1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
|
/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
*
* This file is part of The Mana 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 "graphics.h"
#include "resources/action.h"
#include "resources/animation.h"
#include "resources/image.h"
#include "resources/resourcemanager.h"
#include <cassert>
AnimatedSprite::AnimatedSprite(SpriteDef *sprite):
mDirection(DIRECTION_DOWN),
mLastTime(0),
mFrameIndex(0),
mFrameTime(0),
mSprite(sprite),
mAction(0),
mAnimation(0),
mFrame(0)
{
assert(mSprite);
mAlpha = 1.0f;
// Take possession of the sprite
mSprite->incRef();
// Play the stand animation by default
play(SpriteAction::STAND);
}
AnimatedSprite *AnimatedSprite::load(const std::string &filename, int variant)
{
ResourceManager *resman = ResourceManager::getInstance();
SpriteDef *s = resman->getSprite(filename, variant);
if (!s)
return NULL;
AnimatedSprite *as = new AnimatedSprite(s);
s->decRef();
return as;
}
AnimatedSprite::~AnimatedSprite()
{
mSprite->decRef();
}
bool AnimatedSprite::reset()
{
bool ret = mFrameIndex !=0 || mFrameTime != 0 || mLastTime != 0;
mFrameIndex = 0;
mFrameTime = 0;
mLastTime = 0;
return ret;
}
bool AnimatedSprite::play(std::string spriteAction)
{
Action *action = mSprite->getAction(spriteAction);
if (!action)
return false;
mAction = action;
Animation *animation = mAction->getAnimation(mDirection);
if (animation && animation != mAnimation && animation->getLength() > 0)
{
mAnimation = animation;
mFrame = mAnimation->getFrame(0);
reset();
return true;
}
return false;
}
bool AnimatedSprite::update(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;
unsigned int dt = time - mLastTime;
mLastTime = time;
Animation *animation = mAnimation;
Frame *frame = mFrame;
if (!updateCurrentAnimation(dt))
{
// Animation finished, reset to default
play(SpriteAction::STAND);
}
// Make sure something actually changed
return animation != mAnimation || frame != mFrame;
}
bool AnimatedSprite::updateCurrentAnimation(unsigned int time)
{
if (!mFrame || Animation::isTerminator(*mFrame))
return false;
mFrameTime += time;
while (mFrameTime > mFrame->delay && mFrame->delay > 0)
{
mFrameTime -= mFrame->delay;
mFrameIndex++;
if (mFrameIndex == mAnimation->getLength())
mFrameIndex = 0;
mFrame = mAnimation->getFrame(mFrameIndex);
if (Animation::isTerminator(*mFrame))
{
mAnimation = 0;
mFrame = 0;
return false;
}
}
return true;
}
bool AnimatedSprite::draw(Graphics *graphics, int posX, int posY) const
{
if (!mFrame)
return false;
if (!mFrame->image)
return false;
if (mFrame->image->getAlpha() != mAlpha)
mFrame->image->setAlpha(mAlpha);
return graphics->drawImage(mFrame->image,
posX + mFrame->offsetX,
posY + mFrame->offsetY);
}
bool AnimatedSprite::setDirection(SpriteDirection direction)
{
if (mDirection != direction)
{
mDirection = direction;
if (!mAction)
return false;
Animation *animation = mAction->getAnimation(mDirection);
if (animation && animation != mAnimation && animation->getLength() > 0)
{
mAnimation = animation;
mFrame = mAnimation->getFrame(0);
reset();
}
return true;
}
return false;
}
size_t AnimatedSprite::getCurrentFrame() const
{
return mFrameIndex;
}
size_t AnimatedSprite::getFrameCount() const
{
if (mAnimation)
return mAnimation->getLength();
return 0;
}
int AnimatedSprite::getWidth() const
{
if (mFrame)
return mFrame->image ? mFrame->image->getWidth() : 0;
else
return 0;
}
int AnimatedSprite::getHeight() const
{
if (mFrame)
return mFrame->image ? mFrame->image->getHeight() : 0;
else
return 0;
}
const Image* AnimatedSprite::getImage() const
{
return mFrame ? mFrame->image : 0;
}
|