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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.27 by root, Sun Jul 1 05:00:17 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 Roguelike Realtime MORPG. 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 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 <crossfire@schmorp.de> 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 &
66 animhash_t::iterator i = animhash.find (name); 67 animhash_t::iterator i = animhash.find (name);
67 return animations [i == animhash.end () ? 0 : i->second]; 68 return animations [i == animhash.end () ? 0 : i->second];
68} 69}
69 70
70void 71void
71init_anim (void) 72init_anim ()
72{ 73{
73 animation &anim0 = animation::create ("none", 1, 0); 74 animation &anim0 = animation::create ("none", 1, 0);
74 anim0.faces [0] = 0; 75 anim0.faces [0] = 0;
75} 76}
76 77
100 int base_state; /* starting index # to draw from */ 101 int base_state; /* starting index # to draw from */
101 102
102 if (!op->animation_id || !NUM_ANIMATIONS (op)) 103 if (!op->animation_id || !NUM_ANIMATIONS (op))
103 { 104 {
104 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); 105 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
105 CLEAR_FLAG (op, FLAG_ANIMATE); 106 op->clr_flag (FLAG_ANIMATE);
106 return; 107 return;
107 } 108 }
108 109
109 if (op->head_ () != op) 110 if (op->head_ () != op)
110 { 111 {
128 * 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
129 * 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
130 * is facing. 131 * is facing.
131 */ 132 */
132 133
134 if (dir > 0)
133 if (NUM_FACINGS (op) == 2) 135 switch (NUM_FACINGS (op))
134 { 136 {
135 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
136 base_state = 0; 142 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 }
154 143
155 /* If beyond drawable states, reset */ 144 /* If beyond drawable states, reset */
156 if (op->state >= max_state) 145 if (op->state >= max_state)
157 op->state = 0; 146 op->state = 0;
158 147
169 else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE]) 158 else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE])
170 { 159 {
171 if (op->face == 0) 160 if (op->face == 0)
172 { 161 {
173 op->invisible = 1; 162 op->invisible = 1;
174 CLEAR_FLAG (op, FLAG_ALIVE); 163 op->clr_flag (FLAG_ALIVE);
175 } 164 }
176 else 165 else
177 { 166 {
178 op->invisible = 0; 167 op->invisible = 0;
179 SET_FLAG (op, FLAG_ALIVE); 168 op->set_flag (FLAG_ALIVE);
180 } 169 }
181 } 170 }
182 171
183 if (op->more) 172 if (op->more)
184 animate_object (op->more, dir); 173 animate_object (op->more, dir);

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