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 | |
28 | |
35 | std::vector < Animations > animations; |
29 | std::vector<Animations> animations; |
36 | |
30 | |
37 | void |
31 | void |
38 | free_all_anim (void) |
32 | free_all_anim (void) |
39 | { |
33 | { |
40 | for (int i = 0; i <= num_animations; i++) |
34 | for (int i = 0; i <= num_animations; i++) |
… | |
… | |
188 | int |
182 | int |
189 | base_state; /* starting index # to draw from */ |
183 | base_state; /* starting index # to draw from */ |
190 | |
184 | |
191 | if (!op->animation_id || !NUM_ANIMATIONS (op)) |
185 | if (!op->animation_id || !NUM_ANIMATIONS (op)) |
192 | { |
186 | { |
193 | LOG (llevError, "Object lacks animation.\n"); |
187 | LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); |
194 | dump_object (op); |
|
|
195 | return; |
188 | return; |
196 | } |
189 | } |
|
|
190 | |
197 | if (op->head) |
191 | if (op->head) |
198 | { |
192 | { |
199 | dir = op->head->direction; |
193 | dir = op->head->direction; |
200 | |
194 | |
201 | if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) |
195 | if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) |
202 | op->state = op->head->state; |
196 | op->state = op->head->state; |
203 | else |
197 | else |
204 | ++op->state; |
198 | ++op->state; |
205 | } |
199 | } |
206 | else |
200 | else |
207 | { |
|
|
208 | ++op->state; /* increase draw state */ |
201 | ++op->state; /* increase draw state */ |
209 | } |
|
|
210 | |
202 | |
211 | /* If object is turning, then max animation state is half through the |
203 | /* If object is turning, then max animation state is half through the |
212 | * animations. Otherwise, we can use all the animations. |
204 | * animations. Otherwise, we can use all the animations. |
213 | */ |
205 | */ |
214 | max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); |
206 | max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); |
… | |
… | |
217 | * of the animations were left facing, the second half right facing. |
209 | * 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 |
210 | * 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 |
211 | * was always towards the enemy - now it is whatever direction the monster |
220 | * is facing. |
212 | * is facing. |
221 | */ |
213 | */ |
|
|
214 | |
222 | if (NUM_FACINGS (op) == 2) |
215 | if (NUM_FACINGS (op) == 2) |
223 | { |
216 | { |
224 | if (dir < 5) |
217 | if (dir < 5) |
225 | base_state = 0; |
218 | base_state = 0; |
226 | else |
219 | else |