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Feature #1011 ยป 0057-Convert-unit-focus-animation-to-new-struct-anim.patch

Marko Lindqvist, 10/23/2024 04:13 AM

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client/tilespec.c
SFILE_LAST
};
struct anim {
int frames;
int current;
struct sprite **sprites;
};
struct drawing_data {
bool init;
......
struct {
int num_stack_sprites;
bool no_more_stack_sprites;
struct anim
*select;
struct sprite
*hp_bar[NUM_TILES_HP_BAR],
*vet_lev[MAX_VET_LEVELS],
*select[NUM_TILES_SELECT],
*auto_attack,
*auto_worker,
*auto_explore,
......
struct tileset *tileset = NULL;
struct tileset *unscaled_tileset = NULL;
int focus_unit_state = 0;
static bool focus_unit_state = FALSE;
static bool tileset_update = FALSE;
......
return c;
}
/************************************************************************//**
Create a new anim structure
@param frames Number of frames in the animation
@return New anim structure
****************************************************************************/
static struct anim *anim_new(int frames)
{
struct anim *ret = fc_malloc(sizeof(struct anim));
ret->frames = frames;
ret->current = 0;
ret->sprites = fc_malloc(frames * sizeof(struct sprite *));
return ret;
}
/************************************************************************//**
Free resources associated with the anim
@param a Animation to free
****************************************************************************/
static void anim_free(struct anim *a)
{
if (a != nullptr) {
free(a->sprites);
free(a);
}
}
/************************************************************************//**
Loads the sprite. If the sprite is already loaded a reference
counter is increased. Can return NULL if the sprite couldn't be
......
t->sprites.unit.vet_lev[i] = load_sprite(t, buffer, TRUE, TRUE, FALSE);
}
t->sprites.unit.select[0] = NULL;
t->sprites.unit.select = nullptr;
if (sprite_exists(t, "unit.select0")) {
for (i = 0; i < NUM_TILES_SELECT; i++) {
t->sprites.unit.select = anim_new(NUM_TILES_SELECT);
for (i = 0; i < t->sprites.unit.select->frames; i++) {
fc_snprintf(buffer, sizeof(buffer), "unit.select%d", i);
SET_SPRITE(unit.select[i], buffer);
SET_SPRITE(unit.select->sprites[i], buffer);
}
}
......
bool backdrop = !pcity;
if (ptile && unit_is_in_focus(punit)
&& t->sprites.unit.select[0]) {
&& t->sprites.unit.select != nullptr) {
/* Special case for drawing the selection rectangle. The blinking
* unit is handled separately, inside get_drawable_unit(). */
ADD_SPRITE(t->sprites.unit.select[focus_unit_state], TRUE,
ADD_SPRITE(t->sprites.unit.select->sprites[t->sprites.unit.select->current], TRUE,
t->select_offset_x, t->select_offset_y);
}
......
}
/************************************************************************//**
Return the amount of time between calls to toggle_focus_unit_state.
The main loop needs to call toggle_focus_unit_state about this often
Return the amount of time between calls to toggle_focus_unit_state().
The main loop needs to call toggle_focus_unit_state() about this often
to do the active-unit animation.
****************************************************************************/
double get_focus_unit_toggle_timeout(const struct tileset *t)
{
if (t->sprites.unit.select[0]) {
if (t->sprites.unit.select != nullptr) {
return 0.1;
} else {
return 0.5;
......
****************************************************************************/
void reset_focus_unit_state(struct tileset *t)
{
focus_unit_state = 0;
if (t->sprites.unit.select != nullptr) {
t->sprites.unit.select->current = 0;
} else {
focus_unit_state = FALSE;
}
}
/************************************************************************//**
......
****************************************************************************/
void focus_unit_in_combat(struct tileset *t)
{
if (!t->sprites.unit.select[0]) {
reset_focus_unit_state(t);
}
reset_focus_unit_state(t);
}
/************************************************************************//**
......
****************************************************************************/
void toggle_focus_unit_state(struct tileset *t)
{
focus_unit_state++;
if (t->sprites.unit.select[0]) {
focus_unit_state %= NUM_TILES_SELECT;
if (t->sprites.unit.select != nullptr) {
t->sprites.unit.select->current++;
t->sprites.unit.select->current %= t->sprites.unit.select->frames;
} else {
focus_unit_state %= 2;
focus_unit_state = !focus_unit_state;
}
}
......
}
if (!unit_is_in_focus(punit)
|| t->sprites.unit.select[0] || focus_unit_state == 0) {
|| t->sprites.unit.select != nullptr || focus_unit_state) {
return punit;
} else {
return NULL;
......
t->sprites.unit.stack = NULL;
}
anim_free(t->sprites.unit.select);
t->sprites.unit.select = nullptr;
tileset_background_free(t);
}
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