/usr/share/games/enigma/models.lua is in enigma-data 1.20-dfsg.1-2.1build1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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-- Copyright (C) 2002,2003 Daniel Heck
--
-- 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, write to the Free Software Foundation, Inc.,
-- 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA.
--
------------------------------------------------------------------------
-- This file contains common routines for defining new Enigma models.
-- It is used by all other model*.lua files.
-- Display the loading progress
function Progress(percent, text)
local fontname = "levelmenu"
local scr = video.GetScreen()
local d = scr:get_surface()
local background = enigma.GetImage ("menu_bg", ".jpg")
local logo = enigma.GetImage("enigma_logo3")
local x = (d:width() - logo:width())/2
local y = (d:height() - logo:height())/2
local gs = ecl.GS:new(d:size())
local font2 = enigma.GetFont("menufontsel")
d:blit(gs, 0, 0, background) -- offset missing!
d:blit(gs, x , y-logo:height(), logo)
if text then
font2:render(d, (d:width() - font2:get_width(text))/2, y, text)
end
-- font:render(d, x, y-10, strrep(".", 50))
-- font2:render(d, x, y-10, strrep(".", percent/2))
scr:update_all();
scr:flush_updates();
gs:delete()
end
-- Return an unique modelname.
modeltag = 0
function UniqueModelname()
modeltag = modeltag + 1
return "xmodel" .. modeltag
end
--------------------------------------
-- Basic Single Image Functions --
--------------------------------------
-- Define a new image model.
-- * 'name' is the name of the model being created
-- * 'opt' contains optional information about the image file.
-- The following fields can be set in 'opt':
-- * filename
-- * xoff,yoff (hotspot coordinates inside the image)
-- Suitable default values are used for all options
function DefImage(name, opt)
opt = opt or {}
name = name or UniqueModelname()
local fname = opt.filename or name
local err = display.DefineImage(name, fname, opt.xoff or 0, opt.yoff or 0, opt.padding or 0)
if err ~= 0 then
error ("Could not define model "..name..": error loading "..fname)
end
return name
end
-- Define multiple image models at once. Use the same options for all
-- of them. The namelist contains the modelnames to be created.
function DefImages(namelist, opt)
opt = opt or {}
for i,name in pairs(namelist) do
DefImage(name,opt)
end
end
-------------------------------------
-- Basic Subdivision Functions --
-------------------------------------
-- Define many image models from one single big image file.
-- Inputarguments are the imagefilename and the options.
-- The defined models are named 'modelname1', 'modelname2' ...
function DefSubimages(name, options)
local opts = options or { }
local w = opts.w or 1
local h = opts.h or 1
local imgw = opts.imgw or TileSize
local imgh = opts.imgh or TileSize
local xoff = opts.xoff or 0
local yoff = opts.yoff or 0
local modelname = opts.modelname or name
local padding = options.padding or 0
local cnt = options.startindex or 1
local imagelist = {}
local r = ecl.Rect:new(0,0,0,0)
for x=1,w do
for y=1,h do
r.x,r.y,r.w,r.h = imgw*(x-1),imgh*(y-1),imgw,imgh
r.x = r.x + padding
r.y = r.y + padding
r.w = r.w - 2*padding
r.h = r.h - 2*padding
table.insert(imagelist, modelname..cnt)
err = display.DefineSubImage(modelname..cnt, name, xoff+padding,yoff+padding, r)
if err ~= 0 then
error ("Could not define "..modelname..cnt..": error loading "..name)
end
cnt = cnt+1
end
end
r:delete()
return imagelist
end
-- Generates an image model by cutting it out of a larger image.
-- Arguments are the imagefilename, the modelname and the position
-- where to cut a square with length TileSize. The position is
-- measured in multiples of TileSize.
function DefTile(imagename, modelname, x, y)
local image = GetSurface (imagename)
local r=ecl.Rect:new(x * TileSize, y*TileSize, TileSize, TileSize)
local subsurface = CropSurface (image, r)
DefineImageModel (modelname, subsurface)
r:delete()
end
-- Generate multiple image models by tiling a big image into many
-- smaller subimages. The parameters are currently hardcoded.
-- Arguments are the filename of the image and a list of
-- modelnames to be generated out of this image.
function DefTiles(imagename, modelnames)
local xoff = 0
local yoff = 0
local tilew = TileSize
local tileh = TileSize
local image = GetSurface (imagename)
local imgw = image:width()
local r=ecl.Rect:new(0,0,TileSize,TileSize)
for i,mname in pairs(modelnames) do
r.x,r.y,r.w,r.h = xoff,yoff,tilew,tileh
DefTile(imagename, mname, xoff/TileSize, yoff/TileSize)
xoff = xoff + tilew
if xoff >= imgw then
xoff = 0
yoff = yoff + tileh
end
end
r:delete()
end
-----------------------------------
-- Basic Animation Functions --
-----------------------------------
-- Generate a list of frame names by appending increasing numerical
-- prefixes to a base name. For example, 'FrameNames("hello", 1,2)'
-- yields {"hello_0001", "hello_0002"}.
-- [Filenames like this are created by Gimp's "Video/Split Image.."
-- tool.]
-- DEPRECEATED
-- function FrameNames(prefix, first, last)
-- local fn = {}
-- for i=first,last do
-- table.insert(fn, prefix .. format("_%04d", i))
-- end
-- return fn
-- end
-- function AddFrameNames(fn, prefix, first, last)
-- for i=first,last do
-- table.insert(fn, i, prefix .. format("_%04d", i))
-- end
-- end
-- Build a list of frames from a list of model names and a constant
-- duration.
function BuildFrames(names, msec)
local a={}
for i,n in pairs(names) do a[i] = {n, msec} end
return a
end
-- Build a list of frames from (1) a list of names and (2) a list of
-- frame durations. These two list are assumed to have the same
-- number of entries, or, more generally, to have the same index set.
function ComposeFrames(namelist, mseclist)
local a={}
for i=1,getn(namelist) do a[i] = {namelist[i], mseclist[i]} end
return a
end
-- Given a list of frames, this function generates a new framelist
-- with for a ping-pong style animation. (For example, an "abcd"
-- style animation would result in an "abcddcba"-style one.)
function PingPong(framelist)
local a=framelist
local n=getn(framelist)
for i = 0,n-1 do
a[n+i+1] = framelist[n-i]
end
return a
end
-- Given a list of frames, this function generates a new framelist
-- with repeated framesequence. (For example, an "abcd"
-- style animation with a cnt of 3 would result in an "abcdabcdabcd"-style one.)
function RepeatFrames(framelist, blocksize, cnt)
local a={}
for i=1,getn(framelist),blocksize do
for j=1,cnt do
for k=i,i+blocksize-1 do
table.insert(a,framelist[k])
end
end
end
return a
end
-- Given a list of frames, this function generates a new framelist
-- with repeated framesequence. (For example, an "abcd"
-- style animation with a cnt of 3 would result in an "abcdabcdabcd"-style one.)
function RepeatAnim(framelist, cnt)
return RepeatFrames(framelist, getn(framelist), cnt or 2)
end
-- Given a list of frames, this function generates a new framelist
-- with reversed frame order. (For example, an "abcd"
-- style animation would result in an "dcba"-style one.)
function ReverseFrames(framelist)
local a={}
for i=getn(framelist),1,-1 do
table.insert(a, framelist[i])
end
return a
end
-- Define an animation from a list of images. `frames' is a
-- framelist, as built with `FrameNames()', but the model names in
-- this list are interpreted as image filenames.
function DefAnimImages(name, frames, opt)
opt = opt or {}
local loopbool = opt.loop and true or false
display.DefineAnim(name, loopbool)
for i=1,getn(frames) do
local frame=frames[i]
opt.filename = frame[1]
local immodel = DefImage(nil, opt)
display.AddFrame(name, immodel, frame[2])
end
end
-- Define an animation from a list of models.
-- * 'name' is the name of the animation being created
-- * 'frames' is the list of modelnames used
function DefAnim(name, frames, loop)
local loopbool = loop and true or false
display.DefineAnim(name,loopbool)
for i=1,getn(frames) do
local frame = frames[i]
display.AddFrame(name, frame[1], frame[2])
end
end
-- Define a new Animation.
-- * 'name' is the name of the animation being created
-- * 'opt' contains optional information about the animation.
function NewAnim(name,opts)
local imagefile = opts.img or name
local h = opts.h or 1
local w = opts.w or 1
local speed = opts.speed or 100
local loop = opts.loop or 0
local frames = DefSubimages(imagefile, {["h"]=h, ["w"]=w})
if opts.pingpong then frames=PingPong(frames) end
DefAnim(name, BuildFrames(frames, speed), loop)
end
--------------------------
-- Sprite functions --
--------------------------
-- padding is calculated as:
-- padding = (1.25 - 2*Actorradius)/2
function SpriteImages(spriteimg, n, offsetfactor, padding)
local factor = offsetfactor or 0.5
local offset = -SpriteSize * factor
local pad = math.floor( (padding or 0) * TileSize )
return DefSubimages(spriteimg,
{h = n, imgw=SpriteSize, imgh=SpriteSize,
xoff = offset, yoff = offset, padding=pad})
end
function SpriteImage(spriteimg, offsetfactor, padding)
local factor = offsetfactor or 0.5
local offset = -SpriteSize * factor
local pad = math.floor( (padding or 0) * TileSize )
return DefImage(spriteimg, {xoff = offset, yoff = offset, padding=pad})
end
function SpriteWithShadow()
end
function SpriteAnim(name, images, shadows, framelen, loop)
local frames={}
local nframes = getn(images)
for i=1,getn(images) do
DefShModel(name..i, images[i], shadows[mod (i, getn(shadows))] )
table.insert(frames, name..i)
end
DefAnim (name, BuildFrames(frames, framelen), loop)
end
function Sprite(descr)
local imgfile = descr.imgfile or descr.name
local loop = descr.loop or false
local img = SpriteImages(imgfile, descr.nimages, 0.5, descr.padding)
DefAnim(descr.name, BuildFrames(img, descr.framelen), loop)
end
---------------------------------
-- Floor related Functions --
---------------------------------
-- Defines a random floor tile out of a given list.
function DefRandFloor(name, imagelist)
display.DefineRandModel(name, getn(imagelist), imagelist)
end
---------------------------------
-- Stone related Functions --
---------------------------------
-- Define a stone together with its shadow model:
function DefStone(name, shmodel, opt)
opt = opt or {}
shmodel = shmodel or "sh_solid"
opt.filename = opt.filename or name
display.DefineShadedModel(name, DefImage(nil, opt), shmodel)
end
-- Define a shaded model named `name' with texture model `fg' and
-- shadow model `bg'. Both are real models (not names of image files), so
-- you can combine animated images with shadows etc.
function DefShModel(name, fg, bg)
display.DefineShadedModel(name, fg, bg)
end
function DefSolidStone(name, front)
DefShModel(name, front, "sh_solid")
end
function DefRoundStone(name, front)
DefShModel(name, front, "sh_round")
end
function DefFloatingStone(name, front)
DefShModel(name, front, "sh_floating")
end
-- Animated Stones --
function DefSolidStoneWithAnim(name, npictures, frametime)
local n=DefSubimages(name, {h=npictures})
DefAnim(name.."-animfg", BuildFrames(n,frametime))
DefSolidStone(name.."-anim", name.."-animfg")
DefSolidStone(name, n[1])
end
function DefRoundStoneWithAnim(name, npictures, frametime)
local n=DefSubimages(name, {h=npictures})
DefAnim(name.."-animfg", BuildFrames(n,frametime))
DefRoundStone(name.."-anim", name.."-animfg")
DefRoundStone(name, n[1])
end
-- Aliases --
function DefAlias(name, othername)
display.DefineAlias(name,othername)
end
-- Define an overlay --
function DefOverlay(name, imglist)
display.DefineOverlayImage(name, getn(imglist), imglist)
end
-- Define a multiple composite --
-- This function will compose a list of images
-- and store the result in "name".
-- As this function needs lots of memory, it's use is deprecated.
function DefMultipleComposite(name, imglist)
-- Assert imglist >= 1!
local listsize = table.getn(imglist)
if listsize == 0 then
DefAlias(name, "invisible")
elseif listsize == 1 then
DefAlias(name, imglist[1])
elseif listsize == 2 then
display.DefineComposite(name, imglist[1], imglist[2])
elseif listsize > 2 then
display.DefineComposite(name.."-2", imglist[1], imglist[2])
for i = 3, table.getn(imglist)-1 do
display.DefineComposite(name.."-"..i, name.."-"..(i-1), imglist[i])
end
display.DefineComposite(name, name.."-"..(table.getn(imglist)-1), imglist[table.getn(imglist)])
end
end
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