Exemplo n.º 1
0
void Creature::updateWalkAnimation(int totalPixelsWalked)
{
    // update outfit animation
    if(m_outfit.getCategory() != ThingCategoryCreature)
        return;

    int footAnimPhases = getAnimationPhases() - 1;
    int footDelay = getStepDuration(true) / 3;
    // Since mount is a different outfit we need to get the mount animation phases
    if(m_outfit.getMount() != 0) {
        ThingType *type = g_things.rawGetThingType(m_outfit.getMount(), m_outfit.getCategory());
        footAnimPhases = type->getAnimationPhases() - 1;
    }
    if(footAnimPhases == 0)
        m_walkAnimationPhase = 0;
    else if(m_footStepDrawn && m_footTimer.ticksElapsed() >= footDelay && totalPixelsWalked < 32) {
        m_footStep++;
        m_walkAnimationPhase = 1 + (m_footStep % footAnimPhases);
        m_footStepDrawn = false;
        m_footTimer.restart();
    } else if(m_walkAnimationPhase == 0 && totalPixelsWalked < 32) {
        m_walkAnimationPhase = 1 + (m_footStep % footAnimPhases);
    }

    if(totalPixelsWalked == 32 && !m_walkFinishAnimEvent) {
        auto self = static_self_cast<Creature>();
        m_walkFinishAnimEvent = g_dispatcher.scheduleEvent([self] {
            if(!self->m_walking || self->m_walkTimer.ticksElapsed() >= self->getStepDuration(true))
                self->m_walkAnimationPhase = 0;
            self->m_walkFinishAnimEvent = nullptr;
        }, std::min<int>(footDelay, 200));
    }

}
Exemplo n.º 2
0
void Creature::internalDrawOutfit(Point dest, float scaleFactor, bool animateWalk, bool animateIdle, Otc::Direction direction)
{
    // outfit is a real creature
    if(m_outfit.getCategory() == ThingCategoryCreature) {
        int animationPhase = animateWalk ? m_walkAnimationPhase : 0;

        if(isAnimateAlways() && animateIdle) {
            int ticksPerFrame = 1000 / getAnimationPhases();
            animationPhase = (g_clock.millis() % (ticksPerFrame * getAnimationPhases())) / ticksPerFrame;
        }

        // xPattern => creature direction
        int xPattern;
        if(direction == Otc::NorthEast || direction == Otc::SouthEast)
            xPattern = Otc::East;
        else if(direction == Otc::NorthWest || direction == Otc::SouthWest)
            xPattern = Otc::West;
        else
            xPattern = direction;

        int zPattern = 0;
        if(m_outfit.getMount() != 0) {
            auto datType = g_things.rawGetThingType(m_outfit.getMount(), ThingCategoryCreature);
            dest -= datType->getDisplacement() * scaleFactor;
            datType->draw(dest, scaleFactor, 0, xPattern, 0, 0, animationPhase);
            dest += getDisplacement() * scaleFactor;
            zPattern = 1;
        }

        // yPattern => creature addon
        for(int yPattern = 0; yPattern < getNumPatternY(); yPattern++) {

            // continue if we dont have this addon
            if(yPattern > 0 && !(m_outfit.getAddons() & (1 << (yPattern-1))))
                continue;

            auto datType = rawGetThingType();
            datType->draw(dest, scaleFactor, 0, xPattern, yPattern, zPattern, animationPhase);

            if(getLayers() > 1) {
                Color oldColor = g_painter->getColor();
                Painter::CompositionMode oldComposition = g_painter->getCompositionMode();
                g_painter->setCompositionMode(Painter::CompositionMode_Multiply);
                g_painter->setColor(m_outfit.getHeadColor());
                datType->draw(dest, scaleFactor, SpriteMaskYellow, xPattern, yPattern, zPattern, animationPhase);
                g_painter->setColor(m_outfit.getBodyColor());
                datType->draw(dest, scaleFactor, SpriteMaskRed, xPattern, yPattern, zPattern, animationPhase);
                g_painter->setColor(m_outfit.getLegsColor());
                datType->draw(dest, scaleFactor, SpriteMaskGreen, xPattern, yPattern, zPattern, animationPhase);
                g_painter->setColor(m_outfit.getFeetColor());
                datType->draw(dest, scaleFactor, SpriteMaskBlue, xPattern, yPattern, zPattern, animationPhase);
                g_painter->setColor(oldColor);
                g_painter->setCompositionMode(oldComposition);
            }
        }
    // outfit is a creature imitating an item or the invisible effect
    } else  {
        ThingType *type = g_things.rawGetThingType(m_outfit.getAuxId(), m_outfit.getCategory());

        int animationPhase = 0;
        int animationPhases = type->getAnimationPhases();
        int animateTicks = Otc::ITEM_TICKS_PER_FRAME;

        // when creature is an effect we cant render the first and last animation phase,
        // instead we should loop in the phases between
        if(m_outfit.getCategory() == ThingCategoryEffect) {
            animationPhases = std::max(1, animationPhases-2);
            animateTicks = Otc::INVISIBLE_TICKS_PER_FRAME;
        }

        if(animationPhases > 1) {
            if(animateIdle)
                animationPhase = (g_clock.millis() % (animateTicks * animationPhases)) / animateTicks;
            else
                animationPhase = animationPhases-1;
        }

        if(m_outfit.getCategory() == ThingCategoryEffect)
            animationPhase = std::min(animationPhase+1, animationPhases);

        type->draw(dest - (getDisplacement() * scaleFactor), scaleFactor, 0, 0, 0, 0, animationPhase);
    }
}