/* * The Mana World * Copyright (C) 2004 The Mana World Development Team * * This file is part of The Mana World. * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #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 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::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(); } 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(); } } } int AnimatedSprite::getWidth() const { return mFrame ? mFrame->image->getWidth() : 0; } int AnimatedSprite::getHeight() const { return mFrame ? mFrame->image->getHeight() : 0; }