Public Types | |
enum | AnimActionFlags { AAF_NONE = 0x0000, AAF_TWOSTEP = 0x0001, AAF_ATTACK = 0x0002, AAF_LOOPING = 0x0004, AAF_UNSTOPPABLE = 0x0008, AAF_LOOPING2_U8 = 0x0010, AAF_ENDLOOP_U8 = 0x0020, AAF_ENDLOOP_CRU = 0x0040, AAF_HANGING = 0x0080, AAF_16DIRS = 0x4000, AAF_DESTROYACTOR = 0x8000, AAF_ROTATED = 0x10000, AAF_COMMONFLAGS = (AAF_TWOSTEP | AAF_LOOPING | AAF_UNSTOPPABLE | AAF_HANGING | AAF_DESTROYACTOR) } |
Public Member Functions | |
void | getAnimRange (const Actor *actor, Direction dir, unsigned int &startframe, unsigned int &endframe) const |
void | getAnimRange (unsigned int lastanim, Direction lastdir, bool firststep, Direction dir, unsigned int &startframe, unsigned int &endframe) const |
unsigned int | getDirCount () const |
unsigned int | getSize () const |
int | getFrameRepeat () const |
uint32 | getShapeNum () const |
uint32 | getAction () const |
bool | hasFlags (uint32 mask) const |
uint32 | getFlags () const |
const AnimFrame & | getFrame (Direction dir, unsigned int frameno) const |
Animation level flags
Note: Although these match the original values in the dat files, there is cleanup at load time to avoid having to check game type in many places in the code. See loadAnimActionFlags in anim_action.cpp
void Ultima::Ultima8::AnimAction::getAnimRange | ( | const Actor * | actor, |
Direction | dir, | ||
unsigned int & | startframe, | ||
unsigned int & | endframe | ||
) | const |
return the range of the animation to play
actor | The actor to play the animation for |
dir | The direction |
startframe | The first frame to play |
endframe | The frame after the last frame to play |
void Ultima::Ultima8::AnimAction::getAnimRange | ( | unsigned int | lastanim, |
Direction | lastdir, | ||
bool | firststep, | ||
Direction | dir, | ||
unsigned int & | startframe, | ||
unsigned int & | endframe | ||
) | const |