/*
* 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 "animation.h"
#include "action.h"
#include "graphics.h"
#include "log.h"
#include "resources/resourcemanager.h"
#include "resources/spriteset.h"
#include "resources/image.h"
AnimatedSprite::AnimatedSprite(const std::string& animationFile, int variant):
mAction(NULL),
mDirection(DIRECTION_DOWN),
mLastTime(0),
mSpeed(1.0f)
{
int size;
ResourceManager *resman = ResourceManager::getInstance();
char *data = (char*)resman->loadFile(animationFile.c_str(), size);
if (!data) {
logger->error("Animation: Could not find " + animationFile + "!");
}
xmlDocPtr doc = xmlParseMemory(data, size);
free(data);
if (!doc) {
logger->error(
"Animation: Error while parsing animation definition file!");
}
xmlNodePtr node = xmlDocGetRootElement(doc);
if (!node || !xmlStrEqual(node->name, BAD_CAST "sprite")) {
logger->error(
"Animation: this is not a valid animation definition file!");
}
// Get the variant
int variant_num = getProperty(node, "variants", 0);
int variant_offset = getProperty(node, "variant_offset", 0);
if (variant_num > 0 && variant < variant_num ) {
variant_offset *= variant;
} else {
variant_offset = 0;
}
for (node = node->xmlChildrenNode; node != NULL; node = node->next)
{
if (xmlStrEqual(node->name, BAD_CAST "imageset"))
{
int width = getProperty(node, "width", 0);
int height = getProperty(node, "height", 0);
std::string name = getProperty(node, "name", "");
std::string imageSrc = getProperty(node, "src", "");
Spriteset *spriteset =
resman->getSpriteset(imageSrc, width, height);
if (!spriteset) {
logger->error("Couldn't load spriteset!");
}
mSpritesets[name] = spriteset;
}
// get action
else if (xmlStrEqual(node->name, BAD_CAST "action"))
{
std::string actionName = getProperty(node, "name", "");
std::string imagesetName = getProperty(node, "imageset", "");
SpritesetIterator si = mSpritesets.find(imagesetName);
if (si == mSpritesets.end()) {
logger->log("Warning: imageset \"%s\" not defined in %s",
imagesetName.c_str(),
animationFile.c_str());
// skip loading animations
continue;
}
Spriteset *imageset = si->second;
SpriteAction actionType = makeSpriteAction(actionName);
if (actionType == ACTION_INVALID)
{
logger->log("Warning: Unknown action \"%s\" defined in %s",
actionName.c_str(),
animationFile.c_str());
continue;
}
Action *action = new Action();
mActions[actionType] = action;
// When first action set it as default direction
if (mActions.empty())
{
mActions[ACTION_DEFAULT] = action;
}
// get animations
for (xmlNodePtr animationNode = node->xmlChildrenNode;
animationNode != NULL;
animationNode = animationNode->next)
{
// We're only interested in animations
if (!xmlStrEqual(animationNode->name, BAD_CAST "animation"))
continue;
std::string directionName =
getProperty(animationNode, "direction", "");
SpriteDirection directionType =
makeSpriteDirection(directionName);
if (directionType == DIRECTION_INVALID)
{
logger->log("Warning: Unknown direction \"%s\" defined "
"for action %s in %s",
directionName.c_str(),
actionName.c_str(),
animationFile.c_str());
continue;
}
Animation *animation = new Animation();
action->setAnimation(directionType, animation);
// Get animation phases
for (xmlNodePtr phaseNode = animationNode->xmlChildrenNode;
phaseNode != NULL;
phaseNode = phaseNode->next)
{
int delay = getProperty(phaseNode, "delay", 0);
if (xmlStrEqual(phaseNode->name, BAD_CAST "frame"))
{
int index = getProperty(phaseNode, "index", -1);
int offsetX = getProperty(phaseNode, "offsetX", 0);
int offsetY = getProperty(phaseNode, "offsetY", 0);
offsetY -= imageset->getHeight() - 32;
offsetX -= imageset->getWidth() / 2 - 16;
Image *img = imageset->get(index + variant_offset);
animation->addPhase(img, delay, offsetX, offsetY);
}
else if (xmlStrEqual(phaseNode->name, BAD_CAST "sequence"))
{
int start = getProperty(phaseNode, "start", 0);
int end = getProperty(phaseNode, "end", 0);
int offsetY = -imageset->getHeight() + 32;
int offsetX = -imageset->getWidth() / 2 + 16;
while (end >= start)
{
Image *img = imageset->get(start + variant_offset);
animation->addPhase(img, delay, offsetX, offsetY);
start++;
}
}
else if (xmlStrEqual(phaseNode->name, BAD_CAST "end"))
{
animation->addTerminator();
}
} // for phaseNode
} // for animationNode
} // if "<imageset>" else if "<action>"
} // for node
// Complete missing actions
substituteAction(ACTION_STAND, ACTION_DEFAULT);
substituteAction(ACTION_WALK, ACTION_STAND);
substituteAction(ACTION_WALK, ACTION_RUN);
substituteAction(ACTION_ATTACK, ACTION_STAND);
substituteAction(ACTION_ATTACK_SWING, ACTION_ATTACK);
substituteAction(ACTION_ATTACK_STAB, ACTION_ATTACK_SWING);
substituteAction(ACTION_ATTACK_BOW, ACTION_ATTACK_STAB);
substituteAction(ACTION_ATTACK_THROW, ACTION_ATTACK_SWING);
substituteAction(ACTION_CAST_MAGIC, ACTION_ATTACK_SWING);
substituteAction(ACTION_USE_ITEM, ACTION_CAST_MAGIC);
substituteAction(ACTION_SIT, ACTION_STAND);
substituteAction(ACTION_SLEEP, ACTION_SIT);
substituteAction(ACTION_HURT, ACTION_STAND);
substituteAction(ACTION_DEAD, ACTION_HURT);
// Play the stand animation by default
play(ACTION_STAND);
xmlFreeDoc(doc);
}
int
AnimatedSprite::getProperty(xmlNodePtr node, const char* name, int def)
{
int &ret = def;
xmlChar *prop = xmlGetProp(node, BAD_CAST name);
if (prop) {
ret = atoi((char*)prop);
xmlFree(prop);
}
return ret;
}
std::string
AnimatedSprite::getProperty(xmlNodePtr node, const char *name,
const std::string &def)
{
xmlChar *prop = xmlGetProp(node, BAD_CAST name);
if (prop) {
std::string val = (char*)prop;
xmlFree(prop);
return val;
}
return def;
}
void
AnimatedSprite::substituteAction(SpriteAction complete,
SpriteAction with)
{
if (mActions.find(complete) == mActions.end())
{
ActionIterator i = mActions.find(with);
if (i != mActions.end()) {
mActions[complete] = i->second;
}
}
}
AnimatedSprite::~AnimatedSprite()
{
for (SpritesetIterator i = mSpritesets.begin(); i != mSpritesets.end(); ++i)
{
i->second->decRef();
}
mSpritesets.clear();
}
void
AnimatedSprite::reset()
{
// Reset all defined actions (because of aliases some will be resetted
// multiple times, but this doesn't matter)
for (ActionIterator i = mActions.begin(); i != mActions.end(); ++i)
{
if (i->second)
{
i->second->reset();
}
}
}
void
AnimatedSprite::play(SpriteAction action)
{
ActionIterator i = mActions.find(action);
if (i == mActions.end())
{
logger->log("Warning: no action \"%u\" defined!", action);
mAction = NULL;
return;
}
if (mAction != i->second)
{
mAction = i->second;
//mAction->reset();
}
}
void
AnimatedSprite::update(int time)
{
bool finished = false;
// 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 && mAction)
{
Animation *animation = mAction->getAnimation(mDirection);
if (animation != NULL) {
finished = !animation->update((unsigned int)(time - mLastTime));
}
mLastTime = time;
}
if (finished)
{
play(ACTION_STAND);
}
}
bool
AnimatedSprite::draw(Graphics* graphics, Sint32 posX, Sint32 posY) const
{
const AnimationPhase *phase = getCurrentPhase();
if (!phase || !phase->image)
{
return false;
}
Sint32 offsetX = phase->offsetX;
Sint32 offsetY = phase->offsetY;
return graphics->drawImage(phase->image, posX + offsetX, posY + offsetY);
}
int
AnimatedSprite::getWidth() const
{
const AnimationPhase *phase = getCurrentPhase();
return (phase && phase->image) ? phase->image->getWidth() : 0;
}
int
AnimatedSprite::getHeight() const
{
const AnimationPhase *phase = getCurrentPhase();
return (phase && phase->image) ? phase->image->getHeight() : 0;
}
const AnimationPhase*
AnimatedSprite::getCurrentPhase() const
{
if (!mAction)
{
return NULL;
}
Animation *animation = mAction->getAnimation(mDirection);
if (animation == NULL)
{
return NULL;
}
return animation->getCurrentPhase();
}
SpriteAction
AnimatedSprite::makeSpriteAction(const std::string& action)
{
if (action == "" || action == "default") {
return ACTION_DEFAULT;
}
if (action == "stand") {
return ACTION_STAND;
}
else if (action == "walk") {
return ACTION_WALK;
}
else if (action == "run") {
return ACTION_RUN;
}
else if (action == "attack") {
return ACTION_ATTACK;
}
else if (action == "attack_swing") {
return ACTION_ATTACK_SWING;
}
else if (action == "attack_stab") {
return ACTION_ATTACK_STAB;
}
else if (action == "attack_bow") {
return ACTION_ATTACK_BOW;
}
else if (action == "attack_throw") {
return ACTION_ATTACK_THROW;
}
else if (action == "cast_magic") {
return ACTION_CAST_MAGIC;
}
else if (action == "use_item") {
return ACTION_USE_ITEM;
}
else if (action == "sit") {
return ACTION_SIT;
}
else if (action == "sleep") {
return ACTION_SLEEP;
}
else if (action == "hurt") {
return ACTION_HURT;
}
else if (action == "dead") {
return ACTION_DEAD;
}
else {
return ACTION_INVALID;
}
}
SpriteDirection
AnimatedSprite::makeSpriteDirection(const std::string& direction)
{
if (direction == "" || direction == "default") {
return DIRECTION_DEFAULT;
}
else if (direction == "up") {
return DIRECTION_UP;
}
else if (direction == "left") {
return DIRECTION_LEFT;
}
else if (direction == "right") {
return DIRECTION_RIGHT;
}
else if (direction == "down") {
return DIRECTION_DOWN;
}
else {
return DIRECTION_INVALID;
};
}