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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 1.26 by root, Mon Jun 4 13:03:59 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * 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, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * 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 along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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 <crossfire@schmorp.de>
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>
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;
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;
162 /* This block covers monsters (eg, pixies) which are supposed to 165 /* This block covers monsters (eg, pixies) which are supposed to
163 * cycle from visible to invisible and back to being visible. 166 * cycle from visible to invisible and back to being visible.
164 * as such, disable it for players, as then players would become 167 * as such, disable it for players, as then players would become
165 * visible. 168 * visible.
166 */ 169 */
167 else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE]) 170 else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE])
168 { 171 {
169 if (op->face == 0) 172 if (op->face == 0)
170 { 173 {
171 op->invisible = 1; 174 op->invisible = 1;
172 CLEAR_FLAG (op, FLAG_ALIVE); 175 CLEAR_FLAG (op, FLAG_ALIVE);
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

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