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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.8 by root, Mon Sep 11 20:28:37 2006 UTC vs.
Revision 1.11 by root, Wed Dec 13 21:27:09 2006 UTC

1
2/*
3 * static char *rcsid_anim_c =
4 * "$Id: anim.C,v 1.8 2006/09/11 20:28:37 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* This file contains animation related code. */ 24/* This file contains animation related code. */
31 25
32#include <global.h> 26#include <global.h>
33#include <stdio.h> 27#include <stdio.h>
34
35std::vector < Animations > animations;
36 28
37void 29void
38free_all_anim (void) 30free_all_anim (void)
39{ 31{
40 for (int i = 0; i <= num_animations; i++) 32 for (int i = 0; i <= num_animations; i++)
72 { 64 {
73 Animations anim0; 65 Animations anim0;
74 66
75 anim0.name = "###none"; 67 anim0.name = "###none";
76 anim0.num_animations = 1; 68 anim0.num_animations = 1;
77 anim0.faces = (Fontindex *) malloc (sizeof (Fontindex)); 69 anim0.faces = (uint16 *)malloc (sizeof (uint16));
78 anim0.faces[0] = 0; 70 anim0.faces[0] = 0;
79 anim0.facings = 0; 71 anim0.facings = 0;
80 72
81 animations.push_back (anim0); 73 animations.push_back (anim0);
82 } 74 }
110 anim.facings = 1; 102 anim.facings = 1;
111 animations.push_back (anim); 103 animations.push_back (anim);
112 } 104 }
113 else if (!strncmp (buf, "mina", 4)) 105 else if (!strncmp (buf, "mina", 4))
114 { 106 {
115 animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames); 107 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
116 for (i = 0; i < num_frames; i++) 108 for (i = 0; i < num_frames; i++)
117 animations[num_animations].faces[i] = faces[i]; 109 animations[num_animations].faces[i] = faces[i];
118 animations[num_animations].num_animations = num_frames; 110 animations[num_animations].num_animations = num_frames;
119 if (num_frames % animations[num_animations].facings) 111 if (num_frames % animations[num_animations].facings)
120 { 112 {
188 int 180 int
189 base_state; /* starting index # to draw from */ 181 base_state; /* starting index # to draw from */
190 182
191 if (!op->animation_id || !NUM_ANIMATIONS (op)) 183 if (!op->animation_id || !NUM_ANIMATIONS (op))
192 { 184 {
193 LOG (llevError, "Object lacks animation.\n"); 185 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
194 dump_object (op);
195 return; 186 return;
196 } 187 }
188
197 if (op->head) 189 if (op->head)
198 { 190 {
199 dir = op->head->direction; 191 dir = op->head->direction;
200 192
201 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) 193 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
202 op->state = op->head->state; 194 op->state = op->head->state;
203 else 195 else
204 ++op->state; 196 ++op->state;
205 } 197 }
206 else 198 else
207 {
208 ++op->state; /* increase draw state */ 199 ++op->state; /* increase draw state */
209 }
210 200
211 /* If object is turning, then max animation state is half through the 201 /* If object is turning, then max animation state is half through the
212 * animations. Otherwise, we can use all the animations. 202 * animations. Otherwise, we can use all the animations.
213 */ 203 */
214 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); 204 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
217 * of the animations were left facing, the second half right facing. 207 * of the animations were left facing, the second half right facing.
218 * Note in old the is_turning, it was set so that the animation for a monster 208 * Note in old the is_turning, it was set so that the animation for a monster
219 * was always towards the enemy - now it is whatever direction the monster 209 * was always towards the enemy - now it is whatever direction the monster
220 * is facing. 210 * is facing.
221 */ 211 */
212
222 if (NUM_FACINGS (op) == 2) 213 if (NUM_FACINGS (op) == 2)
223 { 214 {
224 if (dir < 5) 215 if (dir < 5)
225 base_state = 0; 216 base_state = 0;
226 else 217 else

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