mirror of
https://github.com/vcmi/vcmi.git
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a08aaba29d
* fixed buy troops window * workaround for a problem with GeniusAI * some magic numbers are removed
356 lines
8.4 KiB
C++
356 lines
8.4 KiB
C++
#include "CCreatureAnimation.h"
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#include "../hch/CLodHandler.h"
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int CCreatureAnimation::getType() const
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{
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return type;
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}
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void CCreatureAnimation::setType(int type)
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{
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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) : RLEntries(NULL), internalFrame(0), once(false)
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{
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FDef = CDefHandler::Spriteh->giveFile(name); //load main file
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//init anim data
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int i,j, totalInBlock;
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char Buffer[13];
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defName=name;
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i = 0;
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DEFType = readNormalNr(i,4); i+=4;
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fullWidth = readNormalNr(i,4); i+=4;
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fullHeight = readNormalNr(i,4); i+=4;
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i=0xc;
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totalBlocks = readNormalNr(i,4); 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(i,4); i+=4; //block ID
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totalInBlock = readNormalNr(i,4); 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(i,4); i+=4; //TODO use me
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int unknown3 = readNormalNr(i,4); 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(i,4); 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 = -1;
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frames = totalEntries;
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RLEntries = new int[fullHeight];
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}
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int CCreatureAnimation::readNormalNr (int pos, int bytCon, unsigned char * str) const
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{
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int ret=0;
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int amp=1;
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if (str)
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{
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for (int i=0; i<bytCon; i++)
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{
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ret+=str[pos+i]*amp;
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amp<<=8; //amp*=256;
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}
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}
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else
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{
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for (int i=0; i<bytCon; i++)
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{
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ret+=FDef[pos+i]*amp;
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amp<<=8; //amp*=256;
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}
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}
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return ret;
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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 = (internalFrame + 1) % frameGroups[type].size();
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curFrame = frameGroups[type][internalFrame];
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if(internalFrame == frameGroups[type].size()) //rewind
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{
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if(once) //playing animation once - return to standing animation
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{
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type = 2;
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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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}
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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::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(int 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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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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if(dest->format->BytesPerPixel<3)
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return -1; //not enough depth
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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(i,4,FDef);i+=4;//TODO use me
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int defType2 = readNormalNr(i,4,FDef);i+=4;
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FullWidth = readNormalNr(i,4,FDef);i+=4;
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FullHeight = readNormalNr(i,4,FDef);i+=4;
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SpriteWidth = readNormalNr(i,4,FDef);i+=4;
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SpriteHeight = readNormalNr(i,4,FDef);i+=4;
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LeftMargin = readNormalNr(i,4,FDef);i+=4;
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TopMargin = readNormalNr(i,4,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 allways 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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memcpy(RLEntries, FDef+BaseOffset, SpriteHeight*sizeof(int));
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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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do
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{
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SegmentType=FDef[BaseOffset++];
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SegmentLength=FDef[BaseOffset++];
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unsigned char aCountMod = (animCount & 0x20) ? ((animCount & 0x1e)>>1)<<4 : 0x0f - ((animCount & 0x1e)>>1)<<4;
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if (SegmentType==0xFF)
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{
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for (int k=0;k<=SegmentLength;k++)
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{
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int xB = (attacker ? ftcp%FullWidth : FullWidth - ftcp%FullWidth - 1) + x;
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int yB = ftcp/FullWidth + y;
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if(xB>=0 && yB>=0 && xB<dest->w && yB<dest->h)
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{
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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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putPixel(dest, xB + yB*dest->w, palette[FDef[BaseOffset+k]], FDef[BaseOffset+k], yellowBorder, blueBorder, aCountMod);
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}
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ftcp++; //increment pos
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if ((TotalRowLength+k+1)>=SpriteWidth)
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break;
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}
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BaseOffset+=SegmentLength+1;////
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TotalRowLength+=SegmentLength+1;
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}
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else
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{
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for (int k=0;k<SegmentLength+1;k++)
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{
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int xB = (attacker ? ftcp%FullWidth : FullWidth - ftcp%FullWidth - 1) + x;
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int yB = ftcp/FullWidth + y;
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if(xB>=0 && yB>=0 && xB<dest->w && yB<dest->h)
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{
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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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putPixel(dest, xB + yB*dest->w, palette[SegmentType], SegmentType, yellowBorder, blueBorder, aCountMod);
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}
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ftcp++; //increment pos
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}
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TotalRowLength+=SegmentLength+1;
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}
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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::framesInGroup(int 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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if (RLEntries)
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delete [] RLEntries;
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}
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inline void CCreatureAnimation::putPixel(
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SDL_Surface * dest,
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const int & ftcp,
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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 + ftcp*3;
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if(palc > 7) //normal color
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{
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p[0] = color.B;
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p[1] = color.G;
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p[2] = color.R;
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}
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else if((yellowBorder || blueBorder) && (palc == 6 || palc == 7)) //dark yellow border
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{
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if(blueBorder)
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{
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p[0] = 0x0f + animCount;
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p[1] = 0x0f + animCount;
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p[2] = 0;
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}
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else
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{
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p[0] = 0;
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p[1] = 0x0f + animCount;
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p[2] = 0x0f + animCount;
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}
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}
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else if((yellowBorder || blueBorder) && (palc == 5)) //yellow border
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{
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if(blueBorder)
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{
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p[0] = color.R - 0xf0 + animCount;
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p[1] = color.G - 0xf0 + animCount;
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p[2] = color.B;
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}
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else
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{
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p[0] = color.B;
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p[1] = color.G - 0xf0 + animCount;
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p[2] = color.R - 0xf0 + animCount;
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}
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}
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else if(palc < 5) //shadow
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{
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Uint16 alpha;
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switch(color.G)
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{
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case 0:
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alpha = 128;
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break;
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case 50:
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alpha = 50+32;
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break;
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case 100:
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alpha = 100+64;
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break;
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case 125:
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alpha = 125+64;
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break;
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case 128:
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alpha = 128+64;
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break;
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case 150:
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alpha = 150+64;
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break;
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default:
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alpha = 255;
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break;
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}
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//alpha counted
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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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