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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.26 by root, Mon Jun 4 13:03:59 2007 UTC vs.
Revision 1.42 by root, Wed Nov 16 23:41:59 2016 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <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 &
56 animhash.insert (std::make_pair (anim.name, anim.number)); 56 animhash.insert (std::make_pair (anim.name, anim.number));
57 57
58 return anim; 58 return anim;
59} 59}
60 60
61/* Tries to find the animation id that matches name. Returns an integer match
62 * 0 if no match found (animation 0 is initialised as the 'bug' face
63 */
61animation & 64animation &
62animation::find (const char *name) 65animation::find (const char *name)
63{ 66{
64 if (!name) 67 if (!name)
65 return animations [0]; 68 return animations [0];
67 animhash_t::iterator i = animhash.find (name); 70 animhash_t::iterator i = animhash.find (name);
68 return animations [i == animhash.end () ? 0 : i->second]; 71 return animations [i == animhash.end () ? 0 : i->second];
69} 72}
70 73
71void 74void
72init_anim (void) 75init_anim ()
73{ 76{
74 animation &anim0 = animation::create ("none", 1, 0); 77 animation &anim0 = animation::create ("none", 1, 0);
75 anim0.faces [0] = 0; 78 anim0.faces [0] = 0;
76}
77
78/* Tries to find the animation id that matches name. Returns an integer match
79 * 0 if no match found (animation 0 is initialised as the 'bug' face
80 */
81//TODO: nuke this function and replace all occurences by animations::find
82int
83find_animation (const char *name)
84{
85 return animation::find (name).number;
86} 79}
87 80
88/* 81/*
89 * animate_object(object) updates the face-variable of an object. 82 * animate_object(object) updates the face-variable of an object.
90 * If the object is the head of a multi-object, all objects are animated. 83 * If the object is the head of a multi-object, all objects are animated.
101 int base_state; /* starting index # to draw from */ 94 int base_state; /* starting index # to draw from */
102 95
103 if (!op->animation_id || !NUM_ANIMATIONS (op)) 96 if (!op->animation_id || !NUM_ANIMATIONS (op))
104 { 97 {
105 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); 98 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
106 CLEAR_FLAG (op, FLAG_ANIMATE); 99 op->clr_flag (FLAG_ANIMATE);
107 return; 100 return;
108 } 101 }
109 102
110 if (op->head_ () != op) 103 if (op->head_ () != op)
111 { 104 {
129 * Note in old the is_turning, it was set so that the animation for a monster 122 * 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 123 * was always towards the enemy - now it is whatever direction the monster
131 * is facing. 124 * is facing.
132 */ 125 */
133 126
127 if (dir > 0)
134 if (NUM_FACINGS (op) == 2) 128 switch (NUM_FACINGS (op))
135 { 129 {
136 if (dir < 5) 130 case 2: base_state = ((dir - 1) / (8 / 2)) * (NUM_ANIMATIONS (op) / 2); break;
131 case 4: base_state = ((dir - 1) / (8 / 4)) * (NUM_ANIMATIONS (op) / 4); break;
132 case 8: base_state = ((dir - 1) / (8 / 8)) * (NUM_ANIMATIONS (op) / 8); break;
133 }
134 else
137 base_state = 0; 135 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 }
155 136
156 /* If beyond drawable states, reset */ 137 /* If beyond drawable states, reset */
157 if (op->state >= max_state) 138 if (op->state >= max_state)
158 op->state = 0; 139 op->state = 0;
159 140
170 else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE]) 151 else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE])
171 { 152 {
172 if (op->face == 0) 153 if (op->face == 0)
173 { 154 {
174 op->invisible = 1; 155 op->invisible = 1;
175 CLEAR_FLAG (op, FLAG_ALIVE); 156 op->clr_flag (FLAG_ALIVE);
176 } 157 }
177 else 158 else
178 { 159 {
179 op->invisible = 0; 160 op->invisible = 0;
180 SET_FLAG (op, FLAG_ALIVE); 161 op->set_flag (FLAG_ALIVE);
181 } 162 }
182 } 163 }
183 164
184 if (op->more) 165 if (op->more)
185 animate_object (op->more, dir); 166 animate_object (op->more, dir);

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