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-rw-r--r--src/animatedsprite.cpp241
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diff --git a/src/animatedsprite.cpp b/src/animatedsprite.cpp
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+++ b/src/animatedsprite.cpp
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+/*
+ * 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 "log.h"
+
+#include "resources/action.h"
+#include "resources/animation.h"
+#include "resources/image.h"
+#include "resources/resourcemanager.h"
+
+#include "utils/xml.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
+ if (mSprite)
+ 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 0;
+ AnimatedSprite *as = new AnimatedSprite(s);
+ s->decRef();
+ return as;
+}
+
+AnimatedSprite::~AnimatedSprite()
+{
+ if (mSprite)
+ 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)
+{
+ if (!mSprite)
+ return false;
+
+ 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 || !mAnimation || Animation::isTerminator(*mFrame))
+ return false;
+
+ mFrameTime += time;
+
+ while (mFrameTime > (unsigned)mFrame->delay && mFrame->delay > 0)
+ {
+ mFrameTime -= (unsigned)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 || !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;
+}
+
+unsigned int AnimatedSprite::getCurrentFrame() const
+{
+ return mFrameIndex;
+}
+
+unsigned int AnimatedSprite::getFrameCount() const
+{
+ if (mAnimation)
+ return mAnimation->getLength();
+ else
+ 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;
+}
+
+std::string AnimatedSprite::getIdPath()
+{
+ if (!mSprite)
+ return "";
+ return mSprite->getIdPath();
+}
+
+const Image* AnimatedSprite::getImage() const
+{
+ return mFrame ? mFrame->image : 0;
+}