1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * This program 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 2 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, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* This file contains animation related code. */ |
25 | /* This file contains animation related code. */ |
26 | |
26 | |
27 | #include <global.h> |
27 | #include <global.h> |
28 | #include <stdio.h> |
28 | #include <stdio.h> |
… | |
… | |
145 | * 0 if no match found (animation 0 is initialised as the 'bug' face |
145 | * 0 if no match found (animation 0 is initialised as the 'bug' face |
146 | */ |
146 | */ |
147 | int |
147 | int |
148 | find_animation (const char *name) |
148 | find_animation (const char *name) |
149 | { |
149 | { |
150 | Animations |
150 | Animations search, *match; |
151 | search, * |
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|
152 | match; |
|
|
153 | |
151 | |
154 | search.name = name; |
152 | search.name = name; |
155 | |
153 | |
156 | match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1), |
154 | match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1), |
157 | sizeof (Animations), (int (*)(const void *, const void *)) anim_compare); |
155 | sizeof (Animations), (int (*)(const void *, const void *)) anim_compare); |
158 | |
156 | |
159 | |
157 | |
160 | if (match) |
158 | if (match) |
161 | return match->num; |
159 | return match->num; |
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|
160 | |
162 | LOG (llevError, "Unable to find animation %s\n", name); |
161 | LOG (llevError, "Unable to find animation %s\n", name); |
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|
162 | |
163 | return 0; |
163 | return 0; |
164 | } |
164 | } |
165 | |
165 | |
166 | /* |
166 | /* |
167 | * animate_object(object) updates the face-variable of an object. |
167 | * animate_object(object) updates the face-variable of an object. |
… | |
… | |
170 | * dir is the direction the object is facing. This is generally same as |
170 | * dir is the direction the object is facing. This is generally same as |
171 | * op->direction, but in some cases, op->facing is used instead - the |
171 | * op->direction, but in some cases, op->facing is used instead - the |
172 | * caller has a better idea which one it really wants to be using, |
172 | * caller has a better idea which one it really wants to be using, |
173 | * so let it pass along the right one. |
173 | * so let it pass along the right one. |
174 | */ |
174 | */ |
175 | |
|
|
176 | void |
175 | void |
177 | animate_object (object *op, int dir) |
176 | animate_object (object *op, int dir) |
178 | { |
177 | { |
179 | int max_state; /* Max animation state object should be drawn in */ |
178 | int max_state; /* Max animation state object should be drawn in */ |
180 | int base_state; /* starting index # to draw from */ |
179 | int base_state; /* starting index # to draw from */ |
181 | |
180 | |
182 | if (!op->animation_id || !NUM_ANIMATIONS (op)) |
181 | if (!op->animation_id || !NUM_ANIMATIONS (op)) |
183 | { |
182 | { |
184 | LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); |
183 | LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); |
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|
184 | CLEAR_FLAG (op, FLAG_ANIMATE); |
185 | return; |
185 | return; |
186 | } |
186 | } |
187 | |
187 | |
188 | if (op->head) |
188 | if (op->head) |
189 | { |
189 | { |