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map_sprites.cpp
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map_sprites.cpp
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///////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2004-2011 by The Allacrost Project
// Copyright (C) 2012 by Bertram (Valyria Tear)
// All Rights Reserved
//
// This code is licensed under the GNU GPL version 2. It is free software
// and you may modify it and/or redistribute it under the terms of this license.
// See http://www.gnu.org/copyleft/gpl.html for details.
///////////////////////////////////////////////////////////////////////////////
/** ****************************************************************************
*** \file map_sprites.cpp
*** \author Tyler Olsen, roots@allacrost.org
*** \author Yohann Ferreira, yohann ferreira orange fr
*** \brief Source file for map mode sprites.
*** ***************************************************************************/
#include "modes/map/map_sprites.h"
#include "modes/map/map_events.h"
#include "modes/battle/battle.h"
using namespace hoa_utils;
using namespace hoa_audio;
using namespace hoa_mode_manager;
using namespace hoa_video;
using namespace hoa_script;
using namespace hoa_system;
using namespace hoa_global;
using namespace hoa_battle;
namespace hoa_map
{
namespace private_map
{
/** \brief Returns the opposite facing direction of the direction given in parameter.
*** \return A direction that faces opposite to the argument direction
*** \note This is mostly used as an helper function to make sprites face each other in a conversation.
**/
static uint16 CalculateOppositeDirection(const uint16 direction)
{
switch(direction) {
case NORTH:
return SOUTH;
case SOUTH:
return NORTH;
case WEST:
return EAST;
case EAST:
return WEST;
case NW_NORTH:
return SE_SOUTH;
case NW_WEST:
return SE_EAST;
case NE_NORTH:
return SW_SOUTH;
case NE_EAST:
return SW_WEST;
case SW_SOUTH:
return NE_NORTH;
case SW_WEST:
return NE_EAST;
case SE_SOUTH:
return NW_NORTH;
case SE_EAST:
return NW_WEST;
default:
IF_PRINT_WARNING(MAP_DEBUG) << "invalid direction argument: "
<< direction << std::endl;
return SOUTH;
}
}
// ****************************************************************************
// ********** VirtualSprite class methods
// ****************************************************************************
VirtualSprite::VirtualSprite() :
direction(SOUTH),
movement_speed(NORMAL_SPEED),
moving(false),
moved_position(false),
is_running(false),
control_event(NULL),
_state_saved(false),
_saved_direction(0),
_saved_movement_speed(0.0f),
_saved_moving(false)
{
MapObject::_object_type = VIRTUAL_TYPE;
}
VirtualSprite::~VirtualSprite()
{}
void VirtualSprite::Update()
{
moved_position = false;
// Update potential emote animation
MapObject::_UpdateEmote();
if(!updatable || !moving)
return;
_SetNextPosition();
} // void VirtualSprite::Update()
void VirtualSprite::_SetNextPosition()
{
// Next sprite's position holders
float next_pos_x = GetXPosition();
float next_pos_y = GetYPosition();
float distance_moved = CalculateDistanceMoved();
// Move the sprite the appropriate distance in the appropriate Y and X direction
if(direction & (NORTH | MOVING_NORTHWEST | MOVING_NORTHEAST))
next_pos_y -= distance_moved;
else if(direction & (SOUTH | MOVING_SOUTHWEST | MOVING_SOUTHEAST))
next_pos_y += distance_moved;
if(direction & (WEST | MOVING_NORTHWEST | MOVING_SOUTHWEST))
next_pos_x -= distance_moved;
else if(direction & (EAST | MOVING_NORTHEAST | MOVING_SOUTHEAST))
next_pos_x += distance_moved;
// When not moving, do not check anything else.
if(next_pos_x == GetXPosition() && next_pos_y == GetYPosition())
return;
// We've got the next position, let's check whether the next position
// should be revised.
// Used to know whether we could fall back to a straight move
// in case of collision.
bool moving_diagonally = (direction & (MOVING_NORTHWEST | MOVING_NORTHEAST
| MOVING_SOUTHEAST | MOVING_SOUTHWEST));
// Handle collision with the first object encountered
MapObject *collision_object = NULL;
COLLISION_TYPE collision_type = NO_COLLISION;
MapMode *map = MapMode::CurrentInstance();
ObjectSupervisor *object_supervisor = map->GetObjectSupervisor();
collision_type = object_supervisor->DetectCollision(this, next_pos_x,
next_pos_y,
&collision_object);
// Try to fall back to straight direction
if(moving_diagonally && collision_type != NO_COLLISION) {
// Try on x axis
if(object_supervisor->DetectCollision(this, position.x, next_pos_y, &collision_object) == NO_COLLISION) {
next_pos_x = position.x;
collision_type = NO_COLLISION;
} // and then on y axis
else if(object_supervisor->DetectCollision(this, next_pos_x, position.y, &collision_object) == NO_COLLISION) {
next_pos_y = position.y;
collision_type = NO_COLLISION;
}
}
// Handles special collision handling first
if(control_event) {
switch(control_event->GetEventType()) {
// Don't stuck the player's character or a sprite being controlled by a prepared path.
// Plus, it's better not to change a path with encountered beings once started
// for simplification purpose.
case PATH_MOVE_SPRITE_EVENT:
collision_type = NO_COLLISION;
break;
// Change the direction whenever something blocking is in the way.
case RANDOM_MOVE_SPRITE_EVENT:
if(collision_type != NO_COLLISION) {
SetRandomDirection();
return;
}
default:
break;
}
}
// Try to handle wall and physical collisions after a failed straight or diagonal move
switch(collision_type) {
case NO_COLLISION:
default:
break;
case WALL_COLLISION:
// When the sprite is controlled by the camera, let the player handle the position correction.
if(this == map->GetCamera())
return;
// When being blocked and moving diagonally, the npc is stuck.
if(moving_diagonally)
return;
// When it's a true wall, try against the collision grid
if(!collision_object) {
// Try a random diagonal to avoid the wall in straight direction
if(direction & (NORTH | SOUTH))
direction |= RandomBoundedInteger(0, 1) ? EAST : WEST;
else if(direction & (EAST | WEST))
direction |= RandomBoundedInteger(0, 1) ? NORTH : SOUTH;
return;
}
// Physical and treasure objects are the only other matching "fake" walls
else {
// Try a diagonal to avoid the sprite in straight direction by comparing
// each one coords.
float diff_x = GetXPosition() - collision_object->GetXPosition();
float diff_y = GetYPosition() - collision_object->GetYPosition();
if(direction & (NORTH | SOUTH))
direction |= diff_x >= 0.0f ? EAST : WEST;
else if(direction & (EAST | WEST))
direction |= diff_y >= 0.0f ? SOUTH : NORTH;
return;
}
// Other cases shouldn't happen.
break;
case ENEMY_COLLISION:
// Check only whether the player has collided with a monster
if(this == map->GetCamera() &&
collision_object && collision_object->GetObjectType() == ENEMY_TYPE) {
EnemySprite *enemy = reinterpret_cast<EnemySprite *>(collision_object);
if(enemy && enemy->IsHostile() && map->AttackAllowed()) {
// Check if the map is exiting. If so, we don't want to start a battle
// NOTE: This case may need to be addressed in the future as it just checks if
// the current state is "scene", which may be used in more cases than just exiting a map
if (MapMode::CurrentInstance()->CurrentState() == STATE_SCENE) {
return;
}
else {
_StartBattleEncounter(enemy);
return;
}
}
}
break;
case CHARACTER_COLLISION:
// Check whether the sprite is tangled with another character, even without moving
// For instance, when colliding with a path follower npc.
// And let it through in that case.
if(object_supervisor->CheckObjectCollision(GetCollisionRectangle(), collision_object)) {
collision_type = NO_COLLISION;
break;
}
// When the sprite is controlled by the camera, let the player handle the position correction.
if(this == map->GetCamera())
return;
// Check whether an enemy has collided with the player
if(this->GetType() == ENEMY_TYPE && collision_object == map->GetCamera()) {
EnemySprite *enemy = reinterpret_cast<EnemySprite *>(this);
if(enemy && enemy->IsHostile() && map->AttackAllowed()) {
// Check if the map is exiting. If so, we don't want to start a battle
// NOTE: This case may need to be addressed in the future as it just checks if
// the current state is "scene", which may be used in more cases than just exiting a map
if (MapMode::CurrentInstance()->CurrentState() == STATE_SCENE) {
return;
}
else {
_StartBattleEncounter(enemy);
return;
}
}
}
// When being blocked and moving diagonally, the npc is stuck.
if(moving_diagonally)
return;
if(!collision_object) // Should never happen
return;
// Try a diagonal to avoid the sprite in straight direction by comparing
// each one coords.
float diff_x = GetXPosition() - collision_object->GetXPosition();
float diff_y = GetYPosition() - collision_object->GetYPosition();
if(direction & (NORTH | SOUTH))
direction |= diff_x >= 0.0f ? EAST : WEST;
else if(direction & (EAST | WEST))
direction |= diff_y >= 0.0f ? SOUTH : NORTH;
return;
}
// Inform the overlay system of the parallax movement done if needed
if(this == map->GetCamera()) {
float x_parallax = !map->IsCameraXAxisInMapCorner() ?
(GetXPosition() - next_pos_x) / SCREEN_GRID_X_LENGTH * VIDEO_STANDARD_RES_WIDTH :
0.0f;
float y_parallax = !map->IsCameraYAxisInMapCorner() ?
(next_pos_y - GetYPosition()) / SCREEN_GRID_Y_LENGTH * VIDEO_STANDARD_RES_HEIGHT :
0.0f;
map->GetEffectSupervisor().AddParallax(x_parallax, y_parallax);
}
// Make the sprite advance at the end
SetPosition(next_pos_x, next_pos_y);
moved_position = true;
}
void VirtualSprite::SetDirection(uint16 dir)
{
// Nothing complicated needed for lateral directions
if(dir & (NORTH | SOUTH | EAST | WEST)) {
direction = dir;
}
// Otherwise if the direction is diagonal we must figure out which way the sprite should face.
else if(dir & MOVING_NORTHWEST) {
if(direction & (FACING_NORTH | FACING_EAST))
direction = NW_NORTH;
else
direction = NW_WEST;
} else if(dir & MOVING_SOUTHWEST) {
if(direction & (FACING_SOUTH | FACING_EAST))
direction = SW_SOUTH;
else
direction = SW_WEST;
} else if(dir & MOVING_NORTHEAST) {
if(direction & (FACING_NORTH | FACING_WEST))
direction = NE_NORTH;
else
direction = NE_EAST;
} else if(dir & MOVING_SOUTHEAST) {
if(direction & (FACING_SOUTH | FACING_WEST))
direction = SE_SOUTH;
else
direction = SE_EAST;
} else {
IF_PRINT_WARNING(MAP_DEBUG) << "attempted to set an invalid direction: " << dir << std::endl;
}
} // void VirtualSprite::SetDirection(uint16 dir)
void VirtualSprite::SetRandomDirection()
{
switch(RandomBoundedInteger(1, 8)) {
case 1:
SetDirection(NORTH);
break;
case 2:
SetDirection(SOUTH);
break;
case 3:
SetDirection(EAST);
break;
case 4:
SetDirection(WEST);
break;
case 5:
SetDirection(MOVING_NORTHEAST);
break;
case 6:
SetDirection(MOVING_NORTHWEST);
break;
case 7:
SetDirection(MOVING_SOUTHEAST);
break;
case 8:
SetDirection(MOVING_SOUTHWEST);
break;
default:
IF_PRINT_WARNING(MAP_DEBUG) << "invalid randomized direction was chosen" << std::endl;
}
}
void VirtualSprite::LookAt(const MapPosition &pos)
{
// If the two positions are the same,
// don't update the direction since it's only a matter of keeping
// the previous one.
if(position.x == pos.x && position.y == pos.y)
return;
// First handle simple cases
if(IsFloatEqual(position.x, pos.x, 0.5f)) {
if(position.y > pos.y)
SetDirection(NORTH);
else
SetDirection(SOUTH);
return;
}
if(IsFloatEqual(position.y, pos.y, 0.5f)) {
if(position.x > pos.x)
SetDirection(WEST);
else
SetDirection(EAST);
return;
}
// Now let's handle diagonal cases
// First, find the lower angle:
if(position.x < pos.x) {
// Up-right direction
if(position.y > pos.y) {
// Compute tan of the angle
if((position.y - pos.y) / (pos.x - position.x) < 1)
// The angle is less than 45°, look to the right
SetDirection(EAST);
else
SetDirection(NORTH);
return;
} else { // Down-right
// Compute tan of the angle
if((pos.y - position.y) / (pos.x - position.x) < 1)
// The angle is less than 45°, look to the right
SetDirection(EAST);
else
SetDirection(SOUTH);
return;
}
} else {
// Up-left direction
if(position.y > pos.y) {
// Compute tan of the angle
if((position.y - pos.y) / (position.x - pos.x) < 1)
// The angle is less than 45°, look to the left
SetDirection(WEST);
else
SetDirection(NORTH);
return;
} else { // Down-left
// Compute tan of the angle
if((pos.y - position.y) / (position.x - pos.x) < 1)
// The angle is less than 45°, look to the left
SetDirection(WEST);
else
SetDirection(SOUTH);
return;
}
}
}
float VirtualSprite::CalculateDistanceMoved()
{
float distance_moved = static_cast<float>(SystemManager->GetUpdateTime()) / movement_speed;
// Double the distance to move if the sprite is running
if(is_running == true)
distance_moved *= 2.0f;
// If the movement is diagonal, decrease the lateral movement distance by sin(45 degress)
if(direction & MOVING_DIAGONALLY)
distance_moved *= 0.707f;
return distance_moved;
}
void VirtualSprite::AcquireControl(SpriteEvent *event)
{
if(event == NULL) {
IF_PRINT_WARNING(MAP_DEBUG) << "function argument was NULL" << std::endl;
return;
}
if(control_event != NULL) {
IF_PRINT_WARNING(MAP_DEBUG) << "a new event is acquiring control when the previous event has not "
"released control over this sprite, object id: " << GetObjectID() << std::endl;
}
control_event = event;
}
void VirtualSprite::ReleaseControl(SpriteEvent *event)
{
if(event == NULL) {
IF_PRINT_WARNING(MAP_DEBUG) << "function argument was NULL" << std::endl;
return;
}
if(control_event == NULL) {
IF_PRINT_WARNING(MAP_DEBUG) << "no event had control over this sprite, object id: " << GetObjectID() << std::endl;
} else if(control_event != event) {
IF_PRINT_WARNING(MAP_DEBUG) << "a different event has control of this sprite, object id: " << GetObjectID() << std::endl;
} else {
control_event = NULL;
}
}
void VirtualSprite::SaveState()
{
_state_saved = true;
_saved_direction = direction;
_saved_movement_speed = movement_speed;
_saved_moving = moving;
MapMode::CurrentInstance()->GetEventSupervisor()->PauseAllEvents(this);
}
void VirtualSprite::RestoreState()
{
if(_state_saved == false)
IF_PRINT_WARNING(MAP_DEBUG) << "restoring state when no saved state was detected" << std::endl;
_state_saved = false;
direction = _saved_direction;
movement_speed = _saved_movement_speed;
moving = _saved_moving;
MapMode::CurrentInstance()->GetEventSupervisor()->ResumeAllEvents(this);
}
void VirtualSprite::_StartBattleEncounter(EnemySprite *enemy)
{
// Start a map-to-battle transition animation sequence
BattleMode *BM = new BattleMode();
std::string battle_background = enemy->GetBattleBackground();
if(!battle_background.empty())
BM->GetMedia().SetBackgroundImage(battle_background);
std::string enemy_battle_music = enemy->GetBattleMusicTheme();
if(!enemy_battle_music.empty())
BM->GetMedia().SetBattleMusic(enemy_battle_music);
const std::vector<BattleEnemyInfo>& enemy_party = enemy->RetrieveRandomParty();
for(uint32 i = 0; i < enemy_party.size(); ++i) {
BM->AddEnemy(enemy_party[i].enemy_id,
enemy_party[i].position_x,
enemy_party[i].position_y);
}
std::vector<std::string> enemy_battle_scripts = enemy->GetBattleScripts();
if(!enemy_battle_scripts.empty())
BM->GetScriptSupervisor().SetScripts(enemy_battle_scripts);
TransitionToBattleMode *TM = new TransitionToBattleMode(BM);
// Make all enemy sprites disappear after creating the transition mode so that the player
// can't be cornerned and forced into multiple battles in succession.
MapMode::CurrentInstance()->GetObjectSupervisor()->SetAllEnemyStatesToDead();
ModeManager->Push(TM);
}
// ****************************************************************************
// ********** MapSprite class methods
// ****************************************************************************
MapSprite::MapSprite() :
_face_portrait(0),
_has_running_animations(false),
_current_anim_direction(ANIM_SOUTH),
_current_custom_animation(0),
_next_dialogue(-1),
_has_available_dialogue(false),
_has_unseen_dialogue(false),
_dialogue_started(false),
_custom_animation_on(false),
_custom_animation_time(0),
_saved_current_anim_direction(ANIM_SOUTH)
{
MapObject::_object_type = SPRITE_TYPE;
// Points the current animation to the standing animation vector by default
_animation = &_standing_animations;
}
MapSprite::~MapSprite()
{
if(_face_portrait)
delete _face_portrait;
}
bool _LoadAnimations(std::vector<hoa_video::AnimatedImage>& animations, const std::string &filename)
{
// Prepare to add the animations for each directions, if needed.
// In case of reloading
animations.clear();
for(uint8 i = 0; i < NUM_ANIM_DIRECTIONS; ++i)
animations.push_back(AnimatedImage());
hoa_script::ReadScriptDescriptor animations_script;
if(!animations_script.OpenFile(filename))
return false;
if(!animations_script.DoesTableExist("sprite_animation")) {
PRINT_WARNING << "No 'sprite_animation' table in 4-direction animation script file: " << filename << std::endl;
animations_script.CloseFile();
return false;
}
animations_script.OpenTable("sprite_animation");
std::string image_filename = animations_script.ReadString("image_filename");
if(!hoa_utils::DoesFileExist(image_filename)) {
PRINT_WARNING << "The image file doesn't exist: " << image_filename << std::endl;
animations_script.CloseTable();
animations_script.CloseFile();
return false;
}
uint32 rows = animations_script.ReadUInt("rows");
uint32 columns = animations_script.ReadUInt("columns");
if(!animations_script.DoesTableExist("frames")) {
animations_script.CloseAllTables();
animations_script.CloseFile();
PRINT_WARNING << "No frame table in file: " << filename << std::endl;
return false;
}
std::vector<StillImage> image_frames;
// Load the image data
if(!ImageDescriptor::LoadMultiImageFromElementGrid(image_frames, image_filename, rows, columns)) {
PRINT_WARNING << "Couldn't load elements from image file: " << image_filename
<< " (in file: " << filename << ")" << std::endl;
animations_script.CloseAllTables();
animations_script.CloseFile();
return false;
}
std::vector <uint32> frames_directions_ids;
animations_script.ReadTableKeys("frames", frames_directions_ids);
// open the frames table
animations_script.OpenTable("frames");
for(uint32 i = 0; i < frames_directions_ids.size(); ++i) {
if(frames_directions_ids[i] >= NUM_ANIM_DIRECTIONS) {
PRINT_WARNING << "Invalid direction id(" << frames_directions_ids[i]
<< ") in file: " << filename << std::endl;
continue;
}
uint32 anim_direction = frames_directions_ids[i];
// Opens frames[ANIM_DIRECTION]
animations_script.OpenTable(anim_direction);
// Loads the frames data
std::vector<uint32> frames_ids;
std::vector<uint32> frames_duration;
uint32 num_frames = animations_script.GetTableSize();
for(uint32 frames_table_id = 0; frames_table_id < num_frames; ++frames_table_id) {
// Opens frames[ANIM_DIRECTION][frame_table_id]
animations_script.OpenTable(frames_table_id);
int32 frame_id = animations_script.ReadInt("id");
int32 frame_duration = animations_script.ReadInt("duration");
if(frame_id < 0 || frame_duration < 0 || frame_id >= (int32)image_frames.size()) {
PRINT_WARNING << "Invalid frame (" << frames_table_id << ") in file: "
<< filename << std::endl;
PRINT_WARNING << "Request for frame id: " << frame_id << ", duration: "
<< frame_duration << " is not possible." << std::endl;
continue;
}
frames_ids.push_back((uint32)frame_id);
frames_duration.push_back((uint32)frame_duration);
animations_script.CloseTable(); // frames[ANIM_DIRECTION][frame_table_id] table
}
// Actually create the animation data
animations[anim_direction].Clear();
animations[anim_direction].ResetAnimation();
for(uint32 j = 0; j < frames_ids.size(); ++j) {
// Set the dimension of the requested frame
animations[anim_direction].AddFrame(image_frames[frames_ids[j]], frames_duration[j]);
}
// Closes frames[ANIM_DIRECTION]
animations_script.CloseTable();
} // for each directions
// Close the 'frames' table and set the dimensions
animations_script.CloseTable();
float frame_width = animations_script.ReadFloat("frame_width");
float frame_height = animations_script.ReadFloat("frame_height");
// Load requested dimensions
for(uint8 i = 0; i < NUM_ANIM_DIRECTIONS; ++i) {
if(frame_width > 0.0f && frame_height > 0.0f) {
animations[i].SetDimensions(frame_width, frame_height);
} else if(IsFloatEqual(animations[i].GetWidth(), 0.0f) && IsFloatEqual(animations[i].GetHeight(), 0.0f)) {
// If the animation dimensions are not set, we're using the first frame size.
animations[i].SetDimensions(image_frames.begin()->GetWidth(), image_frames.begin()->GetHeight());
}
// Rescale to fit the map mode coordinates system.
MapMode::ScaleToMapCoords(animations[i]);
}
animations_script.CloseTable(); // sprite_animation table
animations_script.CloseFile();
return true;
} // bool _LoadAnimations()
void MapSprite::ClearAnimations()
{
_standing_animations.clear();
_walking_animations.clear();
_running_animations.clear();
_has_running_animations = false;
// Disable and clear the custom animations
_current_custom_animation = 0;
_custom_animation_on = false;
_custom_animation_time = 0;
_custom_animations.clear();
}
bool MapSprite::LoadStandingAnimations(const std::string &filename)
{
return _LoadAnimations(_standing_animations, filename);
}
bool MapSprite::LoadWalkingAnimations(const std::string &filename)
{
return _LoadAnimations(_walking_animations, filename);
}
bool MapSprite::LoadRunningAnimations(const std::string &filename)
{
_has_running_animations = _LoadAnimations(_running_animations, filename);
return _has_running_animations;
}
bool MapSprite::LoadCustomAnimation(const std::string &animation_name, const std::string &filename)
{
if(_custom_animations.find(animation_name) != _custom_animations.end()) {
PRINT_WARNING << "The animation " << animation_name << " is already existing." << std::endl;
return false;
}
AnimatedImage animation;
if(animation.LoadFromAnimationScript(filename)) {
MapMode::ScaleToMapCoords(animation);
_custom_animations.insert(std::make_pair(animation_name, animation));
return true;
}
return false;
} // bool MapSprite::LoadCustomAnimations()
void MapSprite::SetCustomAnimation(const std::string &animation_name, uint32 time)
{
// If there is no key, there will be no custom animation to display
if(animation_name.empty()) {
_custom_animation_on = false;
return;
}
// Same if the key isn't found
std::map<std::string, AnimatedImage>::iterator it = _custom_animations.find(animation_name);
if(it == _custom_animations.end()) {
_custom_animation_on = false;
return;
}
AnimatedImage &animation = it->second;
animation.ResetAnimation();
if(time == 0) {
time = animation.GetAnimationLength();
}
// Still check the animation length
if(time == 0) {
_custom_animation_on = false;
return;
}
_custom_animation_time = (int32)time;
_current_custom_animation = &animation;
_custom_animation_on = true;
}
void MapSprite::LoadFacePortrait(const std::string &filename)
{
if(_face_portrait)
delete _face_portrait;
_face_portrait = new StillImage();
if(!_face_portrait->Load(filename)) {
delete _face_portrait;
_face_portrait = 0;
PRINT_ERROR << "failed to load face portrait" << std::endl;
}
}
void MapSprite::Update()
{
// Stores the last value of moved_position to determine when a change in sprite movement between calls to this function occurs
static bool was_moved = moved_position;
// This call will update the sprite's position and perform collision detection
VirtualSprite::Update();
// if it's a custom animation, just display that and ignore everything else
if(_custom_animation_on && _current_custom_animation) {
// Check whether the custom animation can be freed
if(_custom_animation_time <= 0) {
_custom_animation_on = false;
_current_custom_animation = 0;
_custom_animation_time = 0;
} else {
_custom_animation_time -= SystemManager->GetUpdateTime();
_current_custom_animation->Update();
}
was_moved = moved_position;
return;
}
// Save the previous animation state
uint8 last_anim_direction = _current_anim_direction;
std::vector<AnimatedImage>* last_animation = _animation;
// Set the sprite's animation to the standing still position if movement has just stopped
if(!moved_position) {
// Set the current movement animation to zero progress
if(was_moved)
_animation->at(_current_anim_direction).SetTimeProgress(0);
// Determine the correct standing frame to display
if(!control_event || _state_saved) {
_animation = &_standing_animations;
if(direction & FACING_NORTH) {
_current_anim_direction = ANIM_NORTH;
} else if(direction & FACING_SOUTH) {
_current_anim_direction = ANIM_SOUTH;
} else if(direction & FACING_WEST) {
_current_anim_direction = ANIM_WEST;
} else if(direction & FACING_EAST) {
_current_anim_direction = ANIM_EAST;
} else {
PRINT_ERROR << "invalid sprite direction, could not find proper standing animation to draw" << std::endl;
}
}
}
else { // then (moved_position)
// Determine the correct animation to display
if(direction & FACING_NORTH) {
_current_anim_direction = ANIM_NORTH;
} else if(direction & FACING_SOUTH) {
_current_anim_direction = ANIM_SOUTH;
} else if(direction & FACING_WEST) {
_current_anim_direction = ANIM_WEST;
} else if(direction & FACING_EAST) {
_current_anim_direction = ANIM_EAST;
} else {
PRINT_ERROR << "invalid sprite direction, could not find proper standing animation to draw" << std::endl;
}
// Increasing the animation index by four from the walking _animations leads to the running _animations
if(is_running && _has_running_animations) {
_animation = &_running_animations;
} else {
_animation = &_walking_animations;
}
}
// If the direction of movement changed in mid-flight, update the animation timer on the
// new animated image to reflect the old, so the walking _animations do not appear to
// "start and stop" whenever the direction is changed.
if(last_anim_direction != _current_anim_direction || last_animation != _animation) {
_animation->at(_current_anim_direction).SetTimeProgress(last_animation->at(last_anim_direction).GetTimeProgress());
last_animation->at(last_anim_direction).SetTimeProgress(0);
}
// Take care of adapting the update time according to the sprite speed when walking or running
uint32 elapsed_time = 0;
if(_animation == &_walking_animations || (_has_running_animations && _animation == &_running_animations)) {
elapsed_time = (uint32)(((float)hoa_system::SystemManager->GetUpdateTime()) * NORMAL_SPEED / movement_speed);
}
_animation->at(_current_anim_direction).Update(elapsed_time);
was_moved = moved_position;
} // void MapSprite::Update()
void MapSprite::_DrawDebugInfo()
{
// Draw collision rectangle if the debug view is on.
float x, y = 0.0f;
VideoManager->GetDrawPosition(x, y);
MapRectangle rect = GetCollisionRectangle(x, y);
VideoManager->DrawRectangle(rect.right - rect.left, rect.bottom - rect.top, Color(0.0f, 0.0f, 1.0f, 0.6f));
// Show a potential active path
if(control_event && control_event->GetEventType() == PATH_MOVE_SPRITE_EVENT) {
PathMoveSpriteEvent *path_event = (PathMoveSpriteEvent *)control_event;
if(path_event) {
Path path = path_event->GetPath();
MapMode *map = MapMode::CurrentInstance();
for(uint32 i = 0; i < path.size(); ++i) {
float x_pos = path[i].x - map->GetMapFrame().screen_edges.left;
float y_pos = path[i].y - map->GetMapFrame().screen_edges.top;
VideoManager->Move(x_pos, y_pos);
VideoManager->DrawRectangle(0.2, 0.2f, Color(0.0f, 1.0f, 1.0f, 0.6f));
}
}
}
}
void MapSprite::Draw()
{
if(MapObject::ShouldDraw()) {
if(_custom_animation_on && _current_custom_animation)
_current_custom_animation->Draw();
else
_animation->at(_current_anim_direction).Draw();
MapObject::_DrawEmote();
if(VideoManager->DebugInfoOn())
_DrawDebugInfo();
}
}
void MapSprite::DrawDialog()
{
// Update the alpha of the dialogue icon according to it's distance from the player sprite
const float DIALOGUE_ICON_VISIBLE_RANGE = 10.0f;
if(!MapObject::ShouldDraw())
return;
MapMode *map_mode = MapMode::CurrentInstance();
if(_has_available_dialogue && _has_unseen_dialogue && !_dialogue_started
&& map_mode->IsShowGUI() && !map_mode->IsCameraOnVirtualFocus()) {
Color icon_color(1.0f, 1.0f, 1.0f, 0.0f);
float icon_alpha = 1.0f - (fabs(GetXPosition() - map_mode->GetCamera()->GetXPosition())
+ fabs(GetYPosition() - map_mode->GetCamera()->GetYPosition())) / DIALOGUE_ICON_VISIBLE_RANGE;
if(icon_alpha < 0.0f)
icon_alpha = 0.0f;
icon_color.SetAlpha(icon_alpha);
VideoManager->MoveRelative(0, -GetImgHeight());
map_mode->GetDialogueIcon().Draw(icon_color);
}
}
void MapSprite::AddDialogueReference(uint32 dialogue_id)
{
_dialogue_references.push_back(dialogue_id);
UpdateDialogueStatus();
// TODO: The call above causes a warning to be printed out if the sprite has been created but the dialogue has not yet.
// Map scripts typically create all sprites first (including their dialogue references) before creating the dialogues.
// We need a safe way to add dialogue references to the sprite without causing these warnings to be printed when the
// map is loading.
}
void MapSprite::ClearDialogueReferences()
{
_dialogue_references.clear();
UpdateDialogueStatus();
}
void MapSprite::RemoveDialogueReference(uint32 dialogue_id)
{
// Remove all dialogues with the given reference (for the case, the same dialogue was add several times)
for(uint32 i = 0; i < _dialogue_references.size(); i++) {
if(_dialogue_references[i] == dialogue_id)
_dialogue_references.erase(_dialogue_references.begin() + i);
}
UpdateDialogueStatus();
}
void MapSprite::InitiateDialogue()
{
if(_dialogue_references.empty()) {
IF_PRINT_WARNING(MAP_DEBUG) << "sprite: " << object_id << " has no dialogue referenced" << std::endl;
return;
}
SaveState();
moving = false;
_dialogue_started = true;
SetDirection(CalculateOppositeDirection(MapMode::CurrentInstance()->GetCamera()->GetDirection()));
MapMode::CurrentInstance()->GetDialogueSupervisor()->BeginDialogue(_dialogue_references[_next_dialogue]);
IncrementNextDialogue();
}