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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.23 by root, Fri Apr 13 07:26:29 2007 UTC vs.
Revision 1.28 by root, Thu Nov 8 19:43:23 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file contains animation related code. */ 24/* This file contains animation related code. */
26 25
27#include <global.h> 26#include <global.h>
105 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); 104 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
106 CLEAR_FLAG (op, FLAG_ANIMATE); 105 CLEAR_FLAG (op, FLAG_ANIMATE);
107 return; 106 return;
108 } 107 }
109 108
110 if (op->head) 109 if (op->head_ () != op)
111 { 110 {
112 dir = op->head->direction; 111 dir = op->head->direction;
113 112
114 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) 113 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
115 op->state = op->head->state; 114 op->state = op->head->state;
165 /* This block covers monsters (eg, pixies) which are supposed to 164 /* This block covers monsters (eg, pixies) which are supposed to
166 * cycle from visible to invisible and back to being visible. 165 * cycle from visible to invisible and back to being visible.
167 * as such, disable it for players, as then players would become 166 * as such, disable it for players, as then players would become
168 * visible. 167 * visible.
169 */ 168 */
170 else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE]) 169 else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE])
171 { 170 {
172 if (op->face == 0) 171 if (op->face == 0)
173 { 172 {
174 op->invisible = 1; 173 op->invisible = 1;
175 CLEAR_FLAG (op, FLAG_ALIVE); 174 CLEAR_FLAG (op, FLAG_ALIVE);
186 185
187 /* update_object will also recursively update all the pieces. 186 /* update_object will also recursively update all the pieces.
188 * as such, we call it last, and only call it for the head 187 * as such, we call it last, and only call it for the head
189 * piece, and not for the other tail pieces. 188 * piece, and not for the other tail pieces.
190 */ 189 */
191 if (!op->head) 190 if (op->head_ () == op)
192 update_object (op, UP_OBJ_FACE); 191 update_object (op, UP_OBJ_FACE);
193} 192}
194 193

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