/*
* 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 "graphics.h"
#include "logger.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();
// Play the stand animation by default
play(SpriteAction::STAND);
}
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);
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->setDelayLoad(filename, variant);
return as;
}
AnimatedSprite *AnimatedSprite::clone(const AnimatedSprite *const anim)
{
if (!anim)
return nullptr;
return new AnimatedSprite(anim->mSprite);
}
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;
}
Action *const action = mSprite->getAction(spriteAction, mNumber);
if (!action)
return false;
mAction = action;
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;
}
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;
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);
}
}
void *AnimatedSprite::getHash()
{
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;
}