1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-20 20:23:03 +02:00
vcmi/client/CCreatureAnimation.cpp
Ivan Savenko b8f65697ca - fixes for several bugs: #639 #656 #135 #646 #638 #94 #629
- re-enabled console on Linux to allow disabling AI
2011-01-01 20:26:39 +00:00

352 lines
9.1 KiB
C++

#include "CCreatureAnimation.h"
#include "../hch/CLodHandler.h"
#include "../lib/VCMI_Lib.h"
#include <assert.h>
#include "SDL_Extensions.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, FILE_ANIMATION); //load main file
//init anim data
int i,j, totalInBlock;
defName=name;
i = 0;
DEFType = readNormalNr<4>(i,FDef); i+=4;
fullWidth = readNormalNr<4>(i,FDef); i+=4;
fullHeight = readNormalNr<4>(i,FDef); i+=4;
i=0xc;
totalBlocks = readNormalNr<4>(i,FDef); 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<4>(i,FDef); i+=4; //block ID
totalInBlock = readNormalNr<4>(i,FDef); 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<4>(i,FDef); i+=4; //TODO use me
int unknown3 = readNormalNr<4>(i,FDef); i+=4; //TODO use me
i+=13*totalInBlock; //ommiting names
for (j=0; j<totalInBlock; j++)
{
SEntries[totalEntries+j].offset = readNormalNr<4>(i,FDef); 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::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::onFirstFrameInGroup()
{
return internalFrame == 0;
}
bool CCreatureAnimation::onLastFrameInGroup()
{
if(internalFrame == frameGroups[type].size() - 1)
return true;
return false;
}
void CCreatureAnimation::playOnce(int type)
{
setType(type);
once = true;
}
template<int bpp>
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*/)
{
//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<4>(i,FDef);i+=4;//TODO use me
int defType2 = readNormalNr<4>(i,FDef);i+=4;
FullWidth = readNormalNr<4>(i,FDef);i+=4;
FullHeight = readNormalNr<4>(i,FDef);i+=4;
SpriteWidth = readNormalNr<4>(i,FDef);i+=4;
SpriteHeight = readNormalNr<4>(i,FDef);i+=4;
LeftMargin = readNormalNr<4>(i,FDef);i+=4;
TopMargin = readNormalNr<4>(i,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 always 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;
int yB = ftcp/FullWidth + y;
bool omitIteration = false; //if true, we shouldn't try to blit this line to screen
if(yB < 0 || yB >= dest->h || (destRect && (destRect->y > yB || destRect->y + destRect->h <= yB ) ) )
{
//update variables
omitIteration = true;
continue;
}
do
{
SegmentType=FDef[BaseOffset++];
SegmentLength=FDef[BaseOffset++];
if(omitIteration)
{
ftcp += SegmentLength+1;
if(SegmentType == 0xFF)
{
BaseOffset += SegmentLength+1;
}
continue;
}
int xB = (attacker ? ftcp%FullWidth : FullWidth - ftcp%FullWidth - 1) + x;
unsigned char aCountMod = (animCount & 0x20) ? ((animCount & 0x1e)>>1)<<4 : 0x0f - ((animCount & 0x1e)>>1)<<4;
for (int k=0; k<=SegmentLength; k++)
{
if(xB>=0 && xB<dest->w)
{
if(!destRect || (destRect->x <= xB && destRect->x + destRect->w > xB ))
{
const ui8 colorNr = SegmentType == 0xff ? FDef[BaseOffset+k] : SegmentType;
putPixel<bpp>(dest, xB + yB*dest->w, palette[colorNr], colorNr, yellowBorder, blueBorder, aCountMod);
}
}
ftcp++; //increment pos
if(attacker)
xB++;
else
xB--;
if ( SegmentType == 0xFF && TotalRowLength+k+1 >= SpriteWidth )
break;
}
if (SegmentType == 0xFF)
{
BaseOffset += SegmentLength+1;
}
TotalRowLength+=SegmentLength+1;
}while(TotalRowLength<SpriteWidth);
if (RightMargin>0)
{
ftcp+=RightMargin;
}
}
if (BottomMargin>0)
{
ftcp += BottomMargin * FullWidth;
}
}
return 0;
}
int CCreatureAnimation::nextFrame(SDL_Surface *dest, int x, int y, bool attacker, unsigned char animCount, bool IncrementFrame, bool yellowBorder, bool blueBorder, SDL_Rect * destRect)
{
switch(dest->format->BytesPerPixel)
{
case 2: return nextFrameT<2>(dest, x, y, attacker, animCount, IncrementFrame, yellowBorder, blueBorder, destRect);
case 3: return nextFrameT<3>(dest, x, y, attacker, animCount, IncrementFrame, yellowBorder, blueBorder, destRect);
case 4: return nextFrameT<4>(dest, x, y, attacker, animCount, IncrementFrame, yellowBorder, blueBorder, destRect);
default:
tlog1 << (int)dest->format->BitsPerPixel << " bpp is not supported!!!\n";
return -1;
}
}
int CCreatureAnimation::framesInGroup(int group) const
{
if(frameGroups.find(group) == frameGroups.end())
return 0;
return frameGroups.find(group)->second.size();
}
CCreatureAnimation::~CCreatureAnimation()
{
delete [] FDef;
}
template<int bpp>
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
{
ColorPutter<bpp, 0>::PutColor(p, color.R, color.G, color.B);
}
else if((yellowBorder || blueBorder) && (palc == 6 || palc == 7)) //selection highlight
{
if(blueBorder)
ColorPutter<bpp, 0>::PutColor(p, 0, 0x0f + animCount, 0x0f + animCount);
else
ColorPutter<bpp, 0>::PutColor(p, 0x0f + animCount, 0x0f + animCount, 0);
}
else if (palc == 5) //selection highlight or transparent
{
if(blueBorder)
ColorPutter<bpp, 0>::PutColor(p, color.B, color.G - 0xf0 + animCount, color.R - 0xf0 + animCount); //shouldnt it be reversed? its bgr instead of rgb
else if (yellowBorder)
ColorPutter<bpp, 0>::PutColor(p, color.R - 0xf0 + animCount, color.G - 0xf0 + animCount, color.B);
}
else //shadow
{
//determining transparency value, 255 or 0 should be already filtered
Uint16 alpha;
static Uint16 colToAlpha[8] = {255,192,128,128,128,255,128,192};
alpha = colToAlpha[palc];
if(bpp != 3 && bpp != 4)
{
ColorPutter<bpp, 0>::PutColor(p, 0, 0, 0, alpha);
}
else
{
p[0] = (p[0] * alpha)>>8;
p[1] = (p[1] * alpha)>>8;
p[2] = (p[2] * alpha)>>8;
}
}
}
}