/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2013 The ManaPlus Developers * * This file is part of The ManaPlus Client. * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #include "animatedsprite.h" #include "animationdelayload.h" #include "render/graphics.h" #include "resources/action.h" #include "resources/animation.h" #include "resources/image.h" #include "resources/resourcemanager.h" #include "debug.h" bool AnimatedSprite::mEnableCache = false; AnimatedSprite::AnimatedSprite(SpriteDef *const sprite): mDirection(DIRECTION_DOWN), mLastTime(0), mFrameIndex(0), mFrameTime(0), mSprite(sprite), mAction(nullptr), mAnimation(nullptr), mFrame(nullptr), mNumber(100), mNumber1(100), mDelayLoad(nullptr), mTerminated(false) { mAlpha = 1.0F; // Take possession of the sprite if (mSprite) mSprite->incRef(); } AnimatedSprite *AnimatedSprite::load(const std::string &filename, const int variant) { ResourceManager *const resman = ResourceManager::getInstance(); SpriteDef *const s = resman->getSprite(filename, variant); if (!s) return nullptr; AnimatedSprite *const as = new AnimatedSprite(s); as->play(SpriteAction::STAND); s->decRef(); return as; } AnimatedSprite *AnimatedSprite::delayedLoad(const std::string &filename, const int variant) { if (!mEnableCache) return load(filename, variant); ResourceManager *const resman = ResourceManager::getInstance(); Resource *const res = resman->getFromCache(filename, variant); if (res) { res->decRef(); return load(filename, variant); } AnimatedSprite *const as = new AnimatedSprite(nullptr); as->play(SpriteAction::STAND); as->setDelayLoad(filename, variant); return as; } AnimatedSprite *AnimatedSprite::clone(const AnimatedSprite *const anim) { if (!anim) return nullptr; AnimatedSprite *const sprite = new AnimatedSprite(anim->mSprite); sprite->play(SpriteAction::STAND); return sprite; } AnimatedSprite::~AnimatedSprite() { if (mSprite) { mSprite->decRef(); mSprite = nullptr; } if (mDelayLoad) { mDelayLoad->clearSprite(); ResourceManager::removeDelayLoad(mDelayLoad); delete mDelayLoad; mDelayLoad = nullptr; } } bool AnimatedSprite::reset() { const bool ret = mFrameIndex !=0 || mFrameTime != 0 || mLastTime != 0; mFrameIndex = 0; mFrameTime = 0; mLastTime = 0; if (mAnimation) mFrame = &mAnimation->mFrames[0]; else mFrame = nullptr; return ret; } bool AnimatedSprite::play(const std::string &spriteAction) { if (!mSprite) { if (!mDelayLoad) return false; mDelayLoad->setAction(spriteAction); return true; } const Action *const action = mSprite->getAction(spriteAction, mNumber); if (!action) return false; mAction = action; const Animation *const animation = mAction->getAnimation(mDirection); if (animation && animation != mAnimation && animation->getLength() > 0) { mAnimation = animation; reset(); return true; } return false; } bool AnimatedSprite::update(const int time) { // Avoid freaking out at first frame or when tick_time overflows if (time < mLastTime || mLastTime == 0) mLastTime = time; // If not enough time has passed yet, do nothing if (time <= mLastTime || !mAnimation) return false; const unsigned int dt = time - mLastTime; mLastTime = time; const Animation *const animation = mAnimation; const Frame *const frame = mFrame; if (!updateCurrentAnimation(dt)) { // Animation finished, reset to default play(SpriteAction::STAND); mTerminated = true; } // Make sure something actually changed return animation != mAnimation || frame != mFrame; } bool AnimatedSprite::updateCurrentAnimation(const unsigned int time) { // move code from Animation::isTerminator(*mFrame) if (!mFrame || !mAnimation || (!mFrame->image && mFrame->type == Frame::ANIMATION)) { return false; } mFrameTime += time; while ((mFrameTime > static_cast<unsigned>(mFrame->delay) && mFrame->delay > 0) || (mFrame->type != Frame::ANIMATION && mFrame->type != Frame::PAUSE)) { bool fail(true); mFrameTime -= static_cast<unsigned>(mFrame->delay); mFrameIndex++; if (mFrameIndex >= mAnimation->getLength()) mFrameIndex = 0; mFrame = &mAnimation->mFrames[mFrameIndex]; if (!mFrame) { fail = true; } else if ((mFrame->type == Frame::LABEL && !mFrame->nextAction.empty())) { fail = false; } else if (mFrame->type == Frame::GOTO && !mFrame->nextAction.empty()) { if (mFrame->rand == 100 || rand() % 100 <= mFrame->rand) { for (size_t i = 0; i < mAnimation->getLength(); i ++) { const Frame *const frame = &mAnimation->mFrames[i]; if (frame->type == Frame::LABEL && mFrame->nextAction == frame->nextAction) { // mFrameTime = 0; mFrameIndex = i; if (mFrameIndex >= mAnimation->getLength()) mFrameIndex = 0; mFrame = &mAnimation->mFrames[mFrameIndex]; fail = false; break; } } } else { fail = false; } } else if (mFrame->type == Frame::JUMP && !mFrame->nextAction.empty()) { if (mFrame->rand == 100 || rand() % 100 <= mFrame->rand) { play(mFrame->nextAction); return true; } } // copy code from Animation::isTerminator(*mFrame) else if (!mFrame->image && mFrame->type == Frame::ANIMATION) { if (mFrame->rand == 100 || rand() % 100 <= mFrame->rand) { mAnimation = nullptr; mFrame = nullptr; return false; } } else { if (mFrame->rand == 100 || mFrameIndex >= mAnimation->getLength()) { fail = false; } else { if (rand() % 100 <= mFrame->rand) fail = false; } } if (fail) { if (mFrame) mFrameTime = mFrame->delay + 1; else mFrameTime ++; } } return true; } bool AnimatedSprite::draw(Graphics *const graphics, const int posX, const int posY) const { FUNC_BLOCK("AnimatedSprite::draw", 1) if (!mFrame || !mFrame->image) return false; Image *const image = mFrame->image; if (image->getAlpha() != mAlpha) image->setAlpha(mAlpha); return graphics->drawImage(image, posX + mFrame->offsetX, posY + mFrame->offsetY); } bool AnimatedSprite::setSpriteDirection(const SpriteDirection direction) { if (mDirection != direction) { mDirection = direction; if (!mAction) return false; const Animation *const animation = mAction->getAnimation(mDirection); if (animation && animation != mAnimation && animation->getLength() > 0) { mAnimation = animation; reset(); } return true; } return false; } unsigned int AnimatedSprite::getCurrentFrame() const { return mFrameIndex; } unsigned int AnimatedSprite::getFrameCount() const { if (mAnimation) return static_cast<unsigned int>(mAnimation->getLength()); else return 0; } int AnimatedSprite::getWidth() const { if (mFrame && mFrame->image) return mFrame->image->mBounds.w; else return 0; } int AnimatedSprite::getHeight() const { if (mFrame && mFrame->image) return mFrame->image->mBounds.h; else return 0; } std::string AnimatedSprite::getIdPath() const { if (!mSprite) return ""; return mSprite->getIdPath(); } const Image* AnimatedSprite::getImage() const { return mFrame ? mFrame->image : nullptr; } void AnimatedSprite::setAlpha(float alpha) { mAlpha = alpha; if (mFrame) { Image *const image = mFrame->image; if (image && image->getAlpha() != mAlpha) image->setAlpha(mAlpha); } } const void *AnimatedSprite::getHash() const { if (mFrame) return mFrame; // if (mFrame && mFrame->image) // return mFrame->image; // if (mAnimation) // return mAnimation; return this; } bool AnimatedSprite::updateNumber(const unsigned num) { // TODO need store num in delayed object if it exist for future usage if (!mSprite) return false; if (mNumber1 != num) { mNumber1 = num; mNumber = mSprite->findNumber(num); if (!mNumber) { mNumber = 100; return false; } return true; } return false; } void AnimatedSprite::setDelayLoad(const std::string &filename, const int variant) { if (mDelayLoad) { mDelayLoad->clearSprite(); ResourceManager::removeDelayLoad(mDelayLoad); delete mDelayLoad; } mDelayLoad = new AnimationDelayLoad(filename, variant, this); ResourceManager::addDelayedAnimation(mDelayLoad); } void AnimatedSprite::clearDelayLoad() { mDelayLoad = nullptr; }