1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400
|
/*
* 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 <http://www.gnu.org/licenses/>.
*
*/
//Filename : OSPRTRES.CPP
//Description : Object Sprite resource
#include <ALL.h>
#include <OSYS.h>
#include <OWORLD.h>
#include <OGAMESET.h>
#include <OSPRTRES.h>
#include <OWEATHER.h>
//-------- 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 ; i<sprite_info_count ; i++ )
{
spriteRec = (SpriteRec*) dbSprite->read(i+1);
spriteInfo = sprite_info_array+i;
misc.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 = misc.atoi(spriteRec->turn_resolution, spriteRec->TURN_RES_LEN);
spriteInfo->loc_width = misc.atoi(spriteRec->loc_width, spriteRec->SPRITE_PARA_LEN);
spriteInfo->loc_height = misc.atoi(spriteRec->loc_height, spriteRec->SPRITE_PARA_LEN);
spriteInfo->speed = misc.atoi(spriteRec->speed, spriteRec->SPRITE_PARA_LEN);
spriteInfo->max_speed = misc.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 = misc.atoi(spriteRec->frames_per_step, spriteRec->SPRITE_PARA_LEN);
spriteInfo->max_rain_slowdown = misc.atoi(spriteRec->max_rain_slowdown, spriteRec->SPRITE_PARA_LEN);
spriteInfo->max_snow_slowdown = misc.atoi(spriteRec->max_snow_slowdown, spriteRec->SPRITE_PARA_LEN);
spriteInfo->lightning_damage = misc.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] = misc.atoi(spriteRec->first_move_recno, spriteRec->RECNO_LEN);
dir_count_array[i] = misc.atoi(spriteRec->move_count, spriteRec->COUNT_LEN);
}
//------- read in sprite action info ---------//
Database *dbSpriteMove = game_set.open_db(SPRITE_ACTION_DB);
for( i=0 ; i<sprite_info_count ; i++ )
{
spriteInfo = sprite_info_array+i;
for( j=0, actionRecno=first_dir_recno_array[i] ; j<dir_count_array[i] ; j++, actionRecno++ )
{
spriteActionRec = (SpriteActionRec*) dbSpriteMove->read(actionRecno);
dirId = misc.atoi(spriteActionRec->dir_id, spriteActionRec->DIR_ID_LEN);
//--------- move motion --------//
if( spriteActionRec->action[0] == 'M' )
{
spriteMove = spriteInfo->move_array+dirId;
spriteMove->first_frame_recno = misc.atoi(spriteActionRec->first_frame_recno, spriteActionRec->RECNO_LEN);
spriteMove->frame_count = misc.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 = misc.atoi(spriteActionRec->first_frame_recno, spriteActionRec->RECNO_LEN);
spriteAttack->frame_count = misc.atoi(spriteActionRec->frame_count, spriteActionRec->COUNT_LEN);
}
//--------- stop bitmap ---------//
else if( spriteActionRec->action[0] == 'S' )
{
spriteInfo->stop_array[dirId].frame_recno = misc.atoi(spriteActionRec->first_frame_recno, spriteActionRec->RECNO_LEN);
spriteInfo->stop_array[dirId].frame_count = misc.atoi(spriteActionRec->frame_count, spriteActionRec->COUNT_LEN);
}
//-------- dying motion ---------//
else if( spriteActionRec->action[0] == 'D' )
{
spriteInfo->die.first_frame_recno = misc.atoi(spriteActionRec->first_frame_recno, spriteActionRec->RECNO_LEN);
spriteInfo->die.frame_count = misc.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 = misc.atoi(spriteActionRec->first_frame_recno, spriteActionRec->RECNO_LEN);
spriteGuardMove->frame_count = misc.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 = misc.atoi(spriteActionRec->first_frame_recno, spriteActionRec->RECNO_LEN);
spriteGuardStop->frame_count = misc.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 ; i<subSpriteCount; i++ )
{
SubSpriteRec *subSpriteRec = (SubSpriteRec *) dbSubSprite->read(i+1);
SubSpriteInfo *subSpriteInfo = sub_sprite_info_array+i;
subSpriteInfo->sprite_id = misc.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 = misc.atoi(subSpriteRec->offset_x, subSpriteRec->OFFSET_LEN);
subSpriteInfo->offset_y = misc.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 = misc.atoi(subSpriteRec->sub_no, subSpriteRec->SUB_NO_LEN);
SpriteInfo *parentSprite = sprite_res[misc.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;
int rainScale = weather.rain_scale();
int snowScale = weather.snow_scale();
int speedDrop;
rainScale = rainScale > 7 ? 7 : rainScale;
snowScale = snowScale > 7 ? 7 : snowScale;
for( int i=0 ; i<sprite_info_count ; i++ )
{
speedDrop = 0;
spriteInfo = sprite_info_array+i;
if( rainScale > 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 DYNARRAY_DEBUG_ELEMENT_ACCESS
//-------- 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 ---------//
//
// <int> travelDistance - total distance in location units.
//
// return: <int> 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 ----------//
|