--- deliantra/server/common/anim.C 2006/09/10 16:00:23 1.7 +++ deliantra/server/common/anim.C 2007/01/02 23:39:21 1.13 @@ -1,9 +1,3 @@ - -/* - * static char *rcsid_anim_c = - * "$Id: anim.C,v 1.7 2006/09/10 16:00:23 root Exp $"; - */ - /* CrossFire, A Multiplayer game for X-windows @@ -24,7 +18,7 @@ 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 crossfire-devel@real-time.com + The authors can be reached via e-mail at */ /* This file contains animation related code. */ @@ -32,8 +26,6 @@ #include #include -std::vector < Animations > animations; - void free_all_anim (void) { @@ -70,12 +62,11 @@ * order. */ { - Animations - anim0; + Animations anim0; anim0.name = "###none"; anim0.num_animations = 1; - anim0.faces = (Fontindex *) malloc (sizeof (Fontindex)); + anim0.faces = (uint16 *)malloc (sizeof (uint16)); anim0.faces[0] = 0; anim0.facings = 0; @@ -83,7 +74,7 @@ } sprintf (buf, "%s/animations", settings.datadir); - LOG (llevDebug, "Reading animations from %s...", buf); + LOG (llevDebug, "Reading animations from %s...\n", buf); if ((fp = fopen (buf, "r")) == NULL) { LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno)); @@ -104,8 +95,7 @@ } num_animations++; - Animations - anim; + Animations anim; anim.name = buf + 5; anim.num = num_animations; /* for bsearch */ @@ -114,7 +104,7 @@ } else if (!strncmp (buf, "mina", 4)) { - animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames); + animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames); for (i = 0; i < num_frames; i++) animations[num_animations].faces[i] = faces[i]; animations[num_animations].num_animations = num_frames; @@ -185,17 +175,15 @@ void animate_object (object *op, int dir) { - int - max_state; /* Max animation state object should be drawn in */ - int - base_state; /* starting index # to draw from */ + 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)) { - LOG (llevError, "Object lacks animation.\n"); - dump_object (op); + LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); return; } + if (op->head) { dir = op->head->direction; @@ -206,9 +194,7 @@ ++op->state; } else - { - ++op->state; /* increase draw state */ - } + ++op->state; /* increase draw state */ /* If object is turning, then max animation state is half through the * animations. Otherwise, we can use all the animations. @@ -221,6 +207,7 @@ * was always towards the enemy - now it is whatever direction the monster * is facing. */ + if (NUM_FACINGS (op) == 2) { if (dir < 5)