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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.43 by root, Sat Nov 17 23:39:59 2018 UTC vs.
Revision 1.44 by root, Sun Nov 18 15:19:47 2018 UTC

92animate_object (object *op, int dir) 92animate_object (object *op, int dir)
93{ 93{
94 int max_state; /* Max animation state object should be drawn in */ 94 int max_state; /* Max animation state object should be drawn in */
95 int base_state; /* starting index # to draw from */ 95 int base_state; /* starting index # to draw from */
96 96
97 if (!op->animation_id || !NUM_ANIMATIONS (op)) 97 if (!op->animation_id || !op->anim_frames ())
98 { 98 {
99 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); 99 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
100 op->clr_flag (FLAG_ANIMATE); 100 op->clr_flag (FLAG_ANIMATE);
101 return; 101 return;
102 } 102 }
103 103
104 if (op->head_ () != op) 104 if (op->head_ () != op)
105 { 105 {
106 dir = op->head->direction; 106 dir = op->head->direction;
107 107
108 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) 108 if (op->anim_frames () == op->head->anim_frames ())
109 op->state = op->head->state; 109 op->state = op->head->state;
110 else 110 else
111 ++op->state; 111 ++op->state;
112 } 112 }
113 else 113 else
114 ++op->state; /* increase draw state */ 114 ++op->state; /* increase draw state */
115 115
116 /* If object is turning, then max animation state is half through the 116 /* If object is turning, then max animation state is half through the
117 * animations. Otherwise, we can use all the animations. 117 * animations. Otherwise, we can use all the animations.
118 */ 118 */
119 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); 119 max_state = op->anim_frames () / op->anim_facings ();
120 base_state = 0; 120 base_state = 0;
121 /* at least in the older animations that used is_turning, the first half 121 /* at least in the older animations that used is_turning, the first half
122 * of the animations were left facing, the second half right facing. 122 * of the animations were left facing, the second half right facing.
123 * Note in old the is_turning, it was set so that the animation for a monster 123 * Note in old the is_turning, it was set so that the animation for a monster
124 * was always towards the enemy - now it is whatever direction the monster 124 * was always towards the enemy - now it is whatever direction the monster
125 * is facing. 125 * is facing.
126 */ 126 */
127 127
128 if (dir > 0) 128 if (dir > 0)
129 switch (NUM_FACINGS (op)) 129 switch (op->anim_facings ())
130 { 130 {
131 case 2: base_state = ((dir - 1) / (8 / 2)) * (NUM_ANIMATIONS (op) / 2); break; 131 case 2: base_state = ((dir - 1) / (8 / 2)) * (op->anim_frames () / 2); break;
132 case 4: base_state = ((dir - 1) / (8 / 4)) * (NUM_ANIMATIONS (op) / 4); break; 132 case 4: base_state = ((dir - 1) / (8 / 4)) * (op->anim_frames () / 4); break;
133 case 8: base_state = ((dir - 1) / (8 / 8)) * (NUM_ANIMATIONS (op) / 8); break; 133 case 8: base_state = ((dir - 1) / (8 / 8)) * (op->anim_frames () / 8); break;
134 } 134 }
135 else 135 else
136 base_state = 0; 136 base_state = 0;
137 137
138 /* If beyond drawable states, reset */ 138 /* If beyond drawable states, reset */
139 if (op->state >= max_state) 139 if (op->state >= max_state)
140 op->state = 0; 140 op->state = 0;
141 141
142 SET_ANIMATION (op, op->state + base_state); 142 op->set_anim_frame (op->state + base_state);
143 143
144 if (op->face == blank_face) 144 if (op->face == blank_face)
145 op->invisible = 1; 145 op->invisible = 1;
146 146
147 /* This block covers monsters (eg, pixies) which are supposed to 147 /* This block covers monsters (eg, pixies) which are supposed to

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