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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 1.36 by root, Fri Mar 26 01:04:43 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
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>
29 29
30animhash_t animhash; 30static animhash_t animhash;
31std::vector<animation> animations; 31std::vector<animation> animations;
32 32
33void 33void
34animation::resize (int new_size) 34animation::resize (int new_size)
35{ 35{
36 sfree <faceidx> (faces, num_animations); 36 sfree<faceidx> (faces, num_animations);
37 num_animations = new_size; 37 num_animations = new_size;
38 faces = salloc<faceidx> (num_animations); 38 faces = salloc<faceidx> (num_animations);
39} 39}
40 40
41animation & 41animation &
42animation::create (const char *name, uint8 frames, uint8 facings) 42animation::create (const char *name, uint8 frames, uint8 facings)
43{ 43{
44 if (animations.size () == MAXANIMNUM)
45 cleanup ("trying to create new animation, but MAXANIMNUM animations in use.");
46
44 animations.push_back (animation ()); 47 animations.push_back (animation ());
45 animation &anim = animations.back (); 48 animation &anim = animations.back ();
46 49
47 anim.number = animations.size () - 1; 50 anim.number = animations.size () - 1;
48 anim.name = name; 51 anim.name = name;
64 animhash_t::iterator i = animhash.find (name); 67 animhash_t::iterator i = animhash.find (name);
65 return animations [i == animhash.end () ? 0 : i->second]; 68 return animations [i == animhash.end () ? 0 : i->second];
66} 69}
67 70
68void 71void
69init_anim (void) 72init_anim ()
70{ 73{
71 animation &anim0 = animation::create ("none", 1, 0); 74 animation &anim0 = animation::create ("none", 1, 0);
72 anim0.faces [0] = 0; 75 anim0.faces [0] = 0;
73} 76}
74 77
102 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); 105 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
103 CLEAR_FLAG (op, FLAG_ANIMATE); 106 CLEAR_FLAG (op, FLAG_ANIMATE);
104 return; 107 return;
105 } 108 }
106 109
107 if (op->head) 110 if (op->head_ () != op)
108 { 111 {
109 dir = op->head->direction; 112 dir = op->head->direction;
110 113
111 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) 114 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
112 op->state = op->head->state; 115 op->state = op->head->state;
126 * Note in old the is_turning, it was set so that the animation for a monster 129 * 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 130 * was always towards the enemy - now it is whatever direction the monster
128 * is facing. 131 * is facing.
129 */ 132 */
130 133
134 if (dir > 0)
131 if (NUM_FACINGS (op) == 2) 135 switch (NUM_FACINGS (op))
132 { 136 {
133 if (dir < 5) 137 case 2: base_state = ((dir - 1) / (8 / 2)) * (NUM_ANIMATIONS (op) / 2); break;
138 case 4: base_state = ((dir - 1) / (8 / 4)) * (NUM_ANIMATIONS (op) / 4); break;
139 case 8: base_state = ((dir - 1) / (8 / 8)) * (NUM_ANIMATIONS (op) / 8); break;
140 }
141 else
134 base_state = 0; 142 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 }
152 143
153 /* If beyond drawable states, reset */ 144 /* If beyond drawable states, reset */
154 if (op->state >= max_state) 145 if (op->state >= max_state)
155 op->state = 0; 146 op->state = 0;
156 147
162 /* This block covers monsters (eg, pixies) which are supposed to 153 /* This block covers monsters (eg, pixies) which are supposed to
163 * cycle from visible to invisible and back to being visible. 154 * cycle from visible to invisible and back to being visible.
164 * as such, disable it for players, as then players would become 155 * as such, disable it for players, as then players would become
165 * visible. 156 * visible.
166 */ 157 */
167 else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE]) 158 else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE])
168 { 159 {
169 if (op->face == 0) 160 if (op->face == 0)
170 { 161 {
171 op->invisible = 1; 162 op->invisible = 1;
172 CLEAR_FLAG (op, FLAG_ALIVE); 163 CLEAR_FLAG (op, FLAG_ALIVE);
183 174
184 /* update_object will also recursively update all the pieces. 175 /* update_object will also recursively update all the pieces.
185 * as such, we call it last, and only call it for the head 176 * as such, we call it last, and only call it for the head
186 * piece, and not for the other tail pieces. 177 * piece, and not for the other tail pieces.
187 */ 178 */
188 if (!op->head) 179 if (op->head_ () == op)
189 update_object (op, UP_OBJ_FACE); 180 update_object (op, UP_OBJ_FACE);
190} 181}
191 182

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