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							- #include "CCreatureAnimation.h"
 
- #include "../lib/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, 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 & ftcpX,
 
- 	const int & ftcpY,
 
- 	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 + ftcpX*dest->format->BytesPerPixel + ftcpY*dest->pitch;
 
- 		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
 
- 			static Uint16 colToAlpha[8] = {255,192,128,128,128,255,128,192};
 
- 			Uint16 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;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
 
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