--- deliantra/server/common/anim.C 2007/05/17 21:32:08 1.24 +++ deliantra/server/common/anim.C 2009/10/12 14:00:57 1.32 @@ -1,25 +1,25 @@ /* - * CrossFire, A Multiplayer game + * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team - * Copyright (C) 1992 Frank Tore Johansen + * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen * - * This program 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 2 of the License, or - * (at your option) any later version. + * 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 + * 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, write to the Free Software - * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - * - * The authors can be reached via e-mail at + * 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. */ @@ -33,7 +33,7 @@ void animation::resize (int new_size) { - sfree (faces, num_animations); + sfree (faces, num_animations); num_animations = new_size; faces = salloc (num_animations); } @@ -131,27 +131,15 @@ * 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 (NUM_FACINGS (op)) + { + case 2: base_state = ((dir - 1) / (8 / 2)) * (NUM_ANIMATIONS (op) / 2); break; + case 4: base_state = ((dir - 1) / (8 / 4)) * (NUM_ANIMATIONS (op) / 4); break; + case 8: base_state = ((dir - 1) / (8 / 8)) * (NUM_ANIMATIONS (op) / 8); break; + } + else + base_state = 0; /* If beyond drawable states, reset */ if (op->state >= max_state) @@ -167,7 +155,7 @@ * as such, disable it for players, as then players would become * visible. */ - else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE]) + else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE]) { if (op->face == 0) {