OpenGTA/blockanim.h
Anonymous Maarten e20673c2cd 2007-04-16
2015-12-03 01:37:37 +01:00

60 lines
2.8 KiB
C++

/************************************************************************
* Copyright (c) 2005-2007 tok@openlinux.org.uk *
* *
* This software is provided as-is, without any express or implied *
* warranty. In no event will the authors be held liable for any *
* damages arising from the use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute *
* it freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must *
* not claim that you wrote the original software. If you use this *
* software in a product, an acknowledgment in the product documentation *
* would be appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must *
* not be misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source *
* distribution. *
************************************************************************/
#include "opengta.h"
#include "animation.h"
namespace OpenGTA {
class BlockAnim : public Util::Animation {
public:
BlockAnim(GraphicsBase::LoadedAnim * anim_data) :
// fix for STYLE001.G24 water anim seems one frame longer than data exists!
Util::Animation(
(anim_data->frameCount == 11 && anim_data->which == 1 ? anim_data->frameCount : anim_data->frameCount + 1),
5),
ad_ptr(anim_data) {
set(PLAY_FORWARD, LOOP);
/*
INFO << "ANIM: " << int(anim_data->block) << " " << int(anim_data->which)<< std::endl;
for (int i= 0; i < anim_data->frameCount; i++) {
INFO << "FRAME " << int(anim_data->frame[i]) << std::endl;
}*/
}
uint8_t getFrame(uint8_t num) {
return ad_ptr->frame[num];
}
GraphicsBase::LoadedAnim * ad_ptr;
};
class BlockAnimCtrl {
public:
typedef std::vector<GraphicsBase::LoadedAnim*> DataAnimVector;
typedef std::vector<BlockAnim*> BlockAnimVector;
BlockAnimCtrl(const DataAnimVector & v);
~BlockAnimCtrl();
void update(uint32_t ticks);
BlockAnim * getAnim(uint8_t area, uint8_t id);
private:
BlockAnimVector anims;
};
}