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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.7 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.10 by root, Thu Sep 14 22:33:58 2006 UTC

1
2/*
3 * static char *rcsid_anim_c =
4 * "$Id: anim.C,v 1.7 2006/09/10 16:00:23 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30/* This file contains animation related code. */ 24/* This file contains animation related code. */
31 25
32#include <global.h> 26#include <global.h>
33#include <stdio.h> 27#include <stdio.h>
34 28
35std::vector < Animations > animations; 29std::vector<Animations> animations;
36 30
37void 31void
38free_all_anim (void) 32free_all_anim (void)
39{ 33{
40 for (int i = 0; i <= num_animations; i++) 34 for (int i = 0; i <= num_animations; i++)
68 /* set the name so we don't try to dereferance null. 62 /* set the name so we don't try to dereferance null.
69 * Put # at start so it will be first in alphabetical 63 * Put # at start so it will be first in alphabetical
70 * order. 64 * order.
71 */ 65 */
72 { 66 {
73 Animations 67 Animations anim0;
74 anim0;
75 68
76 anim0.name = "###none"; 69 anim0.name = "###none";
77 anim0.num_animations = 1; 70 anim0.num_animations = 1;
78 anim0.faces = (Fontindex *) malloc (sizeof (Fontindex)); 71 anim0.faces = (Fontindex *) malloc (sizeof (Fontindex));
79 anim0.faces[0] = 0; 72 anim0.faces[0] = 0;
102 LOG (llevError, "Didn't get a mina before %s\n", buf); 95 LOG (llevError, "Didn't get a mina before %s\n", buf);
103 num_frames = 0; 96 num_frames = 0;
104 } 97 }
105 num_animations++; 98 num_animations++;
106 99
107 Animations 100 Animations anim;
108 anim;
109 101
110 anim.name = buf + 5; 102 anim.name = buf + 5;
111 anim.num = num_animations; /* for bsearch */ 103 anim.num = num_animations; /* for bsearch */
112 anim.facings = 1; 104 anim.facings = 1;
113 animations.push_back (anim); 105 animations.push_back (anim);
190 int 182 int
191 base_state; /* starting index # to draw from */ 183 base_state; /* starting index # to draw from */
192 184
193 if (!op->animation_id || !NUM_ANIMATIONS (op)) 185 if (!op->animation_id || !NUM_ANIMATIONS (op))
194 { 186 {
195 LOG (llevError, "Object lacks animation.\n"); 187 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
196 dump_object (op);
197 return; 188 return;
198 } 189 }
190
199 if (op->head) 191 if (op->head)
200 { 192 {
201 dir = op->head->direction; 193 dir = op->head->direction;
202 194
203 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) 195 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
204 op->state = op->head->state; 196 op->state = op->head->state;
205 else 197 else
206 ++op->state; 198 ++op->state;
207 } 199 }
208 else 200 else
209 {
210 ++op->state; /* increase draw state */ 201 ++op->state; /* increase draw state */
211 }
212 202
213 /* If object is turning, then max animation state is half through the 203 /* If object is turning, then max animation state is half through the
214 * animations. Otherwise, we can use all the animations. 204 * animations. Otherwise, we can use all the animations.
215 */ 205 */
216 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); 206 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
219 * of the animations were left facing, the second half right facing. 209 * of the animations were left facing, the second half right facing.
220 * Note in old the is_turning, it was set so that the animation for a monster 210 * Note in old the is_turning, it was set so that the animation for a monster
221 * was always towards the enemy - now it is whatever direction the monster 211 * was always towards the enemy - now it is whatever direction the monster
222 * is facing. 212 * is facing.
223 */ 213 */
214
224 if (NUM_FACINGS (op) == 2) 215 if (NUM_FACINGS (op) == 2)
225 { 216 {
226 if (dir < 5) 217 if (dir < 5)
227 base_state = 0; 218 base_state = 0;
228 else 219 else

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