1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
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 | * |
… | |
… | |
39 | } |
39 | } |
40 | |
40 | |
41 | animation & |
41 | animation & |
42 | animation::create (const char *name, uint8 frames, uint8 facings) |
42 | animation::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; |
… | |
… | |
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; |
… | |
… | |
183 | |
186 | |
184 | /* update_object will also recursively update all the pieces. |
187 | /* update_object will also recursively update all the pieces. |
185 | * as such, we call it last, and only call it for the head |
188 | * as such, we call it last, and only call it for the head |
186 | * piece, and not for the other tail pieces. |
189 | * piece, and not for the other tail pieces. |
187 | */ |
190 | */ |
188 | if (!op->head) |
191 | if (op->head_ () == op) |
189 | update_object (op, UP_OBJ_FACE); |
192 | update_object (op, UP_OBJ_FACE); |
190 | } |
193 | } |
191 | |
194 | |