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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.28 by root, Thu Nov 8 19:43:23 2007 UTC vs.
Revision 1.42 by root, Wed Nov 16 23:41:59 2016 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains animation related code. */ 25/* This file contains animation related code. */
25 26
26#include <global.h> 27#include <global.h>
27#include <stdio.h> 28#include <stdio.h>
28 29
29animhash_t animhash; 30static animhash_t animhash;
30std::vector<animation> animations; 31std::vector<animation> animations;
31 32
32void 33void
33animation::resize (int new_size) 34animation::resize (int new_size)
34{ 35{
35 sfree <faceidx> (faces, num_animations); 36 sfree<faceidx> (faces, num_animations);
36 num_animations = new_size; 37 num_animations = new_size;
37 faces = salloc<faceidx> (num_animations); 38 faces = salloc<faceidx> (num_animations);
38} 39}
39 40
40animation & 41animation &
55 animhash.insert (std::make_pair (anim.name, anim.number)); 56 animhash.insert (std::make_pair (anim.name, anim.number));
56 57
57 return anim; 58 return anim;
58} 59}
59 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 */
60animation & 64animation &
61animation::find (const char *name) 65animation::find (const char *name)
62{ 66{
63 if (!name) 67 if (!name)
64 return animations [0]; 68 return animations [0];
66 animhash_t::iterator i = animhash.find (name); 70 animhash_t::iterator i = animhash.find (name);
67 return animations [i == animhash.end () ? 0 : i->second]; 71 return animations [i == animhash.end () ? 0 : i->second];
68} 72}
69 73
70void 74void
71init_anim (void) 75init_anim ()
72{ 76{
73 animation &anim0 = animation::create ("none", 1, 0); 77 animation &anim0 = animation::create ("none", 1, 0);
74 anim0.faces [0] = 0; 78 anim0.faces [0] = 0;
75}
76
77/* Tries to find the animation id that matches name. Returns an integer match
78 * 0 if no match found (animation 0 is initialised as the 'bug' face
79 */
80//TODO: nuke this function and replace all occurences by animations::find
81int
82find_animation (const char *name)
83{
84 return animation::find (name).number;
85} 79}
86 80
87/* 81/*
88 * animate_object(object) updates the face-variable of an object. 82 * animate_object(object) updates the face-variable of an object.
89 * 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.
100 int base_state; /* starting index # to draw from */ 94 int base_state; /* starting index # to draw from */
101 95
102 if (!op->animation_id || !NUM_ANIMATIONS (op)) 96 if (!op->animation_id || !NUM_ANIMATIONS (op))
103 { 97 {
104 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); 98 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
105 CLEAR_FLAG (op, FLAG_ANIMATE); 99 op->clr_flag (FLAG_ANIMATE);
106 return; 100 return;
107 } 101 }
108 102
109 if (op->head_ () != op) 103 if (op->head_ () != op)
110 { 104 {
128 * 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
129 * 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
130 * is facing. 124 * is facing.
131 */ 125 */
132 126
127 if (dir > 0)
133 if (NUM_FACINGS (op) == 2) 128 switch (NUM_FACINGS (op))
134 { 129 {
135 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
136 base_state = 0; 135 base_state = 0;
137 else
138 base_state = NUM_ANIMATIONS (op) / 2;
139 }
140 else if (NUM_FACINGS (op) == 4)
141 {
142 if (dir == 0)
143 base_state = 0;
144 else
145 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
146 }
147 else if (NUM_FACINGS (op) == 8)
148 {
149 if (dir == 0)
150 base_state = 0;
151 else
152 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
153 }
154 136
155 /* If beyond drawable states, reset */ 137 /* If beyond drawable states, reset */
156 if (op->state >= max_state) 138 if (op->state >= max_state)
157 op->state = 0; 139 op->state = 0;
158 140
169 else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE]) 151 else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE])
170 { 152 {
171 if (op->face == 0) 153 if (op->face == 0)
172 { 154 {
173 op->invisible = 1; 155 op->invisible = 1;
174 CLEAR_FLAG (op, FLAG_ALIVE); 156 op->clr_flag (FLAG_ALIVE);
175 } 157 }
176 else 158 else
177 { 159 {
178 op->invisible = 0; 160 op->invisible = 0;
179 SET_FLAG (op, FLAG_ALIVE); 161 op->set_flag (FLAG_ALIVE);
180 } 162 }
181 } 163 }
182 164
183 if (op->more) 165 if (op->more)
184 animate_object (op->more, dir); 166 animate_object (op->more, dir);

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