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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.42 by root, Wed Nov 16 23:41:59 2016 UTC vs.
Revision 1.44 by root, Sun Nov 18 15:19:47 2018 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 (©) 2017,2018 Marc Alexander Lehmann / 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
91animate_object (object *op, int dir) 92animate_object (object *op, int dir)
92{ 93{
93 int max_state; /* Max animation state object should be drawn in */ 94 int max_state; /* Max animation state object should be drawn in */
94 int base_state; /* starting index # to draw from */ 95 int base_state; /* starting index # to draw from */
95 96
96 if (!op->animation_id || !NUM_ANIMATIONS (op)) 97 if (!op->animation_id || !op->anim_frames ())
97 { 98 {
98 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); 99 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
99 op->clr_flag (FLAG_ANIMATE); 100 op->clr_flag (FLAG_ANIMATE);
100 return; 101 return;
101 } 102 }
102 103
103 if (op->head_ () != op) 104 if (op->head_ () != op)
104 { 105 {
105 dir = op->head->direction; 106 dir = op->head->direction;
106 107
107 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) 108 if (op->anim_frames () == op->head->anim_frames ())
108 op->state = op->head->state; 109 op->state = op->head->state;
109 else 110 else
110 ++op->state; 111 ++op->state;
111 } 112 }
112 else 113 else
113 ++op->state; /* increase draw state */ 114 ++op->state; /* increase draw state */
114 115
115 /* 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
116 * animations. Otherwise, we can use all the animations. 117 * animations. Otherwise, we can use all the animations.
117 */ 118 */
118 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); 119 max_state = op->anim_frames () / op->anim_facings ();
119 base_state = 0; 120 base_state = 0;
120 /* 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
121 * of the animations were left facing, the second half right facing. 122 * of the animations were left facing, the second half right facing.
122 * 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
123 * 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
124 * is facing. 125 * is facing.
125 */ 126 */
126 127
127 if (dir > 0) 128 if (dir > 0)
128 switch (NUM_FACINGS (op)) 129 switch (op->anim_facings ())
129 { 130 {
130 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;
131 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;
132 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;
133 } 134 }
134 else 135 else
135 base_state = 0; 136 base_state = 0;
136 137
137 /* If beyond drawable states, reset */ 138 /* If beyond drawable states, reset */
138 if (op->state >= max_state) 139 if (op->state >= max_state)
139 op->state = 0; 140 op->state = 0;
140 141
141 SET_ANIMATION (op, op->state + base_state); 142 op->set_anim_frame (op->state + base_state);
142 143
143 if (op->face == blank_face) 144 if (op->face == blank_face)
144 op->invisible = 1; 145 op->invisible = 1;
145 146
146 /* 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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