--- deliantra/server/common/anim.C 2007/05/17 21:32:08 1.24 +++ deliantra/server/common/anim.C 2018/11/18 15:19:47 1.44 @@ -1,25 +1,26 @@ /* - * CrossFire, A Multiplayer game - * - * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team - * Copyright (C) 1992 Frank Tore Johansen - * - * This program is free software; you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation; either version 2 of the License, or - * (at your option) any later version. - * + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. + * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software - * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. * - * The authors can be reached via e-mail at + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to */ /* This file contains animation related code. */ @@ -27,13 +28,13 @@ #include #include -animhash_t animhash; +static animhash_t animhash; std::vector animations; void animation::resize (int new_size) { - sfree (faces, num_animations); + sfree (faces, num_animations); num_animations = new_size; faces = salloc (num_animations); } @@ -58,6 +59,9 @@ return anim; } +/* Tries to find the animation id that matches name. Returns an integer match + * 0 if no match found (animation 0 is initialised as the 'bug' face + */ animation & animation::find (const char *name) { @@ -69,22 +73,12 @@ } void -init_anim (void) +init_anim () { animation &anim0 = animation::create ("none", 1, 0); anim0.faces [0] = 0; } -/* Tries to find the animation id that matches name. Returns an integer match - * 0 if no match found (animation 0 is initialised as the 'bug' face - */ -//TODO: nuke this function and replace all occurences by animations::find -int -find_animation (const char *name) -{ - return animation::find (name).number; -} - /* * animate_object(object) updates the face-variable of an object. * If the object is the head of a multi-object, all objects are animated. @@ -100,10 +94,10 @@ int max_state; /* Max animation state object should be drawn in */ int base_state; /* starting index # to draw from */ - if (!op->animation_id || !NUM_ANIMATIONS (op)) + if (!op->animation_id || !op->anim_frames ()) { LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); - CLEAR_FLAG (op, FLAG_ANIMATE); + op->clr_flag (FLAG_ANIMATE); return; } @@ -111,7 +105,7 @@ { dir = op->head->direction; - if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) + if (op->anim_frames () == op->head->anim_frames ()) op->state = op->head->state; else ++op->state; @@ -122,7 +116,7 @@ /* If object is turning, then max animation state is half through the * animations. Otherwise, we can use all the animations. */ - max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); + max_state = op->anim_frames () / op->anim_facings (); base_state = 0; /* at least in the older animations that used is_turning, the first half * of the animations were left facing, the second half right facing. @@ -131,33 +125,21 @@ * is facing. */ - if (NUM_FACINGS (op) == 2) - { - if (dir < 5) - base_state = 0; - else - base_state = NUM_ANIMATIONS (op) / 2; - } - else if (NUM_FACINGS (op) == 4) - { - if (dir == 0) - base_state = 0; - else - base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4); - } - else if (NUM_FACINGS (op) == 8) - { - if (dir == 0) - base_state = 0; - else - base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8); - } + if (dir > 0) + switch (op->anim_facings ()) + { + case 2: base_state = ((dir - 1) / (8 / 2)) * (op->anim_frames () / 2); break; + case 4: base_state = ((dir - 1) / (8 / 4)) * (op->anim_frames () / 4); break; + case 8: base_state = ((dir - 1) / (8 / 8)) * (op->anim_frames () / 8); break; + } + else + base_state = 0; /* If beyond drawable states, reset */ if (op->state >= max_state) op->state = 0; - SET_ANIMATION (op, op->state + base_state); + op->set_anim_frame (op->state + base_state); if (op->face == blank_face) op->invisible = 1; @@ -167,17 +149,17 @@ * as such, disable it for players, as then players would become * visible. */ - else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE]) + else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE]) { if (op->face == 0) { op->invisible = 1; - CLEAR_FLAG (op, FLAG_ALIVE); + op->clr_flag (FLAG_ALIVE); } else { op->invisible = 0; - SET_FLAG (op, FLAG_ALIVE); + op->set_flag (FLAG_ALIVE); } }