mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-22 22:13:35 +02:00
352 lines
9.2 KiB
C++
352 lines
9.2 KiB
C++
#include "CCreatureAnimation.h"
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#include "../lib/CLodHandler.h"
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#include "../lib/VCMI_Lib.h"
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#include <assert.h>
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#include "SDL_Extensions.h"
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/*
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* CCreatureAnimation.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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CCreatureAnim::EAnimType CCreatureAnimation::getType() const
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{
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return type;
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}
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void CCreatureAnimation::setType(CCreatureAnim::EAnimType type)
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{
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assert(framesInGroup(type) > 0 && "Bad type for void CCreatureAnimation::setType(int type)!");
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this->type = type;
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internalFrame = 0;
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if(type!=-1)
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{
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curFrame = frameGroups[type][0];
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}
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else
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{
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if(curFrame>=frames)
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{
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curFrame = 0;
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}
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}
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}
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CCreatureAnimation::CCreatureAnimation(std::string name) : internalFrame(0), once(false)
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{
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FDef = spriteh->giveFile(name, FILE_ANIMATION); //load main file
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//init anim data
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int i,j, totalInBlock;
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defName=name;
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i = 0;
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DEFType = readNormalNr<4>(i,FDef); i+=4;
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fullWidth = readNormalNr<4>(i,FDef); i+=4;
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fullHeight = readNormalNr<4>(i,FDef); i+=4;
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i=0xc;
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totalBlocks = readNormalNr<4>(i,FDef); i+=4;
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i=0x10;
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for (int it=0;it<256;it++)
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{
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palette[it].R = FDef[i++];
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palette[it].G = FDef[i++];
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palette[it].B = FDef[i++];
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palette[it].F = 0;
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}
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i=0x310;
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totalEntries=0;
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for (int z=0; z<totalBlocks; z++)
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{
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std::vector<int> frameIDs;
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int group = readNormalNr<4>(i,FDef); i+=4; //block ID
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totalInBlock = readNormalNr<4>(i,FDef); i+=4;
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for (j=SEntries.size(); j<totalEntries+totalInBlock; j++)
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{
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SEntries.push_back(SEntry());
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SEntries[j].group = group;
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frameIDs.push_back(j);
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}
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int unknown2 = readNormalNr<4>(i,FDef); i+=4; //TODO use me
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int unknown3 = readNormalNr<4>(i,FDef); i+=4; //TODO use me
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i+=13*totalInBlock; //ommiting names
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for (j=0; j<totalInBlock; j++)
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{
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SEntries[totalEntries+j].offset = readNormalNr<4>(i,FDef); i+=4;
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}
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//totalEntries+=totalInBlock;
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for(int hh=0; hh<totalInBlock; ++hh)
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{
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++totalEntries;
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}
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frameGroups[group] = frameIDs;
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}
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//init vars
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curFrame = 0;
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type = CCreatureAnim::WHOLE_ANIM;
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frames = totalEntries;
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}
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int CCreatureAnimation::nextFrameMiddle(SDL_Surface *dest, int x, int y, bool attacker, unsigned char animCount, bool incrementFrame, bool yellowBorder, bool blueBorder, SDL_Rect * destRect)
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{
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return nextFrame(dest, x-fullWidth/2, y-fullHeight/2, attacker, animCount, incrementFrame, yellowBorder, blueBorder, destRect);
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}
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void CCreatureAnimation::incrementFrame()
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{
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if(type!=-1) //when a specific part of animation is played
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{
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++internalFrame;
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if(internalFrame == frameGroups[type].size()) //rewind
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{
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internalFrame = 0;
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if(once) //playing animation once - return to standing animation
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{
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type = CCreatureAnim::HOLDING;
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once = false;
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curFrame = frameGroups[2][0];
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}
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else //
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{
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curFrame = frameGroups[type][0];
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}
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}
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curFrame = frameGroups[type][internalFrame];
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}
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else //when whole animation is played
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{
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++curFrame;
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if(curFrame>=frames)
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curFrame = 0;
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}
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}
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int CCreatureAnimation::getFrame() const
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{
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return curFrame;
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}
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bool CCreatureAnimation::onFirstFrameInGroup()
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{
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return internalFrame == 0;
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}
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bool CCreatureAnimation::onLastFrameInGroup()
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{
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if(internalFrame == frameGroups[type].size() - 1)
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return true;
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return false;
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}
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void CCreatureAnimation::playOnce( CCreatureAnim::EAnimType type )
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{
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setType(type);
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once = true;
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}
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template<int bpp>
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int CCreatureAnimation::nextFrameT(SDL_Surface * dest, int x, int y, bool attacker, unsigned char animCount, bool IncrementFrame /*= true*/, bool yellowBorder /*= false*/, bool blueBorder /*= false*/, SDL_Rect * destRect /*= NULL*/)
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{
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//increasing frame numer
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int SIndex = curFrame;
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if(IncrementFrame)
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incrementFrame();
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//frame number increased
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long BaseOffset,
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SpriteWidth, SpriteHeight, //sprite format
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LeftMargin, RightMargin, TopMargin,BottomMargin,
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i, FullHeight,FullWidth,
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TotalRowLength; // length of read segment
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unsigned char SegmentType, SegmentLength;
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i=BaseOffset=SEntries[SIndex].offset;
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int prSize=readNormalNr<4>(i,FDef);i+=4;//TODO use me
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int defType2 = readNormalNr<4>(i,FDef);i+=4;
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FullWidth = readNormalNr<4>(i,FDef);i+=4;
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FullHeight = readNormalNr<4>(i,FDef);i+=4;
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SpriteWidth = readNormalNr<4>(i,FDef);i+=4;
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SpriteHeight = readNormalNr<4>(i,FDef);i+=4;
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LeftMargin = readNormalNr<4>(i,FDef);i+=4;
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TopMargin = readNormalNr<4>(i,FDef);i+=4;
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RightMargin = FullWidth - SpriteWidth - LeftMargin;
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BottomMargin = FullHeight - SpriteHeight - TopMargin;
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int BaseOffsetor = BaseOffset = i;
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int ftcp = 0;
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if (defType2==1) //as it should be always in creature animations
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{
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if (TopMargin>0)
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{
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ftcp+=FullWidth * TopMargin;
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}
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int * RLEntries = (int*)(FDef+BaseOffset);
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BaseOffset += sizeof(int) * SpriteHeight;
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for (int i=0;i<SpriteHeight;i++)
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{
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BaseOffset=BaseOffsetor+RLEntries[i];
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if (LeftMargin>0)
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{
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ftcp+=LeftMargin;
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}
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TotalRowLength=0;
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int yB = ftcp/FullWidth + y;
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bool omitIteration = false; //if true, we shouldn't try to blit this line to screen
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if(yB < 0 || yB >= dest->h || (destRect && (destRect->y > yB || destRect->y + destRect->h <= yB ) ) )
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{
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//update variables
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omitIteration = true;
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continue;
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}
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do
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{
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SegmentType=FDef[BaseOffset++];
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SegmentLength=FDef[BaseOffset++];
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if(omitIteration)
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{
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ftcp += SegmentLength+1;
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if(SegmentType == 0xFF)
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{
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BaseOffset += SegmentLength+1;
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}
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continue;
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}
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int xB = (attacker ? ftcp%FullWidth : FullWidth - ftcp%FullWidth - 1) + x;
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unsigned char 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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{
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if(xB>=0 && xB<dest->w)
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{
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if(!destRect || (destRect->x <= xB && destRect->x + destRect->w > xB ))
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{
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const ui8 colorNr = SegmentType == 0xff ? FDef[BaseOffset+k] : SegmentType;
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putPixel<bpp>(dest, xB, yB, palette[colorNr], colorNr, yellowBorder, blueBorder, aCountMod);
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}
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}
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ftcp++; //increment pos
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if(attacker)
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xB++;
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else
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xB--;
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if ( SegmentType == 0xFF && TotalRowLength+k+1 >= SpriteWidth )
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break;
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}
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if (SegmentType == 0xFF)
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{
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BaseOffset += SegmentLength+1;
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}
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TotalRowLength+=SegmentLength+1;
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}while(TotalRowLength<SpriteWidth);
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if (RightMargin>0)
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{
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ftcp+=RightMargin;
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}
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}
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if (BottomMargin>0)
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{
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ftcp += BottomMargin * FullWidth;
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}
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}
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return 0;
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}
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int CCreatureAnimation::nextFrame(SDL_Surface *dest, int x, int y, bool attacker, unsigned char animCount, bool IncrementFrame, bool yellowBorder, bool blueBorder, SDL_Rect * destRect)
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{
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switch(dest->format->BytesPerPixel)
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{
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case 2: return nextFrameT<2>(dest, x, y, attacker, animCount, IncrementFrame, yellowBorder, blueBorder, destRect);
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case 3: return nextFrameT<3>(dest, x, y, attacker, animCount, IncrementFrame, yellowBorder, blueBorder, destRect);
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case 4: return nextFrameT<4>(dest, x, y, attacker, animCount, IncrementFrame, yellowBorder, blueBorder, destRect);
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default:
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tlog1 << (int)dest->format->BitsPerPixel << " bpp is not supported!!!\n";
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return -1;
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}
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}
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int CCreatureAnimation::framesInGroup(CCreatureAnim::EAnimType group) const
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{
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if(frameGroups.find(group) == frameGroups.end())
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return 0;
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return frameGroups.find(group)->second.size();
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}
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CCreatureAnimation::~CCreatureAnimation()
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{
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delete [] FDef;
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}
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template<int bpp>
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inline void CCreatureAnimation::putPixel(
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SDL_Surface * dest,
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const int & ftcpX,
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const int & ftcpY,
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const BMPPalette & color,
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const unsigned char & palc,
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const bool & yellowBorder,
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const bool & blueBorder,
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const unsigned char & animCount
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) const
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{
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if(palc!=0)
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{
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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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{
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ColorPutter<bpp, 0>::PutColor(p, color.R, color.G, color.B);
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}
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else if((yellowBorder || blueBorder) && (palc == 6 || palc == 7)) //selection highlight
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{
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if(blueBorder)
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ColorPutter<bpp, 0>::PutColor(p, 0, 0x0f + animCount, 0x0f + animCount);
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else
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ColorPutter<bpp, 0>::PutColor(p, 0x0f + animCount, 0x0f + animCount, 0);
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}
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else if (palc == 5) //selection highlight or transparent
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{
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if(blueBorder)
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ColorPutter<bpp, 0>::PutColor(p, color.B, color.G - 0xf0 + animCount, color.R - 0xf0 + animCount); //shouldnt it be reversed? its bgr instead of rgb
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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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}
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else //shadow
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{
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//determining transparency value, 255 or 0 should be already filtered
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static Uint16 colToAlpha[8] = {255,192,128,128,128,255,128,192};
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Uint16 alpha = colToAlpha[palc];
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if(bpp != 3 && bpp != 4)
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{
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ColorPutter<bpp, 0>::PutColor(p, 0, 0, 0, alpha);
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}
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else
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{
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p[0] = (p[0] * alpha)>>8;
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p[1] = (p[1] * alpha)>>8;
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p[2] = (p[2] * alpha)>>8;
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}
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}
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}
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}
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