Project

General

Profile

Feature #1033 ยป 0055-Make-action_decision_want-icon-animation-slower.patch

Marko Lindqvist, 10/30/2024 01:10 AM

View differences:

client/tilespec.c
struct anim {
int frames;
int current;
int time;
int time_per_frame;
struct sprite **sprites;
};
......
@param frames Number of frames in the animation
@return New anim structure
****************************************************************************/
static struct anim *anim_new(int frames)
static struct anim *anim_new(int frames, int time_per_frame)
{
struct anim *ret = fc_malloc(sizeof(struct anim));
ret->frames = frames;
ret->current = 0;
ret->time = 0;
ret->time_per_frame = time_per_frame;
ret->sprites = fc_malloc(frames * sizeof(struct sprite *));
return ret;
......
@param t Tileset to load animation from
@param tag Base tag of the animation sprites
****************************************************************************/
static struct anim *anim_load(struct tileset *t, const char *tag)
static struct anim *anim_load(struct tileset *t, const char *tag,
int time_per_frame)
{
int frames = 0;
char buf[1500];
......
return nullptr;
}
ret = anim_new(frames);
ret = anim_new(frames, time_per_frame);
for (i = 0; i < frames; i++) {
fc_snprintf(buf, sizeof(buf), "%s%d", tag, i);
......
****************************************************************************/
static void anim_advance_time(struct anim *a)
{
a->current++;
a->current %= a->frames;
a->time++;
}
/************************************************************************//**
Get current frame (sprite) of the animation
@param a Animation
@return The sprite
****************************************************************************/
static struct sprite *anim_get_current_frame(struct anim *a)
{
return a->sprites[(a->time / a->time_per_frame) % a->frames];
}
/************************************************************************//**
......
SET_SPRITE(unit.lowfuel, "unit.lowfuel");
SET_SPRITE(unit.tired, "unit.tired");
t->sprites.unit.action_decision_want = anim_load(t, "unit.action_decision_want");
t->sprites.unit.action_decision_want = anim_load(t, "unit.action_decision_want",
3);
for (i = 0; i < NUM_TILES_HP_BAR; i++) {
fc_snprintf(buffer, sizeof(buffer), "unit.hp_%d", i*10);
......
t->sprites.unit.vet_lev[i] = load_sprite(t, buffer, TRUE, TRUE, FALSE);
}
t->sprites.unit.select = anim_load(t, "unit.select");
t->sprites.unit.select = anim_load(t, "unit.select", 1);
SET_SPRITE(citybar.shields, "citybar.shields");
SET_SPRITE(citybar.food, "citybar.food");
......
ADD_SPRITE(s, TRUE, FULL_TILE_X_OFFSET, FULL_TILE_Y_OFFSET)
#define ADD_ANIM_SPRITE(s, draw_fog, x_offset, y_offset) \
ADD_SPRITE(s->sprites[s->current], draw_fog, x_offset, y_offset)
ADD_SPRITE(anim_get_current_frame(s), draw_fog, x_offset, y_offset)
/************************************************************************//**
Assemble some data that is used in building the tile sprite arrays.
......
void reset_focus_unit_state(struct tileset *t)
{
if (t->sprites.unit.select != nullptr) {
t->sprites.unit.select->current = 0;
t->sprites.unit.select->time = 0;
} else {
focus_unit_state = FALSE;
}
    (1-1/1)