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vcmi/client/CCreatureAnimation.cpp
mateuszb d5ba0fc4fb * faster and less memory-consuming def handling
* minor leak in battle interface fixed
2009-09-18 12:50:00 +00:00

367 lines
8.7 KiB
C++

#include "CCreatureAnimation.h"
#include "../hch/CLodHandler.h"
#include "../lib/VCMI_Lib.h"
#include <assert.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
*
*/
int CCreatureAnimation::getType() const
{
return type;
}
void CCreatureAnimation::setType(int type)
{
assert(framesInGroup(type) > 0 && "Bad type for void CCreatureAnimation::setType(int type)!");
this->type = type;
internalFrame = 0;
if(type!=-1)
{
curFrame = frameGroups[type][0];
}
else
{
if(curFrame>=frames)
{
curFrame = 0;
}
}
}
CCreatureAnimation::CCreatureAnimation(std::string name) : internalFrame(0), once(false)
{
FDef = 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<totalBlocks; z++)
{
std::vector<int> frameIDs;
int group = readNormalNr(i,4); i+=4; //block ID
totalInBlock = readNormalNr(i,4); i+=4;
for (j=SEntries.size(); j<totalEntries+totalInBlock; j++)
{
SEntries.push_back(SEntry());
SEntries[j].group = group;
frameIDs.push_back(j);
}
int unknown2 = readNormalNr(i,4); i+=4; //TODO use me
int unknown3 = readNormalNr(i,4); i+=4; //TODO use me
i+=13*totalInBlock; //ommiting names
for (j=0; j<totalInBlock; j++)
{
SEntries[totalEntries+j].offset = readNormalNr(i,4); i+=4;
}
//totalEntries+=totalInBlock;
for(int hh=0; hh<totalInBlock; ++hh)
{
++totalEntries;
}
frameGroups[group] = frameIDs;
}
//init vars
curFrame = 0;
type = -1;
frames = totalEntries;
}
int CCreatureAnimation::readNormalNr (int pos, int bytCon, unsigned char * str) const
{
int ret=0;
int amp=1;
if (str)
{
for (int i=0; i<bytCon; i++)
{
ret+=str[pos+i]*amp;
amp<<=8; //amp*=256;
}
}
else
{
for (int i=0; i<bytCon; i++)
{
ret+=FDef[pos+i]*amp;
amp<<=8; //amp*=256;
}
}
return ret;
}
int CCreatureAnimation::nextFrameMiddle(SDL_Surface *dest, int x, int y, bool attacker, unsigned char animCount, bool incrementFrame, bool yellowBorder, bool blueBorder, SDL_Rect * destRect)
{
return nextFrame(dest, x-fullWidth/2, y-fullHeight/2, attacker, animCount, incrementFrame, yellowBorder, blueBorder, destRect);
}
void CCreatureAnimation::incrementFrame()
{
if(type!=-1) //when a specific part of animation is played
{
++internalFrame;
if(internalFrame == frameGroups[type].size()) //rewind
{
internalFrame = 0;
if(once) //playing animation once - return to standing animation
{
type = 2;
once = false;
curFrame = frameGroups[2][0];
}
else //
{
curFrame = frameGroups[type][0];
}
}
curFrame = frameGroups[type][internalFrame];
}
else //when whole animation is played
{
++curFrame;
if(curFrame>=frames)
curFrame = 0;
}
}
int CCreatureAnimation::getFrame() const
{
return curFrame;
}
bool CCreatureAnimation::onLastFrameInGroup()
{
if(internalFrame == frameGroups[type].size() - 1)
return true;
return false;
}
void CCreatureAnimation::playOnce(int type)
{
setType(type);
once = true;
}
int CCreatureAnimation::nextFrame(SDL_Surface *dest, int x, int y, bool attacker, unsigned char animCount, bool IncrementFrame, bool yellowBorder, bool blueBorder, 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;//TODO use me
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;
}
int * RLEntries = (int*)(FDef+BaseOffset);
BaseOffset += sizeof(int) * SpriteHeight;
for (int i=0;i<SpriteHeight;i++)
{
BaseOffset=BaseOffsetor+RLEntries[i];
if (LeftMargin>0)
{
ftcp+=LeftMargin;
}
TotalRowLength=0;
do
{
SegmentType=FDef[BaseOffset++];
SegmentLength=FDef[BaseOffset++];
unsigned char aCountMod = (animCount & 0x20) ? ((animCount & 0x1e)>>1)<<4 : 0x0f - ((animCount & 0x1e)>>1)<<4;
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 && xB<dest->w && yB<dest->h)
{
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, blueBorder, aCountMod);
}
ftcp++; //increment pos
if ((TotalRowLength+k+1)>=SpriteWidth)
break;
}
BaseOffset+=SegmentLength+1;////
TotalRowLength+=SegmentLength+1;
}
else
{
for (int k=0;k<SegmentLength+1;k++)
{
int xB = (attacker ? ftcp%FullWidth : FullWidth - ftcp%FullWidth - 1) + x;
int yB = ftcp/FullWidth + y;
if(xB>=0 && yB>=0 && xB<dest->w && yB<dest->h)
{
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, blueBorder, aCountMod);
}
ftcp++; //increment pos
}
TotalRowLength+=SegmentLength+1;
}
}while(TotalRowLength<SpriteWidth);
if (RightMargin>0)
{
ftcp+=RightMargin;
}
}
if (BottomMargin>0)
{
ftcp += BottomMargin * FullWidth;
}
}
return 0;
}
int CCreatureAnimation::framesInGroup(int group) const
{
if(frameGroups.find(group) == frameGroups.end())
return 0;
return frameGroups.find(group)->second.size();
}
CCreatureAnimation::~CCreatureAnimation()
{
delete [] FDef;
}
inline void CCreatureAnimation::putPixel(
SDL_Surface * dest,
const int & ftcp,
const BMPPalette & color,
const unsigned char & palc,
const bool & yellowBorder,
const bool & blueBorder,
const unsigned char & animCount
) const
{
if(palc!=0)
{
Uint8 * p = (Uint8*)dest->pixels + ftcp*dest->format->BytesPerPixel;
if(palc > 7) //normal color
{
p[0] = color.B;
p[1] = color.G;
p[2] = color.R;
}
else if((yellowBorder || blueBorder) && (palc == 6 || palc == 7)) //dark yellow border
{
if(blueBorder)
{
p[0] = 0x0f + animCount;
p[1] = 0x0f + animCount;
p[2] = 0;
}
else
{
p[0] = 0;
p[1] = 0x0f + animCount;
p[2] = 0x0f + animCount;
}
}
else if((yellowBorder || blueBorder) && (palc == 5)) //yellow border
{
if(blueBorder)
{
p[0] = color.R - 0xf0 + animCount;
p[1] = color.G - 0xf0 + animCount;
p[2] = color.B;
}
else
{
p[0] = color.B;
p[1] = color.G - 0xf0 + animCount;
p[2] = color.R - 0xf0 + animCount;
}
}
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;
}
}
}