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 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 | |
30 | animhash_t animhash; |
30 | static animhash_t animhash; |
31 | std::vector<animation> animations; |
31 | std::vector<animation> animations; |
32 | |
32 | |
33 | void |
33 | void |
34 | animation::resize (int new_size) |
34 | animation::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 | |
41 | animation & |
41 | animation & |
… | |
… | |
67 | animhash_t::iterator i = animhash.find (name); |
67 | animhash_t::iterator i = animhash.find (name); |
68 | return animations [i == animhash.end () ? 0 : i->second]; |
68 | return animations [i == animhash.end () ? 0 : i->second]; |
69 | } |
69 | } |
70 | |
70 | |
71 | void |
71 | void |
72 | init_anim (void) |
72 | init_anim () |
73 | { |
73 | { |
74 | animation &anim0 = animation::create ("none", 1, 0); |
74 | animation &anim0 = animation::create ("none", 1, 0); |
75 | anim0.faces [0] = 0; |
75 | anim0.faces [0] = 0; |
76 | } |
76 | } |
77 | |
77 | |
… | |
… | |
105 | LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); |
105 | LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); |
106 | CLEAR_FLAG (op, FLAG_ANIMATE); |
106 | CLEAR_FLAG (op, FLAG_ANIMATE); |
107 | return; |
107 | return; |
108 | } |
108 | } |
109 | |
109 | |
110 | if (op->head) |
110 | if (op->head_ () != op) |
111 | { |
111 | { |
112 | dir = op->head->direction; |
112 | dir = op->head->direction; |
113 | |
113 | |
114 | if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) |
114 | if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) |
115 | op->state = op->head->state; |
115 | op->state = op->head->state; |
… | |
… | |
129 | * 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 |
130 | * 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 |
131 | * is facing. |
131 | * is facing. |
132 | */ |
132 | */ |
133 | |
133 | |
|
|
134 | if (dir > 0) |
134 | if (NUM_FACINGS (op) == 2) |
135 | switch (NUM_FACINGS (op)) |
135 | { |
136 | { |
136 | 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 |
137 | base_state = 0; |
142 | base_state = 0; |
138 | else |
|
|
139 | base_state = NUM_ANIMATIONS (op) / 2; |
|
|
140 | } |
|
|
141 | else if (NUM_FACINGS (op) == 4) |
|
|
142 | { |
|
|
143 | if (dir == 0) |
|
|
144 | base_state = 0; |
|
|
145 | else |
|
|
146 | base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4); |
|
|
147 | } |
|
|
148 | else if (NUM_FACINGS (op) == 8) |
|
|
149 | { |
|
|
150 | if (dir == 0) |
|
|
151 | base_state = 0; |
|
|
152 | else |
|
|
153 | base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8); |
|
|
154 | } |
|
|
155 | |
143 | |
156 | /* If beyond drawable states, reset */ |
144 | /* If beyond drawable states, reset */ |
157 | if (op->state >= max_state) |
145 | if (op->state >= max_state) |
158 | op->state = 0; |
146 | op->state = 0; |
159 | |
147 | |
… | |
… | |
165 | /* This block covers monsters (eg, pixies) which are supposed to |
153 | /* This block covers monsters (eg, pixies) which are supposed to |
166 | * cycle from visible to invisible and back to being visible. |
154 | * cycle from visible to invisible and back to being visible. |
167 | * as such, disable it for players, as then players would become |
155 | * as such, disable it for players, as then players would become |
168 | * visible. |
156 | * visible. |
169 | */ |
157 | */ |
170 | else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE]) |
158 | else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE]) |
171 | { |
159 | { |
172 | if (op->face == 0) |
160 | if (op->face == 0) |
173 | { |
161 | { |
174 | op->invisible = 1; |
162 | op->invisible = 1; |
175 | CLEAR_FLAG (op, FLAG_ALIVE); |
163 | CLEAR_FLAG (op, FLAG_ALIVE); |
… | |
… | |
186 | |
174 | |
187 | /* update_object will also recursively update all the pieces. |
175 | /* update_object will also recursively update all the pieces. |
188 | * 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 |
189 | * piece, and not for the other tail pieces. |
177 | * piece, and not for the other tail pieces. |
190 | */ |
178 | */ |
191 | if (!op->head) |
179 | if (op->head_ () == op) |
192 | update_object (op, UP_OBJ_FACE); |
180 | update_object (op, UP_OBJ_FACE); |
193 | } |
181 | } |
194 | |
182 | |