] = {
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{0xff,0, 0, 255},
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{0x31,0x52,0xff,255},
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{0x9c,0x73,0x52,255},
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{0x42,0x94,0x29,255},
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{0xff,0x84,0, 255},
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{0x8c,0x29,0xa5,255},
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{0x09,0x9c,0xa5,255},
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{0xc6,0x7b,0x8c,255}};
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for(int i=0;i<8;i++)
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{
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playerColors[i] = colors[i].rgba();
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}
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//gray
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neutralColor = qRgba(0x84, 0x84, 0x84, 0xFF);
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}
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Graphics::Graphics()
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{
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#if 0
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std::vector<Task> tasks; //preparing list of graphics to load
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tasks += std::bind(&Graphics::loadFonts,this);
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tasks += std::bind(&Graphics::loadPaletteAndColors,this);
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tasks += std::bind(&Graphics::initializeBattleGraphics,this);
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tasks += std::bind(&Graphics::loadErmuToPicture,this);
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tasks += std::bind(&Graphics::initializeImageLists,this);
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CThreadHelper th(&tasks,std::max((ui32)1,boost::thread::hardware_concurrency()));
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th.run();
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#else
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loadPaletteAndColors();
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initializeImageLists();
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#endif
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//(!) do not load any CAnimation here
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}
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Graphics::~Graphics()
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{
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}
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void Graphics::load()
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{
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loadHeroAnimations();
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loadHeroFlagAnimations();
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}
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void Graphics::loadHeroAnimations()
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{
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for(auto & elem : CGI->heroh->classes.objects)
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{
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for (auto & templ : VLC->objtypeh->getHandlerFor(Obj::HERO, elem->getIndex())->getTemplates())
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{
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if (!heroAnimations.count(templ.animationFile))
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heroAnimations[templ.animationFile] = loadHeroAnimation(templ.animationFile);
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}
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}
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boatAnimations[0] = loadHeroAnimation("AB01_.DEF");
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boatAnimations[1] = loadHeroAnimation("AB02_.DEF");
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boatAnimations[2] = loadHeroAnimation("AB03_.DEF");
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mapObjectAnimations["AB01_.DEF"] = boatAnimations[0];
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mapObjectAnimations["AB02_.DEF"] = boatAnimations[1];
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mapObjectAnimations["AB03_.DEF"] = boatAnimations[2];
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}
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void Graphics::loadHeroFlagAnimations()
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{
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static const std::vector<std::string> HERO_FLAG_ANIMATIONS =
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{
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"AF00", "AF01","AF02","AF03",
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"AF04", "AF05","AF06","AF07"
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};
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static const std::vector< std::vector<std::string> > BOAT_FLAG_ANIMATIONS =
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{
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{
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"ABF01L", "ABF01G", "ABF01R", "ABF01D",
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"ABF01B", "ABF01P", "ABF01W", "ABF01K"
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},
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{
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"ABF02L", "ABF02G", "ABF02R", "ABF02D",
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"ABF02B", "ABF02P", "ABF02W", "ABF02K"
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},
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{
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"ABF03L", "ABF03G", "ABF03R", "ABF03D",
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"ABF03B", "ABF03P", "ABF03W", "ABF03K"
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}
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};
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for(const auto & name : HERO_FLAG_ANIMATIONS)
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heroFlagAnimations.push_back(loadHeroFlagAnimation(name));
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for(int i = 0; i < BOAT_FLAG_ANIMATIONS.size(); i++)
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for(const auto & name : BOAT_FLAG_ANIMATIONS[i])
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boatFlagAnimations[i].push_back(loadHeroFlagAnimation(name));
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}
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std::shared_ptr<Animation> Graphics::loadHeroFlagAnimation(const std::string & name)
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{
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//first - group number to be rotated, second - group number after rotation
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static const std::vector<std::pair<int,int> > rotations =
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{
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{6,10}, {7,11}, {8,12}, {1,13},
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{2,14}, {3,15}
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};
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std::shared_ptr<Animation> anim = std::make_shared<Animation>(name);
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anim->preload();
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for(const auto & rotation : rotations)
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{
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const int sourceGroup = rotation.first;
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const int targetGroup = rotation.second;
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anim->createFlippedGroup(sourceGroup, targetGroup);
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}
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return anim;
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}
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std::shared_ptr<Animation> Graphics::loadHeroAnimation(const std::string &name)
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{
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//first - group number to be rotated, second - group number after rotation
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static const std::vector<std::pair<int,int> > rotations =
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{
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{6,10}, {7,11}, {8,12}, {1,13},
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{2,14}, {3,15}
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};
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std::shared_ptr<Animation> anim = std::make_shared<Animation>(name);
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anim->preload();
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for(const auto & rotation : rotations)
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{
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const int sourceGroup = rotation.first;
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const int targetGroup = rotation.second;
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anim->createFlippedGroup(sourceGroup, targetGroup);
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}
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return anim;
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}
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void Graphics::blueToPlayersAdv(QImage * sur, PlayerColor player)
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{
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if(sur->format() == QImage::Format_Indexed8)
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{
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auto palette = sur->colorTable();
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if(player < PlayerColor::PLAYER_LIMIT)
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{
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for(int i = 0; i < 32; ++i)
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palette[224 + i] = playerColorPalette[player.getNum() * 32 + i];
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}
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else if(player == PlayerColor::NEUTRAL)
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{
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palette = neutralColorPalette;
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}
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else
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{
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logGlobal->error("Wrong player id in blueToPlayersAdv (%s)!", player.getStr());
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return;
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}
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//FIXME: not all player colored images have player palette at last 32 indexes
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//NOTE: following code is much more correct but still not perfect (bugged with status bar)
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sur->setColorTable(palette);
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#if 0
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SDL_Color * bluePalette = playerColorPalette + 32;
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SDL_Palette * oldPalette = sur->format->palette;
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SDL_Palette * newPalette = SDL_AllocPalette(256);
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for(size_t destIndex = 0; destIndex < 256; destIndex++)
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{
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SDL_Color old = oldPalette->colors[destIndex];
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bool found = false;
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for(size_t srcIndex = 0; srcIndex < 32; srcIndex++)
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{
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if(old.b == bluePalette[srcIndex].b && old.g == bluePalette[srcIndex].g && old.r == bluePalette[srcIndex].r)
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{
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found = true;
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newPalette->colors[destIndex] = palette[srcIndex];
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break;
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}
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}
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if(!found)
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newPalette->colors[destIndex] = old;
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}
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SDL_SetSurfacePalette(sur, newPalette);
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SDL_FreePalette(newPalette);
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#endif // 0
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}
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else
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{
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//TODO: implement. H3 method works only for images with palettes.
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// Add some kind of player-colored overlay?
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// Or keep palette approach here and replace only colors of specific value(s)
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// Or just wait for OpenGL support?
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logGlobal->warn("Image must have palette to be player-colored!");
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}
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}
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std::shared_ptr<Animation> Graphics::getAnimation(const CGObjectInstance* obj)
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{
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return getAnimation(obj->appearance);
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}
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std::shared_ptr<Animation> Graphics::getAnimation(const ObjectTemplate & info)
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{
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//the only(?) invisible object
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if(info.id == Obj::EVENT)
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{
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return std::shared_ptr<Animation>();
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}
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if(info.animationFile.empty())
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{
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logGlobal->warn("Def name for obj (%d,%d) is empty!", info.id, info.subid);
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return std::shared_ptr<Animation>();
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}
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std::shared_ptr<Animation> ret = mapObjectAnimations[info.animationFile];
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//already loaded
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if(ret)
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{
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ret->preload();
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return ret;
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}
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ret = std::make_shared<Animation>(info.animationFile);
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mapObjectAnimations[info.animationFile] = ret;
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ret->preload();
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return ret;
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}
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void Graphics::addImageListEntry(size_t index, const std::string & listName, const std::string & imageName)
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{
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if (!imageName.empty())
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{
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JsonNode entry;
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entry["frame"].Integer() = index;
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entry["file"].String() = imageName;
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imageLists["SPRITES/" + listName]["images"].Vector().push_back(entry);
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}
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}
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void Graphics::addImageListEntries(const EntityService * service)
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{
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auto cb = std::bind(&Graphics::addImageListEntry, this, _1, _2, _3);
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auto loopCb = [&](const Entity * entity, bool & stop)
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{
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entity->registerIcons(cb);
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};
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service->forEachBase(loopCb);
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}
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void Graphics::initializeImageLists()
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{
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addImageListEntries(CGI->creatures());
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addImageListEntries(CGI->heroTypes());
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addImageListEntries(CGI->artifacts());
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addImageListEntries(CGI->factions());
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addImageListEntries(CGI->spells());
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addImageListEntries(CGI->skills());
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}
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