Example #1
0
void Projectile::CreateAnimations(Animation **anims, const ieResRef bamres, int Seq)
{
	AnimationFactory* af = ( AnimationFactory* )
		gamedata->GetFactoryResource( bamres,
				IE_BAM_CLASS_ID, IE_NORMAL );

	if (!af) {
		return;
	}

	int Max = af->GetCycleCount();
	if (!Max) {
		return;
	}

	if((ExtFlags&PEF_CYCLE) && !Seq) {
		Seq=rand()%Max;
	}

	//this hack is needed because bioware .pro files are sometimes
	//reporting bigger face count than possible by the animation
	if (Aim>Max) Aim=Max;

	if(ExtFlags&PEF_PILLAR) {
		CreateCompositeAnimation(anims, af, Seq);
	} else {
		CreateOrientedAnimations(anims, af, Seq);
	}
}
Example #2
0
Font* BAMFontManager::GetFont(ieWord FirstChar,
			  ieWord LastChar,
			  unsigned short /*ptSize*/,
			  FontStyle /*style*/, Palette* pal)
{
	AnimationFactory* af = bamImp->GetAnimationFactory("dummy"); // FIXME: how does this get released?
	unsigned int i = 0, glyphIndexOffset = 0, limit = 0, Count = 0, glyphCount = 0;
	unsigned int CyclesCount = af->GetCycleCount();

	// Numeric fonts have all frames in single cycle
	if (CyclesCount > 1) {
		Count = CyclesCount;
		glyphCount = (LastChar - FirstChar + 1);
		if (Count < glyphCount){
			LastChar = LastChar - (glyphCount - Count);
			glyphCount = Count;
		}
		i = (FirstChar) ? FirstChar - 1 : FirstChar;
		limit = (FirstChar) ? LastChar - 1 : LastChar;
		glyphIndexOffset = i;
	} else { //numeric font
		Count = af->GetFrameCount();
		glyphCount = Count;
		if (FirstChar+Count != (unsigned int) LastChar+1) {
			Log(ERROR, "BAMFontManager", "inconsistent font %s: FirstChar=%d LastChar=%d Count=%d",
				str->filename, FirstChar, LastChar, Count);
			return NULL;
		}
		limit = glyphCount - 1;
	}

	Sprite2D** glyphs = (Sprite2D**)malloc( glyphCount * sizeof(Sprite2D*) );

	for (; i <= limit; i++) {
		if (CyclesCount > 1) {
			glyphs[i - glyphIndexOffset] = af->GetFrame(0, i);

			// Hack to work around original data where some status icons have inverted x and y positions (ie level up icon)
			// isStateFont is set in Open() and simply compares the first 6 characters of the file with "STATES"
			if (isStateFont) {
				// since initials and state icons should all be the same size/position we can just take the position of the first one
				glyphs[i - glyphIndexOffset]->YPos = glyphs[0]->YPos;
			}
		} else {
			glyphs[i - glyphIndexOffset] = af->GetFrameWithoutCycle(i);
			glyphs[i - glyphIndexOffset]->YPos = 13 - glyphs[i - glyphIndexOffset]->Height;
		}
	}

	// assume all sprites have same palette
	Palette* palette = glyphs[0]->GetPalette();
	Font* fnt = new Font(glyphs, FirstChar, LastChar, palette);
	palette->Release();
	if (pal) {
		fnt->SetPalette(pal);
	}
	return fnt;
}
/* Creating animation from VVC */
ScriptedAnimation::ScriptedAnimation(DataStream* stream)
{
	Init();
	if (!stream) {
		return;
	}

	char Signature[8];

	stream->Read( Signature, 8);
	if (strncmp( Signature, "VVC V1.0", 8 ) != 0) {
		print("Not a valid VVC File");
		delete stream;
		return;
	}
	ieResRef Anim1ResRef;
	ieDword seq1, seq2, seq3;
	stream->ReadResRef( Anim1ResRef );
	//there is no proof it is a second resref
	//stream->ReadResRef( Anim2ResRef );
	stream->Seek( 8, GEM_CURRENT_POS );
	stream->ReadDword( &Transparency );
	stream->Seek( 4, GEM_CURRENT_POS );
	stream->ReadDword( &SequenceFlags );
	stream->Seek( 4, GEM_CURRENT_POS );
	ieDword tmp;
	stream->ReadDword( &tmp );
	XPos = (signed) tmp;
	stream->ReadDword( &tmp );  //this affects visibility
	ZPos = (signed) tmp;
	stream->Seek( 4, GEM_CURRENT_POS );
	stream->ReadDword( &FrameRate );

	if (!FrameRate) FrameRate = DEFAULT_FRAMERATE;

	stream->ReadDword( &FaceTarget );
	stream->Seek( 16, GEM_CURRENT_POS );
	stream->ReadDword( &tmp );  //this doesn't affect visibility
	YPos = (signed) tmp;
	stream->ReadDword( &LightX );
	stream->ReadDword( &LightY );
	stream->ReadDword( &LightZ );
	stream->ReadDword( &Duration );
	stream->Seek( 8, GEM_CURRENT_POS );
	stream->ReadDword( &seq1 );
	if (seq1>0) seq1--; //hack but apparently it works this way
	stream->ReadDword( &seq2 );
	stream->Seek( 8, GEM_CURRENT_POS );
	stream->ReadResRef( sounds[P_ONSET] );
	stream->ReadResRef( sounds[P_HOLD] );
	stream->Seek( 8, GEM_CURRENT_POS );
	stream->ReadDword( &seq3 );
	stream->ReadResRef( sounds[P_RELEASE] );

	//if there are no separate phases, then fill the p_hold fields
	bool phases = (seq2 || seq3);

	// hacks for seq2/seq3, same as for seq1 above
	// (not sure if seq3 is needed)
	if (seq2>0) seq2--;
	if (seq3>0) seq3--;

	if (SequenceFlags&IE_VVC_BAM) {
		AnimationFactory* af = ( AnimationFactory* )
			gamedata->GetFactoryResource( Anim1ResRef, IE_BAM_CLASS_ID );
		//no idea about vvc phases, i think they got no endphase?
		//they certainly got onset and hold phases
		//the face target flag should be handled too
		for (int i=0;i<MAX_ORIENT;i++) {
			unsigned int p_hold = P_HOLD*MAX_ORIENT+i;
			unsigned int p_onset = P_ONSET*MAX_ORIENT+i;
			unsigned int p_release = P_RELEASE*MAX_ORIENT+i;

			int c = seq1;
			if (phases) {
				switch (FaceTarget) {
				case 5:
					c=SixteenToFive[i];
					break;
				case 9:
					c=SixteenToNine[i];
					break;
				case 16:
					//this is an uglybugly hack, i still have to
					//figure out what 'FaceTarget' really is
					if ( (int) af->GetCycleCount()>i) c=i;
					break;
				}
				anims[p_onset] = af->GetCycle( c );
				if (anims[p_onset]) {
					PrepareAnimation(anims[p_onset], Transparency);
					//creature anims may start at random position, vvcs always start on 0
					anims[p_onset]->pos=0;
					//vvcs are always paused
					anims[p_onset]->gameAnimation=true;
					anims[p_onset]->Flags |= S_ANI_PLAYONCE;
				}
			}

			c = phases ? seq2 : seq1;
			if (c || !phases) {
				switch (FaceTarget) {
				case 5:
					c=SixteenToFive[i];
					break;
				case 9:
					c=SixteenToNine[i];
					break;
				case 16:
					//this is an uglybugly hack, i still have to
					//figure out what 'FaceTarget' really is
					if ((int) af->GetCycleCount()>i) c=i;
					break;
				}
				anims[p_hold] = af->GetCycle( c );
				if (anims[p_hold]) {
					PrepareAnimation(anims[p_hold], Transparency);

					anims[p_hold]->pos=0;
					anims[p_hold]->gameAnimation=true;
					if (!(SequenceFlags&IE_VVC_LOOP) ) {
						anims[p_hold]->Flags |= S_ANI_PLAYONCE;
					}
				}
			}

			c = seq3;
			if (c) {
				switch (FaceTarget) {
				case 5:
					c=SixteenToFive[i];
					break;
				case 9:
					c=SixteenToNine[i];
					break;
				case 16:
					//this is an uglybugly hack, i still have to
					//figure out what 'FaceTarget' really is
					if ( (int) af->GetCycleCount()>i) c=i;
					break;
				}
				anims[p_release] = af->GetCycle( ( unsigned char ) c );
				if (anims[p_release]) {
					PrepareAnimation(anims[p_release], Transparency);

					anims[p_release]->pos=0;
					anims[p_release]->gameAnimation=true;
					anims[p_release]->Flags |= S_ANI_PLAYONCE;
				}
			}
		}
		PreparePalette();
	}

	SetPhase(P_ONSET);

	delete stream;
}