/*
* Seven Kingdoms: Ancient Adversaries
*
* Copyright 1997,1998 Enlight Software Ltd.
*
* 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
* (at your option) 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, see .
*
*/
//Filename : OSPRTRES.CPP
//Description : Object Sprite resource
#include
#include
#include
#include
#include
#include
//-------- define file name -----------//
#define SPRITE_DB "SPRITE"
#define SPRITE_ACTION_DB "SACTION"
#define SUB_SPRITE_DB "SUB_SPR"
//-------- Begin of function SpriteRes::init ---------//
void SpriteRes::init()
{
deinit();
load_sprite_info();
load_sub_sprite_info();
init_flag=1;
}
//--------- End of function SpriteRes::init ----------//
//-------- Begin of function SpriteRes::deinit ---------//
void SpriteRes::deinit()
{
if( init_flag )
{
delete[] sprite_info_array;
mem_del(sub_sprite_info_array);
init_flag=0;
}
}
//--------- End of function SpriteRes::deinit ----------//
//-------- Begin of function SpriteRes::load_sprite_info ---------//
void SpriteRes::load_sprite_info()
{
Database *dbSprite = game_set.open_db(SPRITE_DB);
SpriteRec *spriteRec;
SpriteInfo *spriteInfo;
SpriteActionRec *spriteActionRec;
SpriteMove *spriteMove;
SpriteAttack *spriteAttack;
int i, j, actionRecno, dirId;
sprite_info_count = dbSprite->rec_count();
sprite_info_array = new SpriteInfo[sprite_info_count];
memset( sprite_info_array, 0, sizeof(SpriteInfo)*sprite_info_count );
short* first_dir_recno_array = (short*) mem_add( sizeof(short) * sprite_info_count ); // allocate temporary arrays for temporary storage
short* dir_count_array = (short*) mem_add( sizeof(short) * sprite_info_count );
//------------ read in sprite info -------------//
for( i=0 ; iread(i+1);
spriteInfo = sprite_info_array+i;
m.rtrim_fld( spriteInfo->sprite_code, spriteRec->sprite_code, spriteRec->CODE_LEN );
spriteInfo->sprite_type = spriteRec->sprite_type;
if(spriteInfo->sprite_type == ' ')
spriteInfo->sprite_type = 0;
spriteInfo->sprite_sub_type = spriteRec->sprite_sub_type;
if(spriteInfo->sprite_sub_type == ' ')
spriteInfo->sprite_sub_type = 0;
if( spriteRec->need_turning != ' ' )
spriteInfo->need_turning = spriteRec->need_turning-'0';
spriteInfo->turn_resolution = m.atoi(spriteRec->turn_resolution, spriteRec->TURN_RES_LEN);
spriteInfo->loc_width = m.atoi(spriteRec->loc_width , spriteRec->SPRITE_PARA_LEN);
spriteInfo->loc_height = m.atoi(spriteRec->loc_height, spriteRec->SPRITE_PARA_LEN);
spriteInfo->speed = m.atoi(spriteRec->speed , spriteRec->SPRITE_PARA_LEN);
spriteInfo->max_speed = m.atoi(spriteRec->speed , spriteRec->SPRITE_PARA_LEN);
//### begin alex 2/6 ###//
/*#ifdef DEBUG2
spriteInfo->speed *=2;
spriteInfo->max_speed *=2;
#endif*/
//#### end alex 2/6 ####//
spriteInfo->frames_per_step = m.atoi(spriteRec->frames_per_step, spriteRec->SPRITE_PARA_LEN);
spriteInfo->max_rain_slowdown = m.atoi(spriteRec->max_rain_slowdown, spriteRec->SPRITE_PARA_LEN);
spriteInfo->max_snow_slowdown = m.atoi(spriteRec->max_snow_slowdown, spriteRec->SPRITE_PARA_LEN);
spriteInfo->lightning_damage = m.atoi(spriteRec->lightning_damage, spriteRec->DAMAGE_LEN);
// ###### begin Gilbert 21/8 ########//
if( spriteRec->remap_bitmap_flag == '\0'
|| spriteRec->remap_bitmap_flag == ' '
|| spriteRec->remap_bitmap_flag == '0' )
spriteInfo->remap_bitmap_flag = 0;
else
spriteInfo->remap_bitmap_flag = 1;
// ###### end Gilbert 21/8 ########//
first_dir_recno_array[i] = m.atoi(spriteRec->first_move_recno, spriteRec->RECNO_LEN);
dir_count_array[i] = m.atoi(spriteRec->move_count , spriteRec->COUNT_LEN);
}
//------- read in sprite action info ---------//
Database *dbSpriteMove = game_set.open_db(SPRITE_ACTION_DB);
for( i=0 ; iread(actionRecno);
dirId = m.atoi(spriteActionRec->dir_id, spriteActionRec->DIR_ID_LEN);
//--------- move motion --------//
if( spriteActionRec->action[0] == 'M' )
{
spriteMove = spriteInfo->move_array+dirId;
spriteMove->first_frame_recno = m.atoi(spriteActionRec->first_frame_recno, spriteActionRec->RECNO_LEN);
spriteMove->frame_count = m.atoi(spriteActionRec->frame_count, spriteActionRec->COUNT_LEN);
//--- the first movement frame is the default stop frame ---//
if( spriteInfo->stop_array[dirId].frame_recno == 0)
{
spriteInfo->stop_array[dirId].frame_recno = spriteMove->first_frame_recno;
spriteInfo->stop_array[dirId].frame_count = 1;
}
}
//-------- attacking motion or weapon motion --------//
else if( spriteActionRec->action[0] == 'A' )
{
err_when( spriteActionRec->action[1] < '1' || spriteActionRec->action[1] > '9' );
spriteAttack = spriteInfo->attack_array[spriteActionRec->action[1]-'1'] + dirId;
spriteAttack->first_frame_recno = m.atoi(spriteActionRec->first_frame_recno, spriteActionRec->RECNO_LEN);
spriteAttack->frame_count = m.atoi(spriteActionRec->frame_count , spriteActionRec->COUNT_LEN);
}
//--------- stop bitmap ---------//
else if( spriteActionRec->action[0] == 'S' )
{
spriteInfo->stop_array[dirId].frame_recno = m.atoi(spriteActionRec->first_frame_recno, spriteActionRec->RECNO_LEN);
spriteInfo->stop_array[dirId].frame_count = m.atoi(spriteActionRec->frame_count, spriteActionRec->COUNT_LEN);
}
//-------- dying motion ---------//
else if( spriteActionRec->action[0] == 'D' )
{
spriteInfo->die.first_frame_recno = m.atoi(spriteActionRec->first_frame_recno, spriteActionRec->RECNO_LEN);
spriteInfo->die.frame_count = m.atoi(spriteActionRec->frame_count , spriteActionRec->COUNT_LEN);
}
//--------- guarding motion --------//
else if( spriteActionRec->action[0] == 'G' )
{
if( spriteActionRec->action[1] == 'M' )
{
// moving guard
SpriteGuardMove *spriteGuardMove = spriteInfo->guard_move_array+dirId;
spriteGuardMove->first_frame_recno = m.atoi(spriteActionRec->first_frame_recno, spriteActionRec->RECNO_LEN);
spriteGuardMove->frame_count = m.atoi(spriteActionRec->frame_count, spriteActionRec->COUNT_LEN);
// set can_guard_flag
spriteInfo->can_guard_flag |= 2;
}
else
{
// standing guard
SpriteGuardStop *spriteGuardStop = spriteInfo->guard_stop_array+dirId;
spriteGuardStop->first_frame_recno = m.atoi(spriteActionRec->first_frame_recno, spriteActionRec->RECNO_LEN);
spriteGuardStop->frame_count = m.atoi(spriteActionRec->frame_count, spriteActionRec->COUNT_LEN);
// set can_guard_flag
spriteInfo->can_guard_flag |= 1;
}
}
}
}
//----------- delete temp arrays -------------//
mem_del( first_dir_recno_array );
mem_del( dir_count_array );
}
//-------- End of function SpriteRes::load_sprite_info ---------//
//-------- Begin of function SpriteRes::load_sub_sprite_info ---------//
void SpriteRes::load_sub_sprite_info()
{
//------------ read in sub sprite info -------------//
Database *dbSubSprite = game_set.open_db(SUB_SPRITE_DB);
int subSpriteCount = dbSubSprite->rec_count();
sub_sprite_info_array = (SubSpriteInfo*) mem_add( sizeof(SubSpriteInfo) * subSpriteCount );
memset( sub_sprite_info_array, 0, sizeof(SubSpriteInfo) * subSpriteCount);
for( int i=0 ; iread(i+1);
SubSpriteInfo *subSpriteInfo = sub_sprite_info_array+i;
subSpriteInfo->sprite_id = m.atoi(subSpriteRec->sub_sprite_id, subSpriteRec->RECNO_LEN);
err_when( subSpriteInfo->sprite_id > sprite_info_count );
subSpriteInfo->sprite_info = sprite_info_array + subSpriteInfo->sprite_id -1;
subSpriteInfo->offset_x = m.atoi(subSpriteRec->offset_x, subSpriteRec->OFFSET_LEN);
subSpriteInfo->offset_y = m.atoi(subSpriteRec->offset_y, subSpriteRec->OFFSET_LEN);
// set link from parent
// assume SUB_SPR database is sorted by sprite_name and sub_no
int subNo = m.atoi(subSpriteRec->sub_no, subSpriteRec->SUB_NO_LEN);
SpriteInfo *parentSprite = sprite_res[m.atoi(subSpriteRec->sprite_id, subSpriteRec->RECNO_LEN)];
if( subNo == 1)
parentSprite->sub_sprite_info = subSpriteInfo;
parentSprite->sub_sprite_count = subNo;
}
}
//-------- End of function SpriteRes::load_sub_sprite_info ---------//
//-------- Begin of function SpriteRes::update_speed -------//
void SpriteRes::update_speed()
{
SpriteInfo *spriteInfo;
short rainScale = weather.rain_scale();
short snowScale = weather.snow_scale();
short speedDrop;
rainScale = rainScale > 7 ? 7 : rainScale;
snowScale = snowScale > 7 ? 7 : snowScale;
for( int i=0 ; i 0 && spriteInfo->max_rain_slowdown > 0 )
{
speedDrop += rainScale*spriteInfo->max_rain_slowdown/8 + 1;
}
if( snowScale > 0 && spriteInfo->max_snow_slowdown > 0 )
{
speedDrop += snowScale*spriteInfo->max_snow_slowdown/8 + 1;
}
spriteInfo->speed = spriteInfo->max_speed - speedDrop;
}
}
//-------- End of function SpriteRes::update_speed -------//
#ifdef DEBUG
//-------- Begin of function SpriteRes::operator[] -------//
SpriteInfo* SpriteRes::operator[](int recNo)
{
if( recNo<1 || recNo>sprite_info_count )
err.run( "SpriteRes::operator[%d]", recNo );
return sprite_info_array+recNo-1;
}
//--------- End of function SpriteRes::operator[] --------//
#endif
//------- Begin of function SpriteInfo::~SpriteInfo -------//
SpriteInfo::~SpriteInfo()
{
res_bitmap.deinit();
}
//--------- End of function SpriteInfo::~SpriteInfo -------//
//------- Begin of function SpriteInfo::load_bitmap_res -------//
void SpriteInfo::load_bitmap_res()
{
if( ++loaded_count > 1 ) // if bitmaps of this sprite has been loaded
return;
//----- open sprite bitmap resource file -------//
String str;
str = DIR_SPRITE;
str += sprite_code;
str += ".SPR";
res_bitmap.init_imported(str, 1); // 1-read all into buffer
}
//-------- End of function SpriteInfo::load_bitmap_res -------//
//------- Begin of function SpriteInfo::free_bitmap_res -------//
void SpriteInfo::free_bitmap_res()
{
loaded_count--;
err_when( loaded_count < 0 );
if( loaded_count==0 ) // if this bitmap is still needed by other sprites
res_bitmap.deinit();
}
//-------- End of function SpriteInfo::free_bitmap_res -------//
//------- Begin of function SpriteInfo::get_sub_sprite -------//
SpriteInfo *SpriteInfo::get_sub_sprite(int i)
{
if( i < 1 || i > sub_sprite_count)
return NULL;
else
return (sub_sprite_info+i-1)->sprite_info;
}
//------- End of function SpriteInfo::get_sub_sprite -------//
//------- Begin of function SpriteInfo::get_sub_sprite_info -------//
SubSpriteInfo *SpriteInfo::get_sub_sprite_info(int i)
{
if( i < 1 || i > sub_sprite_count)
return NULL;
else
return sub_sprite_info+i-1;
}
//------- End of function SpriteInfo::get_sub_sprite_info -------//
//-------- Begin of function SpriteInfo::travel_days ---------//
//
// travelDistance - total distance in location units.
//
// return: the no. of days it will take to travel the distance.
//
int SpriteInfo::travel_days(int travelDistance)
{
int travelFrames = ZOOM_LOC_WIDTH * travelDistance / speed;
return travelFrames / FRAMES_PER_DAY * 110 / 100; // + 10% for circumstances that the units are blocked and needed to wait and turning, etc.
}
//--------- End of function SpriteInfo::travel_days ----------//