ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/anim.C
(Generate patch)

Comparing deliantra/server/common/anim.C (file contents):
Revision 1.8 by root, Mon Sep 11 20:28:37 2006 UTC vs.
Revision 1.9 by root, Tue Sep 12 19:20:05 2006 UTC

1 1
2/* 2/*
3 * static char *rcsid_anim_c = 3 * static char *rcsid_anim_c =
4 * "$Id: anim.C,v 1.8 2006/09/11 20:28:37 root Exp $"; 4 * "$Id: anim.C,v 1.9 2006/09/12 19:20:05 root Exp $";
5 */ 5 */
6 6
7/* 7/*
8 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
9 9
188 int 188 int
189 base_state; /* starting index # to draw from */ 189 base_state; /* starting index # to draw from */
190 190
191 if (!op->animation_id || !NUM_ANIMATIONS (op)) 191 if (!op->animation_id || !NUM_ANIMATIONS (op))
192 { 192 {
193 LOG (llevError, "Object lacks animation.\n"); 193 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
194 dump_object (op);
195 return; 194 return;
196 } 195 }
196
197 if (op->head) 197 if (op->head)
198 { 198 {
199 dir = op->head->direction; 199 dir = op->head->direction;
200 200
201 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) 201 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
202 op->state = op->head->state; 202 op->state = op->head->state;
203 else 203 else
204 ++op->state; 204 ++op->state;
205 } 205 }
206 else 206 else
207 {
208 ++op->state; /* increase draw state */ 207 ++op->state; /* increase draw state */
209 }
210 208
211 /* If object is turning, then max animation state is half through the 209 /* If object is turning, then max animation state is half through the
212 * animations. Otherwise, we can use all the animations. 210 * animations. Otherwise, we can use all the animations.
213 */ 211 */
214 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); 212 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
217 * of the animations were left facing, the second half right facing. 215 * of the animations were left facing, the second half right facing.
218 * Note in old the is_turning, it was set so that the animation for a monster 216 * Note in old the is_turning, it was set so that the animation for a monster
219 * was always towards the enemy - now it is whatever direction the monster 217 * was always towards the enemy - now it is whatever direction the monster
220 * is facing. 218 * is facing.
221 */ 219 */
220
222 if (NUM_FACINGS (op) == 2) 221 if (NUM_FACINGS (op) == 2)
223 { 222 {
224 if (dir < 5) 223 if (dir < 5)
225 base_state = 0; 224 base_state = 0;
226 else 225 else

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines