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/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World 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
* any later version.
*
* The Mana World 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 The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#include "animation.h"
#include <algorithm>
#include "utils/dtor.h"
Animation::Animation():
mTime(0)
{
iCurrentPhase = mAnimationPhases.begin();
}
void
Animation::update(unsigned int time)
{
mTime += time;
if (mAnimationPhases.empty())
return;
unsigned int delay = iCurrentPhase->delay;
if (!delay)
return;
while (mTime > delay)
{
mTime -= delay;
iCurrentPhase++;
if (iCurrentPhase == mAnimationPhases.end())
{
iCurrentPhase = mAnimationPhases.begin();
}
}
}
int
Animation::getCurrentPhase() const
{
return mAnimationPhases.empty() ? -1 : iCurrentPhase->image;
}
void
Animation::addPhase(int image, unsigned int delay, int offsetX, int offsetY)
{
//add new phase to animation list
AnimationPhase newPhase = { image, delay, offsetX, offsetY };
mAnimationPhases.push_back(newPhase);
//reset animation circle
iCurrentPhase = mAnimationPhases.begin();
}
int
Animation::getLength()
{
if (mAnimationPhases.empty())
return 0;
std::list<AnimationPhase>::iterator i;
int length = 0;
for (i = mAnimationPhases.begin(); i != mAnimationPhases.end(); i++)
{
length += i->delay;
}
return length;
}
Action::Action():
mSpriteset(NULL)
{
}
Action::~Action()
{
std::for_each(mAnimations.begin(), mAnimations.end(), make_dtor(mAnimations));
mAnimations.clear();
}
Animation*
Action::getAnimation(int direction) const
{
Animations::const_iterator i = mAnimations.find(direction);
// When the direction isn't defined, try the default
if (i == mAnimations.end())
{
i = mAnimations.find(0);
}
return (i == mAnimations.end()) ? NULL : i->second;
}
void
Action::setAnimation(int direction, Animation *animation)
{
// Set first direction as default direction
if (mAnimations.empty())
{
mAnimations[0] = animation;
}
mAnimations[direction] = animation;
}
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