blob: 752446e5e681e17306ce898846ed434e075cd33a (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
|
/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2013 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.h"
#include "resources/spritedef.h"
#include "utils/dtor.h"
#include "debug.h"
Action::Action() :
mNumber(100)
{
}
Action::~Action()
{
delete_all(mAnimations);
}
Animation *Action::getAnimation(int direction) const
{
Animations::const_iterator i = mAnimations.find(direction);
if (i == mAnimations.end())
{
if (direction == DIRECTION_UPLEFT || direction == DIRECTION_UPRIGHT)
{
direction = DIRECTION_UP;
}
else if (direction == DIRECTION_DOWNLEFT
|| direction == DIRECTION_DOWNRIGHT)
{
direction = DIRECTION_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 int direction, Animation *const animation)
{
mAnimations[direction] = animation;
}
void Action::setLastFrameDelay(const int delay)
{
for (AnimationIter it = mAnimations.begin(),
it_end = mAnimations.end(); it != it_end; ++ it)
{
Animation *const animation = (*it).second;
if (!animation)
continue;
animation->setLastFrameDelay(delay);
}
}
|