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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.22 by root, Thu Apr 12 14:18:04 2007 UTC vs.
Revision 1.31 by root, Thu Sep 17 01:57:31 2009 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 (©) 2005,2006,2007,2008 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>
31std::vector<animation> animations; 30std::vector<animation> animations;
32 31
33void 32void
34animation::resize (int new_size) 33animation::resize (int new_size)
35{ 34{
36 sfree <faceidx> (faces, num_animations); 35 sfree<faceidx> (faces, num_animations);
37 num_animations = new_size; 36 num_animations = new_size;
38 faces = salloc<faceidx> (num_animations); 37 faces = salloc<faceidx> (num_animations);
39} 38}
40 39
41animation & 40animation &
42animation::create (const char *name, uint8 frames, uint8 facings) 41animation::create (const char *name, uint8 frames, uint8 facings)
43{ 42{
43 if (animations.size () == MAXANIMNUM)
44 cleanup ("trying to create new animation, but MAXANIMNUM animations in use.");
45
44 animations.push_back (animation ()); 46 animations.push_back (animation ());
45 animation &anim = animations.back (); 47 animation &anim = animations.back ();
46 48
47 anim.number = animations.size () - 1; 49 anim.number = animations.size () - 1;
48 anim.name = name; 50 anim.name = name;
102 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); 104 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
103 CLEAR_FLAG (op, FLAG_ANIMATE); 105 CLEAR_FLAG (op, FLAG_ANIMATE);
104 return; 106 return;
105 } 107 }
106 108
107 if (op->head) 109 if (op->head_ () != op)
108 { 110 {
109 dir = op->head->direction; 111 dir = op->head->direction;
110 112
111 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) 113 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
112 op->state = op->head->state; 114 op->state = op->head->state;
126 * Note in old the is_turning, it was set so that the animation for a monster 128 * Note in old the is_turning, it was set so that the animation for a monster
127 * was always towards the enemy - now it is whatever direction the monster 129 * was always towards the enemy - now it is whatever direction the monster
128 * is facing. 130 * is facing.
129 */ 131 */
130 132
133 if (dir > 0)
131 if (NUM_FACINGS (op) == 2) 134 switch (NUM_FACINGS (op))
132 { 135 {
133 if (dir < 5) 136 case 2: base_state = ((dir - 1) / (8 / 2)) * (NUM_ANIMATIONS (op) / 2); break;
137 case 4: base_state = ((dir - 1) / (8 / 4)) * (NUM_ANIMATIONS (op) / 4); break;
138 case 8: base_state = ((dir - 1) / (8 / 8)) * (NUM_ANIMATIONS (op) / 8); break;
139 }
140 else
134 base_state = 0; 141 base_state = 0;
135 else
136 base_state = NUM_ANIMATIONS (op) / 2;
137 }
138 else if (NUM_FACINGS (op) == 4)
139 {
140 if (dir == 0)
141 base_state = 0;
142 else
143 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
144 }
145 else if (NUM_FACINGS (op) == 8)
146 {
147 if (dir == 0)
148 base_state = 0;
149 else
150 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
151 }
152 142
153 /* If beyond drawable states, reset */ 143 /* If beyond drawable states, reset */
154 if (op->state >= max_state) 144 if (op->state >= max_state)
155 op->state = 0; 145 op->state = 0;
156 146
162 /* This block covers monsters (eg, pixies) which are supposed to 152 /* This block covers monsters (eg, pixies) which are supposed to
163 * cycle from visible to invisible and back to being visible. 153 * cycle from visible to invisible and back to being visible.
164 * as such, disable it for players, as then players would become 154 * as such, disable it for players, as then players would become
165 * visible. 155 * visible.
166 */ 156 */
167 else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE]) 157 else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE])
168 { 158 {
169 if (op->face == 0) 159 if (op->face == 0)
170 { 160 {
171 op->invisible = 1; 161 op->invisible = 1;
172 CLEAR_FLAG (op, FLAG_ALIVE); 162 CLEAR_FLAG (op, FLAG_ALIVE);
183 173
184 /* update_object will also recursively update all the pieces. 174 /* update_object will also recursively update all the pieces.
185 * as such, we call it last, and only call it for the head 175 * as such, we call it last, and only call it for the head
186 * piece, and not for the other tail pieces. 176 * piece, and not for the other tail pieces.
187 */ 177 */
188 if (!op->head) 178 if (op->head_ () == op)
189 update_object (op, UP_OBJ_FACE); 179 update_object (op, UP_OBJ_FACE);
190} 180}
191 181

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