/* * 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 #include "log.h" #include "resources/image.h" #include "resources/resourcemanager.h" #include "resources/spriteset.h" Animation::Animation(): mTime(0) { iCurrentPhase = mAnimationPhases.begin(); } void Animation::update(unsigned int time) { mTime += time; if (!mAnimationPhases.empty()) { unsigned int delay = iCurrentPhase->delay; while (mTime > delay && delay > 0) { mTime -= delay; iCurrentPhase++; if (iCurrentPhase == mAnimationPhases.end()) { iCurrentPhase = mAnimationPhases.begin(); } } } } int Animation::getCurrentPhase() const { if (mAnimationPhases.empty()) { return -1; } else { return iCurrentPhase->image; } } void Animation::addPhase(int image, unsigned int delay, int offsetX, int offsetY) { //add new phase to animation list AnimationPhase newPhase; newPhase.image = image; newPhase.delay = delay; newPhase.offsetX = offsetX; newPhase.offsetY = offsetY; mAnimationPhases.push_back(newPhase); //reset animation circle iCurrentPhase = mAnimationPhases.begin(); } int Animation::getLength() { std::list::iterator i; int length = 0; if (!mAnimationPhases.empty()) { for (i = mAnimationPhases.begin(); i != mAnimationPhases.end(); i++) { length += (*i).delay; } } return length; } Action::Action(): mSpriteset(NULL) { } Action::~Action() { for (AnimationIterator i = mAnimations.begin(); i != mAnimations.end(); i++) { delete i->second; } mAnimations.clear(); } Animation* Action::getAnimation(const std::string& direction) const { Animation *animation = NULL; Animations::const_iterator i = mAnimations.find(direction); // When the direction isn't defined, try the default if (i == mAnimations.end()) { i = mAnimations.find("default"); } if (i != mAnimations.end()) { animation = i->second; } return animation; } void Action::setAnimation(const std::string& direction, Animation *animation) { // Set first direction as default direction if (mAnimations.empty()) { mAnimations["default"] = animation; } mAnimations[direction] = animation; }