/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World 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.
*
* The Mana World 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 The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#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 "resources/spriteset.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);
// Take possession of the sprite
mSprite->incRef();
// Play the stand animation by default
play(ACTION_STAND);
}
AnimatedSprite::AnimatedSprite(const std::string& filename, int variant):
mDirection(DIRECTION_DOWN),
mLastTime(0),
mFrameIndex(0),
mFrameTime(0),
mAnimation(0),
mFrame(0)
{
ResourceManager *resman = ResourceManager::getInstance();
mSprite = resman->getSprite(filename, variant);
assert(mSprite);
// Play the stand animation by default
play(ACTION_STAND);
}
AnimatedSprite::~AnimatedSprite()
{
mSprite->decRef();
}
void
AnimatedSprite::reset()
{
mFrameIndex = 0;
mFrameTime = 0;
mLastTime = 0;
}
void
AnimatedSprite::play(SpriteAction spriteAction)
{
Action *action = mSprite->getAction(spriteAction);
if (!action)
{
return;
}
mAction = action;
Animation *animation = mAction->getAnimation(mDirection);
if (animation && animation != mAnimation && animation->getLength() > 0)
{
mAnimation = animation;
mFrame = mAnimation->getFrame(0);
reset();
}
}
void
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;
}
unsigned int dt = time - mLastTime;
mLastTime = time;
if (!updateCurrentAnimation(dt))
{
// Animation finished, reset to default
play(ACTION_STAND);
}
}
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 || !mFrame->image)
{
return false;
}
return graphics->drawImage(mFrame->image,
posX + mFrame->offsetX,
posY + mFrame->offsetY);
}
void
AnimatedSprite::setDirection(SpriteDirection direction)
{
if (mDirection != direction)
{
mDirection = direction;
if (!mAction)
{
return;
}
Animation *animation = mAction->getAnimation(mDirection);
if (animation && animation != mAnimation && animation->getLength() > 0)
{
mAnimation = animation;
mFrame = mAnimation->getFrame(0);
reset();
}
}
}