1 /******************************************************************************
2 * Warmux is a convivial mass murder game.
3 * Copyright (C) 2001-2011 Warmux Team.
4 *
5 * This program is free software; you can redistribute it and/or modify
6 * it under the terms of the GNU General Public License as published by
7 * the Free Software Foundation; either version 2 of the License, or
8 * (at your option) any later version.
9 *
10 * This program is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 * GNU General Public License for more details.
14 *
15 * You should have received a copy of the GNU General Public License
16 * along with this program; if not, write to the Free Software
17 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
18 ******************************************************************************
19 * Sprite animation control.
20 ******************************************************************************
21 * 2005/09/21: Jean-Christophe Duberga (jcduberga@gmx.de)
22 * Initial version
23 *****************************************************************************/
24
25 #include "game/game_time.h"
26 #include "graphic/spriteanimation.h"
27 #include "graphic/sprite.h"
28 #include "network/randomsync.h"
29
SpriteAnimation(Sprite & p_sprite)30 SpriteAnimation::SpriteAnimation(Sprite & p_sprite) :
31 sprite(p_sprite),
32 last_update(GameTime::GetInstance()->Read()),
33 speed_factor(1<<SPEED_BITS),
34 frame_delta(1),
35 loop_wait(0),
36 loop_wait_random(0),
37 finished(false),
38 show_on_finish(show_last_frame), //(enum)
39 loop(true),
40 pingpong(false)
41 {
42 }
43
SpriteAnimation(const SpriteAnimation & other,Sprite & p_sprite)44 SpriteAnimation::SpriteAnimation(const SpriteAnimation & other, Sprite & p_sprite) :
45 sprite(p_sprite),
46 last_update(other.last_update),
47 speed_factor(other.speed_factor),
48 frame_delta(other.frame_delta),
49 loop_wait(other.loop_wait),
50 loop_wait_random(other.loop_wait_random),
51 finished(other.finished),
52 show_on_finish(other.show_on_finish), //(enum)
53 loop(other.loop),
54 pingpong(other.pingpong)
55 {
56 }
57
Start()58 void SpriteAnimation::Start()
59 {
60 finished = false;
61 last_update = GameTime::GetInstance()->Read();
62 }
63
Update()64 void SpriteAnimation::Update()
65 {
66 if (finished) {
67 return;
68 }
69
70 if (GameTime::GetInstance()->Read() < last_update + sprite.GetCurrentDelay()) {
71 return;
72 }
73
74 uint current_frame = sprite.GetCurrentFrame();
75 uint frame_count = sprite.GetFrameCount();
76
77 //Delta to next frame used to enable frameskip
78 //if delay between 2 frame is < fps
79 int delta_to_next_f = (((GameTime::GetInstance()->Read() - last_update) / sprite.GetCurrentDelay()) * speed_factor)>>SPEED_BITS;
80 last_update += ((delta_to_next_f<<SPEED_BITS) * sprite.GetCurrentDelay()) / speed_factor;
81
82 //Animation is finished, when last frame have been fully played
83 bool finish;
84
85 int delta = frame_delta * delta_to_next_f;
86 if (frame_delta < 0) {
87 finish = (int(current_frame) + delta <= -1);
88 } else {
89 finish = frame_count <= current_frame + delta;
90 }
91
92 if (finish && !loop && (!pingpong || frame_delta < 0)) {
93 Finish();
94 } else {
95 uint next_frame = (current_frame + delta) % frame_count;
96
97 if (pingpong) {
98 if (frame_delta>0 && current_frame + delta >= frame_count) {
99 next_frame = frame_count - next_frame -2;
100 frame_delta = - frame_delta;
101 } else if (frame_delta < 0 && int(current_frame) + delta <= -1) {
102 next_frame = (delta-(int)current_frame) % frame_count;
103 frame_delta = - frame_delta;
104 CalculateWait();
105 }
106 }
107
108 if (next_frame != current_frame) {
109 if (next_frame >= frame_count) {
110 next_frame = 0;
111 CalculateWait();
112 }
113 sprite.SetCurrentFrame(next_frame);
114 }
115 }
116 }
117
CalculateWait()118 void SpriteAnimation::CalculateWait()
119 {
120 MSG_DEBUG("eye", "CalculateWait stat : wait = %d , random = %d", loop_wait, loop_wait_random);
121 MSG_DEBUG("eye", "CalculateWait 1 : %d", last_update);
122
123 if (loop_wait != 0) {
124 last_update += loop_wait;
125 if (loop_wait_random != 0) {
126 MSG_DEBUG("random.get","SpriteAnimation::CalculateWait()");
127 last_update += RandomSync().GetInt(0, loop_wait_random) - loop_wait_random/2;
128 }
129 }
130 MSG_DEBUG("eye", "CalculateWait 2 : %d", last_update);
131 }
132