view engine/core/video/animation.cpp @ 524:6037f79b0dcf

Multiple quests now work. Added the item layer. Made movement more like diablo by allowing you to hold and drag the left mouse button. All objects are now loaded from a separate "allobjects" file. Specific item attributes are loaded from the map objects file (like position). This allows for the possibility of multiple instances using the same FIFE model.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Thu, 27 May 2010 21:11:37 +0000
parents 16c2b3ee59ce
children e3140f01749d
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/***************************************************************************
 *   Copyright (C) 2005-2008 by the FIFE team                              *
 *   http://www.fifengine.de                                               *
 *   This file is part of FIFE.                                            *
 *                                                                         *
 *   FIFE is free software; you can redistribute it and/or                 *
 *   modify it under the terms of the GNU Lesser General Public            *
 *   License as published by the Free Software Foundation; either          *
 *   version 2.1 of the License, or (at your option) any later version.    *
 *                                                                         *
 *   This library 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     *
 *   Lesser General Public License for more details.                       *
 *                                                                         *
 *   You should have received a copy of the GNU Lesser General Public      *
 *   License along with this library; if not, write to the                 *
 *   Free Software Foundation, Inc.,                                       *
 *   51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA          *
 ***************************************************************************/

// Standard C++ library includes
#include <string>

// 3rd party library includes
#include <boost/lexical_cast.hpp>

// FIFE includes
// These includes are split up in two parts, separated by one empty line
// First block: files included from the FIFE root src directory
// Second block: files included from the same folder
#include "util/base/exception.h"
#include "util/time/timemanager.h"

#include "animation.h"
#include "image.h"
#include "util/structures/rect.h"

namespace FIFE {

	Animation::Animation(): 
		m_action_frame(-1),
		m_animation_endtime(-1),
		m_direction(0) {
		}
	
	Animation::~Animation() {
		// note: we don't need to free the images, as they are handled via
		// smart references.
	}

	void Animation::addFrame(ResourcePtr image, unsigned int duration) {
		FrameInfo info;
		info.index = m_frames.size();
		info.duration = duration;
		info.image = image;
		m_frames.push_back(info);

		std::map<unsigned int, FrameInfo>::const_iterator i(m_framemap.end());
		if (i == m_framemap.begin()) {
			m_framemap[0] = info;
			m_animation_endtime = duration;
		} else {
			--i;
			unsigned int frametime = i->first + i->second.duration;
			m_framemap[frametime] = info;
			m_animation_endtime = frametime + duration;
		}
		
	}

	int Animation::getFrameIndex(unsigned int timestamp) {
		int val = -1;
		if ((static_cast<int>(timestamp) <= m_animation_endtime) && (m_animation_endtime > 0)) {
			std::map<unsigned int, FrameInfo>::const_iterator i(m_framemap.upper_bound(timestamp));
			--i;
			val = i->second.index;
		}
		return val;
	}

	bool Animation::isValidIndex(int index) const{
		int size = m_frames.size();
		return size > 0 && index >= 0 && index < size; 
		}

	Image* Animation::getFrame(int index) {
		if (isValidIndex(index)) {
			return m_frames[index].image.get<Image>();
		} else {
			return NULL;
		}
	}

	Image* Animation::getFrameByTimestamp(unsigned int timestamp) {
		return getFrame(getFrameIndex(timestamp));
	}

	int Animation::getFrameDuration(int index) const{
		if (isValidIndex(index)) {
			return m_frames[index].duration;
		} else {
			return -1;
		}
	}

	unsigned int Animation::getNumFrames() const {
		return m_frames.size();
	}

	void Animation::setDirection(unsigned int direction) {
		m_direction %= 360;
	}
}
/* vim: set noexpandtab: set shiftwidth=2: set tabstop=2: */