Bug idle animations of the creatures solved

These changes we join the idle animations with the walking animations
This commit is contained in:
GustavoBlaze 2017-01-23 22:39:16 -02:00 committed by GitHub
parent 15483a395f
commit 2927ed29d8
1 changed files with 15 additions and 7 deletions

View File

@ -271,6 +271,10 @@ void ThingType::unserialize(uint16 clientId, ThingCategory category, const FileS
bool hasFrameGroups = (category == ThingCategoryCreature && g_game.getFeature(Otc::GameIdleAnimations)); bool hasFrameGroups = (category == ThingCategoryCreature && g_game.getFeature(Otc::GameIdleAnimations));
uint8 groupCount = hasFrameGroups ? fin->getU8() : 1; uint8 groupCount = hasFrameGroups ? fin->getU8() : 1;
m_animationPhases = 0;
int lastTotalSprites = 0;
for(int i = 0; i < groupCount; ++i) { for(int i = 0; i < groupCount; ++i) {
uint8 frameGroupType = FrameGroupDefault; uint8 frameGroupType = FrameGroupDefault;
if(hasFrameGroups) if(hasFrameGroups)
@ -293,21 +297,25 @@ void ThingType::unserialize(uint16 clientId, ThingCategory category, const FileS
m_numPatternZ = fin->getU8(); m_numPatternZ = fin->getU8();
else else
m_numPatternZ = 1; m_numPatternZ = 1;
m_animationPhases = fin->getU8(); int n_phases = fin->getU8();
if(m_animationPhases > 1 && g_game.getFeature(Otc::GameEnhancedAnimations)) { m_animationPhases += n_phases;
if(n_phases > 1 && g_game.getFeature(Otc::GameEnhancedAnimations)) {
m_animator = AnimatorPtr(new Animator); m_animator = AnimatorPtr(new Animator);
m_animator->unserialize(m_animationPhases, fin); m_animator->unserialize(n_phases, fin);
} }
int totalSprites = m_size.area() * m_layers * m_numPatternX * m_numPatternY * m_numPatternZ * m_animationPhases; int totalSprites = m_size.area() * m_layers * m_numPatternX * m_numPatternY * m_numPatternZ * n_phases;
if(totalSprites > 4096) if((lastTotalSprites+totalSprites) > 4096)
stdext::throw_exception("a thing type has more than 4096 sprites"); stdext::throw_exception("a thing type has more than 4096 sprites");
m_spritesIndex.resize(totalSprites); m_spritesIndex.resize((lastTotalSprites+totalSprites));
for(int i = 0; i < totalSprites; i++) for(int i = lastTotalSprites; i < (lastTotalSprites+totalSprites); i++)
m_spritesIndex[i] = g_game.getFeature(Otc::GameSpritesU32) ? fin->getU32() : fin->getU16(); m_spritesIndex[i] = g_game.getFeature(Otc::GameSpritesU32) ? fin->getU32() : fin->getU16();
lastTotalSprites += totalSprites;
} }
m_textures.resize(m_animationPhases); m_textures.resize(m_animationPhases);