--- deliantra/server/common/anim.C 2007/07/01 05:00:17 1.27
+++ deliantra/server/common/anim.C 2018/11/18 15:19:47 1.44
@@ -1,24 +1,26 @@
/*
- * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
- *
- * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
- * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
- * Copyright (©) 1992,2007 Frank Tore Johansen
- *
- * Crossfire TRT is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
+ * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992 Frank Tore Johansen
+ *
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero GNU General Public License as published by the
+ * Free Software Foundation, either version 3 of the License, or (at your
+ * option) any later version.
+ *
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see .
- *
- * The authors can be reached via e-mail to
+ *
+ * You should have received a copy of the Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
+ *
+ * The authors can be reached via e-mail to
*/
/* This file contains animation related code. */
@@ -26,13 +28,13 @@
#include
#include
-animhash_t animhash;
+static animhash_t animhash;
std::vector animations;
void
animation::resize (int new_size)
{
- sfree (faces, num_animations);
+ sfree (faces, num_animations);
num_animations = new_size;
faces = salloc (num_animations);
}
@@ -57,6 +59,9 @@
return anim;
}
+/* Tries to find the animation id that matches name. Returns an integer match
+ * 0 if no match found (animation 0 is initialised as the 'bug' face
+ */
animation &
animation::find (const char *name)
{
@@ -68,22 +73,12 @@
}
void
-init_anim (void)
+init_anim ()
{
animation &anim0 = animation::create ("none", 1, 0);
anim0.faces [0] = 0;
}
-/* Tries to find the animation id that matches name. Returns an integer match
- * 0 if no match found (animation 0 is initialised as the 'bug' face
- */
-//TODO: nuke this function and replace all occurences by animations::find
-int
-find_animation (const char *name)
-{
- return animation::find (name).number;
-}
-
/*
* animate_object(object) updates the face-variable of an object.
* If the object is the head of a multi-object, all objects are animated.
@@ -99,10 +94,10 @@
int max_state; /* Max animation state object should be drawn in */
int base_state; /* starting index # to draw from */
- if (!op->animation_id || !NUM_ANIMATIONS (op))
+ if (!op->animation_id || !op->anim_frames ())
{
LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
- CLEAR_FLAG (op, FLAG_ANIMATE);
+ op->clr_flag (FLAG_ANIMATE);
return;
}
@@ -110,7 +105,7 @@
{
dir = op->head->direction;
- if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
+ if (op->anim_frames () == op->head->anim_frames ())
op->state = op->head->state;
else
++op->state;
@@ -121,7 +116,7 @@
/* If object is turning, then max animation state is half through the
* animations. Otherwise, we can use all the animations.
*/
- max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
+ max_state = op->anim_frames () / op->anim_facings ();
base_state = 0;
/* at least in the older animations that used is_turning, the first half
* of the animations were left facing, the second half right facing.
@@ -130,33 +125,21 @@
* is facing.
*/
- if (NUM_FACINGS (op) == 2)
- {
- if (dir < 5)
- base_state = 0;
- else
- base_state = NUM_ANIMATIONS (op) / 2;
- }
- else if (NUM_FACINGS (op) == 4)
- {
- if (dir == 0)
- base_state = 0;
- else
- base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
- }
- else if (NUM_FACINGS (op) == 8)
- {
- if (dir == 0)
- base_state = 0;
- else
- base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
- }
+ if (dir > 0)
+ switch (op->anim_facings ())
+ {
+ case 2: base_state = ((dir - 1) / (8 / 2)) * (op->anim_frames () / 2); break;
+ case 4: base_state = ((dir - 1) / (8 / 4)) * (op->anim_frames () / 4); break;
+ case 8: base_state = ((dir - 1) / (8 / 8)) * (op->anim_frames () / 8); break;
+ }
+ else
+ base_state = 0;
/* If beyond drawable states, reset */
if (op->state >= max_state)
op->state = 0;
- SET_ANIMATION (op, op->state + base_state);
+ op->set_anim_frame (op->state + base_state);
if (op->face == blank_face)
op->invisible = 1;
@@ -171,12 +154,12 @@
if (op->face == 0)
{
op->invisible = 1;
- CLEAR_FLAG (op, FLAG_ALIVE);
+ op->clr_flag (FLAG_ALIVE);
}
else
{
op->invisible = 0;
- SET_FLAG (op, FLAG_ALIVE);
+ op->set_flag (FLAG_ALIVE);
}
}