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- #include "StdInc.h"
- #include "CCreatureAnimation.h"
- #include "../../lib/filesystem/CResourceLoader.h"
- #include "../../lib/VCMI_Lib.h"
- #include "../../lib/vcmi_endian.h"
- #include "../UIFramework/SDL_Extensions.h"
- #include "../UIFramework/SDL_Pixels.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
- *
- */
- CCreatureAnim::EAnimType CCreatureAnimation::getType() const
- {
- return type;
- }
- void CCreatureAnimation::setType(CCreatureAnim::EAnimType 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)
- {
- //load main file
- FDef = CResourceHandler::get()->loadData(
- ResourceID(std::string("SPRITES/") + name, EResType::ANIMATION)).first.release();
- //init anim data
- int i,j, totalInBlock;
- defName=name;
- i = 0;
- DEFType = read_le_u32(FDef + i); i+=4;
- fullWidth = read_le_u32(FDef + i); i+=4;
- fullHeight = read_le_u32(FDef + i); i+=4;
- i=0xc;
- totalBlocks = read_le_u32(FDef + i); 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 = read_le_u32(FDef + i); i+=4; //block ID
- totalInBlock = read_le_u32(FDef + i); i+=4;
- for (j=SEntries.size(); j<totalEntries+totalInBlock; j++)
- {
- SEntries.push_back(SEntry());
- SEntries[j].group = group;
- frameIDs.push_back(j);
- }
- /*int unknown2 = read_le_u32(FDef + i);*/ i+=4; //TODO use me
- /*int unknown3 = read_le_u32(FDef + i);*/ i+=4; //TODO use me
- i+=13*totalInBlock; //omitting names
- for (j=0; j<totalInBlock; j++)
- {
- SEntries[totalEntries+j].offset = read_le_u32(FDef + i); i+=4;
- }
- //totalEntries+=totalInBlock;
- for(int hh=0; hh<totalInBlock; ++hh)
- {
- ++totalEntries;
- }
- frameGroups[group] = frameIDs;
- }
- //init vars
- curFrame = 0;
- type = CCreatureAnim::WHOLE_ANIM;
- frames = totalEntries;
- }
- int CCreatureAnimation::nextFrameMiddle(SDL_Surface *dest, int x, int y, bool attacker, ui8 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 = CCreatureAnim::HOLDING;
- 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;
- }
- int CCreatureAnimation::getAnimationFrame() const
- {
- return internalFrame;
- }
- bool CCreatureAnimation::onFirstFrameInGroup()
- {
- return internalFrame == 0;
- }
- bool CCreatureAnimation::onLastFrameInGroup()
- {
- if(internalFrame == frameGroups[type].size() - 1)
- return true;
- return false;
- }
- void CCreatureAnimation::playOnce( CCreatureAnim::EAnimType type )
- {
- setType(type);
- once = true;
- }
- template<int bpp>
- int CCreatureAnimation::nextFrameT(SDL_Surface * dest, int x, int y, bool attacker, ui8 animCount, bool IncrementFrame /*= true*/, bool yellowBorder /*= false*/, bool blueBorder /*= false*/, SDL_Rect * destRect /*= NULL*/)
- {
- //increasing frame number
- int SIndex = curFrame;
- if (IncrementFrame)
- incrementFrame();
- #if 0
- long SpriteWidth, SpriteHeight, //sprite format
- LeftMargin, RightMargin, TopMargin,BottomMargin,
- i, FullHeight,
- #endif
- ui8 SegmentType, SegmentLength;
- ui32 i;
- i = SEntries[SIndex].offset;
- /*int prSize = read_le_u32(FDef + i);*/ i += 4; //TODO use me
- const ui32 defType2 = read_le_u32(FDef + i); i += 4;
- const ui32 FullWidth = read_le_u32(FDef + i); i += 4;
- const ui32 FullHeight = read_le_u32(FDef + i); i += 4;
- const ui32 SpriteWidth = read_le_u32(FDef + i); i += 4;
- const ui32 SpriteHeight = read_le_u32(FDef + i); i += 4;
- const int LeftMargin = read_le_u32(FDef + i); i += 4;
- const int TopMargin = read_le_u32(FDef + i); i += 4;
- const int RightMargin = FullWidth - SpriteWidth - LeftMargin;
- const int BottomMargin = FullHeight - SpriteHeight - TopMargin;
- if (defType2 == 1) //as it should be always in creature animations
- {
- const int BaseOffsetor = i;
- int ftcp = 0;
- if (TopMargin > 0)
- {
- ftcp += FullWidth * TopMargin;
- }
- ui32 *RLEntries = (ui32 *)(FDef + BaseOffsetor);
- for (int i = 0; i < SpriteHeight; i++)
- {
- int BaseOffset = BaseOffsetor + read_le_u32(RLEntries + i);
- int TotalRowLength; // length of read segment
- if (LeftMargin > 0)
- {
- ftcp += LeftMargin;
- }
-
- TotalRowLength = 0;
- // Note: Bug fixed (Rev 2115): The implementation of omitting lines was false.
- // We've to calculate several things so not showing/putting pixels should suffice.
- int yB = ftcp / FullWidth + y;
- do
- {
- SegmentType = FDef[BaseOffset++];
- SegmentLength = FDef[BaseOffset++];
- const int remainder = ftcp % FullWidth;
- int xB = (attacker ? remainder : FullWidth - remainder - 1) + x;
- const ui8 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 && yB >= 0 && yB < dest->h)
- {
- if(!destRect || (destRect->x <= xB && destRect->x + destRect->w > xB && destRect->y <= yB && destRect->y + destRect->h > yB))
- {
- 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, ui8 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(CCreatureAnim::EAnimType 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 ui8 & palc,
- const bool & yellowBorder,
- const bool & blueBorder,
- const ui8 & 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); //shouldn't 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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