/* * 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 "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::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; }