Пример #1
0
/**
 * Start the animation on the current tile.
 *
 * Stack: *none*.
 *
 * @param script The script engine to operate on.
 * @return The value 1. Always.
 */
uint16 Script_Unit_StartAnimation(ScriptEngine *script)
{
	Unit *u;
	uint16 animationUnitID;
	uint16 position;

	VARIABLE_NOT_USED(script);

	u = g_scriptCurrentUnit;

	position = Tile_PackTile(Tile_Center(u->o.position));
	Animation_Stop_ByTile(position);

	animationUnitID = g_table_landscapeInfo[Map_GetLandscapeType(Tile_PackTile(u->o.position))].isSand ? 0 : 1;
	if (u->o.script.variables[1] == 1) animationUnitID += 2;

	g_map[position].houseID = Unit_GetHouseID(u);

	assert(animationUnitID < 4);
	if (g_table_unitInfo[u->o.type].displayMode == 3) {
		Animation_Start(g_table_animation_unitScript1[animationUnitID], u->o.position, 0, Unit_GetHouseID(u), 4);
	} else {
		Animation_Start(g_table_animation_unitScript2[animationUnitID], u->o.position, 0, Unit_GetHouseID(u), 4);
	}

	return 1;
}
Пример #2
0
/**
 * Start an Animation.
 * @param commands List of commands for the Animation.
 * @param tile The tile to do the Animation on.
 * @param layout The layout of tiles for the Animation.
 * @param houseID The house of the item being Animation.
 * @param iconGroup In which IconGroup the sprites of the Animation belongs.
 */
void Animation_Start(void *commands, tile32 tile, uint16 tileLayout, uint8 houseID, uint8 iconGroup)
{
	Animation *animation = g_animations;
	uint16 packed = Tile_PackTile(tile);
	Tile *t;
	int i;

	t = &g_map[packed];
	Animation_Stop_ByTile(packed);

	for (i = 0; i < ANIMATION_MAX; i++, animation++) {
		if (animation->commands != NULL) continue;

		animation->tickNext   = g_timerGUI;
		animation->tileLayout = tileLayout;
		animation->houseID    = houseID;
		animation->current    = 0;
		animation->iconGroup  = iconGroup;
		animation->commands   = commands;
		animation->tile       = tile;

		s_animationTimer = 0;

		t->houseID = houseID;
		t->hasAnimation = true;
		return;
	}
}