/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2016 The ManaPlus Developers * * This file is part of The ManaPlus Client. * * 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 * 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, see <http://www.gnu.org/licenses/>. */ #include "resources/action.h" #include "resources/animation/animation.h" #include "utils/dtor.h" #include "debug.h" Action::Action() noexcept : mAnimations(), mNumber(100) { } Action::~Action() { delete_all(mAnimations); } const Animation *Action::getAnimation(SpriteDirection::Type direction) const noexcept { Animations::const_iterator i = mAnimations.find(direction); if (i == mAnimations.end()) { if (direction == SpriteDirection::UPLEFT || direction == SpriteDirection::UPRIGHT) { direction = SpriteDirection::UP; } else if (direction == SpriteDirection::DOWNLEFT || direction == SpriteDirection::DOWNRIGHT) { direction = SpriteDirection::DOWN; } i = mAnimations.find(direction); // When the given direction is not available, return the first one. // (either DEFAULT, or more usually DOWN). if (i == mAnimations.end()) i = mAnimations.begin(); } return (i == mAnimations.end()) ? nullptr : i->second; } void Action::setAnimation(const SpriteDirection::Type direction, Animation *const animation) noexcept { mAnimations[direction] = animation; } void Action::setLastFrameDelay(const int delay) noexcept { FOR_EACH (AnimationIter, it, mAnimations) { Animation *const animation = (*it).second; if (!animation) continue; animation->setLastFrameDelay(delay); } }