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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.25 by root, Mon May 28 21:21:39 2007 UTC vs.
Revision 1.39 by root, Tue Jan 3 11:25:30 2012 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 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 &
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
71void 71void
72init_anim (void) 72init_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
101 int base_state; /* starting index # to draw from */ 101 int base_state; /* starting index # to draw from */
102 102
103 if (!op->animation_id || !NUM_ANIMATIONS (op)) 103 if (!op->animation_id || !NUM_ANIMATIONS (op))
104 { 104 {
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 op->clr_flag (FLAG_ANIMATE);
107 return; 107 return;
108 } 108 }
109 109
110 if (op->head_ () != op) 110 if (op->head_ () != op)
111 { 111 {
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 op->clr_flag (FLAG_ALIVE);
176 } 164 }
177 else 165 else
178 { 166 {
179 op->invisible = 0; 167 op->invisible = 0;
180 SET_FLAG (op, FLAG_ALIVE); 168 op->set_flag (FLAG_ALIVE);
181 } 169 }
182 } 170 }
183 171
184 if (op->more) 172 if (op->more)
185 animate_object (op->more, dir); 173 animate_object (op->more, dir);

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