Feature #1011 ยป 0057-Convert-unit-focus-animation-to-new-struct-anim.patch
client/tilespec.c | ||
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SFILE_LAST
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};
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struct anim {
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int frames;
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int current;
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struct sprite **sprites;
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};
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struct drawing_data {
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bool init;
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... | ... | |
struct {
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int num_stack_sprites;
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bool no_more_stack_sprites;
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struct anim
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*select;
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struct sprite
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*hp_bar[NUM_TILES_HP_BAR],
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*vet_lev[MAX_VET_LEVELS],
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*select[NUM_TILES_SELECT],
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*auto_attack,
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*auto_worker,
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*auto_explore,
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... | ... | |
struct tileset *tileset = NULL;
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struct tileset *unscaled_tileset = NULL;
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int focus_unit_state = 0;
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static bool focus_unit_state = FALSE;
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static bool tileset_update = FALSE;
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... | ... | |
return c;
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}
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/************************************************************************//**
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Create a new anim structure
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@param frames Number of frames in the animation
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@return New anim structure
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****************************************************************************/
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static struct anim *anim_new(int frames)
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{
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struct anim *ret = fc_malloc(sizeof(struct anim));
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ret->frames = frames;
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ret->current = 0;
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ret->sprites = fc_malloc(frames * sizeof(struct sprite *));
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return ret;
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}
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/************************************************************************//**
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Free resources associated with the anim
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@param a Animation to free
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****************************************************************************/
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static void anim_free(struct anim *a)
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{
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if (a != nullptr) {
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free(a->sprites);
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free(a);
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}
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}
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/************************************************************************//**
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Loads the sprite. If the sprite is already loaded a reference
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counter is increased. Can return NULL if the sprite couldn't be
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... | ... | |
t->sprites.unit.vet_lev[i] = load_sprite(t, buffer, TRUE, TRUE, FALSE);
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}
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t->sprites.unit.select[0] = NULL;
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t->sprites.unit.select = nullptr;
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if (sprite_exists(t, "unit.select0")) {
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for (i = 0; i < NUM_TILES_SELECT; i++) {
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t->sprites.unit.select = anim_new(NUM_TILES_SELECT);
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for (i = 0; i < t->sprites.unit.select->frames; i++) {
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fc_snprintf(buffer, sizeof(buffer), "unit.select%d", i);
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SET_SPRITE(unit.select[i], buffer);
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SET_SPRITE(unit.select->sprites[i], buffer);
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}
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}
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... | ... | |
bool backdrop = !pcity;
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if (ptile && unit_is_in_focus(punit)
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&& t->sprites.unit.select[0]) {
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&& t->sprites.unit.select != nullptr) {
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/* Special case for drawing the selection rectangle. The blinking
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* unit is handled separately, inside get_drawable_unit(). */
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ADD_SPRITE(t->sprites.unit.select[focus_unit_state], TRUE,
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ADD_SPRITE(t->sprites.unit.select->sprites[t->sprites.unit.select->current], TRUE,
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t->select_offset_x, t->select_offset_y);
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}
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... | ... | |
}
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/************************************************************************//**
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Return the amount of time between calls to toggle_focus_unit_state.
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The main loop needs to call toggle_focus_unit_state about this often
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Return the amount of time between calls to toggle_focus_unit_state().
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The main loop needs to call toggle_focus_unit_state() about this often
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to do the active-unit animation.
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****************************************************************************/
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double get_focus_unit_toggle_timeout(const struct tileset *t)
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{
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if (t->sprites.unit.select[0]) {
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if (t->sprites.unit.select != nullptr) {
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return 0.1;
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} else {
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return 0.5;
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... | ... | |
****************************************************************************/
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void reset_focus_unit_state(struct tileset *t)
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{
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focus_unit_state = 0;
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if (t->sprites.unit.select != nullptr) {
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t->sprites.unit.select->current = 0;
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} else {
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focus_unit_state = FALSE;
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}
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}
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/************************************************************************//**
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... | ... | |
****************************************************************************/
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void focus_unit_in_combat(struct tileset *t)
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{
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if (!t->sprites.unit.select[0]) {
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reset_focus_unit_state(t);
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}
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reset_focus_unit_state(t);
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}
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/************************************************************************//**
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... | ... | |
****************************************************************************/
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void toggle_focus_unit_state(struct tileset *t)
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{
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focus_unit_state++;
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if (t->sprites.unit.select[0]) {
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focus_unit_state %= NUM_TILES_SELECT;
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if (t->sprites.unit.select != nullptr) {
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t->sprites.unit.select->current++;
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t->sprites.unit.select->current %= t->sprites.unit.select->frames;
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} else {
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focus_unit_state %= 2;
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focus_unit_state = !focus_unit_state;
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}
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}
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... | ... | |
}
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if (!unit_is_in_focus(punit)
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|| t->sprites.unit.select[0] || focus_unit_state == 0) {
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|| t->sprites.unit.select != nullptr || focus_unit_state) {
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return punit;
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} else {
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return NULL;
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... | ... | |
t->sprites.unit.stack = NULL;
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}
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anim_free(t->sprites.unit.select);
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t->sprites.unit.select = nullptr;
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tileset_background_free(t);
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}
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