/* * Copyright (c) 2010-2017 OTClient * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include "effect.h" #include "map.h" #include "game.h" #include void Effect::drawEffect(const Point& dest, float scaleFactor, bool animate, int offsetX, int offsetY, LightView *lightView) { if(m_id == 0) return; int animationPhase = 0; if(animate) { if(g_game.getFeature(Otc::GameEnhancedAnimations)) { // This requires a separate getPhaseAt method as using getPhase would make all magic effects use the same phase regardless of their appearance time animationPhase = rawGetThingType()->getAnimator()->getPhaseAt(m_animationTimer.ticksElapsed()); } else { // hack to fix some animation phases duration, currently there is no better solution int ticks = EFFECT_TICKS_PER_FRAME; if (m_id == 33) { ticks <<= 2; } animationPhase = std::min((int)(m_animationTimer.ticksElapsed() / ticks), getAnimationPhases() - 1); } } int xPattern = offsetX % getNumPatternX(); if(xPattern < 0) xPattern += getNumPatternX(); int yPattern = offsetY % getNumPatternY(); if(yPattern < 0) yPattern += getNumPatternY(); rawGetThingType()->draw(dest, scaleFactor, 0, xPattern, yPattern, 0, animationPhase, lightView); } void Effect::onAppear() { m_animationTimer.restart(); int duration = 0; if(g_game.getFeature(Otc::GameEnhancedAnimations)) { duration = getThingType()->getAnimator()->getTotalDuration(); } else { duration = EFFECT_TICKS_PER_FRAME; // hack to fix some animation phases duration, currently there is no better solution if(m_id == 33) { duration <<= 2; } duration *= getAnimationPhases(); } // schedule removal auto self = asEffect(); g_dispatcher.scheduleEvent([self]() { g_map.removeThing(self); }, duration); } void Effect::setId(uint32 id) { if(!g_things.isValidDatId(id, ThingCategoryEffect)) id = 0; m_id = id; } const ThingTypePtr& Effect::getThingType() { return g_things.getThingType(m_id, ThingCategoryEffect); } ThingType *Effect::rawGetThingType() { return g_things.rawGetThingType(m_id, ThingCategoryEffect); }