#include "CCreatureAnimation.h" #include "../hch/CLodHandler.h" int CCreatureAnimation::getType() const { return type; } void CCreatureAnimation::setType(int type) { this->type = type; curFrame = 0; if(type!=-1) { if(SEntries[curFrame].group!=type) //rewind { int j=-1; //first frame in displayed group for(int g=0; g=frames) curFrame = 0; } } CCreatureAnimation::CCreatureAnimation(std::string name) : RLEntries(NULL) { FDef = CDefHandler::Spriteh->giveFile(name); //load main file //init anim data int i,j, totalInBlock; char Buffer[13]; defName=name; i = 0; DEFType = readNormalNr(i,4); i+=4; fullWidth = readNormalNr(i,4); i+=4; fullHeight = readNormalNr(i,4); i+=4; i=0xc; totalBlocks = readNormalNr(i,4); i+=4; 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=frames) curFrame = 0; } } int CCreatureAnimation::getFrame() const { return curFrame; } int CCreatureAnimation::nextFrame(SDL_Surface *dest, int x, int y, bool attacker, bool IncrementFrame, bool yellowBorder, SDL_Rect * destRect) { if(dest->format->BytesPerPixel<3) return -1; //not enough depth //increasing frame numer int SIndex = curFrame; if(IncrementFrame) incrementFrame(); //frame number increased long BaseOffset, SpriteWidth, SpriteHeight, //sprite format LeftMargin, RightMargin, TopMargin,BottomMargin, i, FullHeight,FullWidth, TotalRowLength; // length of read segment unsigned char SegmentType, SegmentLength; i=BaseOffset=SEntries[SIndex].offset; int prSize=readNormalNr(i,4,FDef);i+=4; int defType2 = readNormalNr(i,4,FDef);i+=4; FullWidth = readNormalNr(i,4,FDef);i+=4; FullHeight = readNormalNr(i,4,FDef);i+=4; SpriteWidth = readNormalNr(i,4,FDef);i+=4; SpriteHeight = readNormalNr(i,4,FDef);i+=4; LeftMargin = readNormalNr(i,4,FDef);i+=4; TopMargin = readNormalNr(i,4,FDef);i+=4; RightMargin = FullWidth - SpriteWidth - LeftMargin; BottomMargin = FullHeight - SpriteHeight - TopMargin; int BaseOffsetor = BaseOffset = i; int ftcp = 0; if (defType2==1) //as it should be allways in creature animations { if (TopMargin>0) { ftcp+=FullWidth * TopMargin; } memcpy(RLEntries, FDef+BaseOffset, SpriteHeight*sizeof(int)); BaseOffset += sizeof(int) * SpriteHeight; for (int i=0;i0) { ftcp+=LeftMargin; } TotalRowLength=0; do { SegmentType=FDef[BaseOffset++]; SegmentLength=FDef[BaseOffset++]; if (SegmentType==0xFF) { for (int k=0;k<=SegmentLength;k++) { int xB = (attacker ? ftcp%FullWidth : FullWidth - ftcp%FullWidth - 1) + x; int yB = ftcp/FullWidth + y; if(xB>=0 && yB>=0 && xBw && yBh) { if(!destRect || (destRect->x <= xB && destRect->x + destRect->w > xB && destRect->y <= yB && destRect->y + destRect->h > yB)) putPixel(dest, xB + yB*dest->w, palette[FDef[BaseOffset+k]], FDef[BaseOffset+k], yellowBorder); } ftcp++; //increment pos if ((TotalRowLength+k+1)>=SpriteWidth) break; } BaseOffset+=SegmentLength+1;//// TotalRowLength+=SegmentLength+1; } else { for (int k=0;k=0 && yB>=0 && xBw && yBh) { if(!destRect || (destRect->x <= xB && destRect->x + destRect->w > xB && destRect->y <= yB && destRect->y + destRect->h > yB)) putPixel(dest, xB + yB*dest->w, palette[SegmentType], SegmentType, yellowBorder); } ftcp++; //increment pos } TotalRowLength+=SegmentLength+1; } }while(TotalRowLength0) { ftcp+=RightMargin; } } if (BottomMargin>0) { ftcp += BottomMargin * FullWidth; } } return 0; } int CCreatureAnimation::framesInGroup(int group) const { int ret = 0; //number of frames in given group for(int g=0; gpixels + ftcp*3; if(palc > 7) //normal color { p[0] = color.B; p[1] = color.G; p[2] = color.R; } else if(yellowBorder && (palc == 6 || palc == 7)) //dark yellow border { p[0] = 0; p[1] = 0xff; p[2] = 0xff; } else if(yellowBorder && (palc == 5)) //yellow border { p[0] = color.B; p[1] = color.G; p[2] = color.R; } else if(palc < 5) //shadow { Uint16 alpha; switch(color.G) { case 0: alpha = 128; break; case 50: alpha = 50+32; break; case 100: alpha = 100+64; break; case 125: alpha = 125+64; break; case 128: alpha = 128+64; break; case 150: alpha = 150+64; break; default: alpha = 255; break; } //alpha counted p[0] = (p[0] * alpha)>>8; p[1] = (p[1] * alpha)>>8; p[2] = (p[2] * alpha)>>8; } } }