r149 - in trunk: . src

DONOTREPLY at icculus.org DONOTREPLY at icculus.org
Tue Sep 6 04:34:41 EDT 2005


Author: jonas
Date: 2005-09-06 04:34:41 -0400 (Tue, 06 Sep 2005)
New Revision: 149

Modified:
   trunk/TODO
   trunk/src/events.cpp
   trunk/src/events.h
   trunk/src/players_common.cpp
Log:
removed the delanim parameter of all AnimationEvents, fixed the switchPlayer bug

Modified: trunk/TODO
===================================================================
--- trunk/TODO	2005-09-06 08:24:40 UTC (rev 148)
+++ trunk/TODO	2005-09-06 08:34:41 UTC (rev 149)
@@ -2,7 +2,6 @@
 ====
  o rewrite zombie (bug in movement!, attacks too often, use events, etc...)
  o memleaks, segfaults?
- o left/right move + switchPlayer (keeps moving)
  o key vs. trigger in map2
  o fall event (DONE?)
  o left/right fallback?

Modified: trunk/src/events.cpp
===================================================================
--- trunk/src/events.cpp	2005-09-06 08:24:40 UTC (rev 148)
+++ trunk/src/events.cpp	2005-09-06 08:34:41 UTC (rev 149)
@@ -52,10 +52,9 @@
     delete this;
 }
 
-AnimEvent::AnimEvent(Object* obj, Uint16 length, Uint16 edelay, Uint32 switchstate, Mix_Chunk* asound, EmptyAnimationPtr runanim, bool delanim):
+AnimEvent::AnimEvent(Object* obj, Uint16 length, Uint16 edelay, Uint32 switchstate, Mix_Chunk* asound, EmptyAnimationPtr runanim):
   Event(obj,length,edelay,switchstate),
   anim(runanim),
-  del(delanim),
   sound(asound) {
     if (anim && anim->isValid()) {
         state|=ESTATE_ANIM;
@@ -91,10 +90,9 @@
   charowner(chr) { }
   
 //Exactly the same as AnimEvent with Character* instead of Object*
-CAnimEvent::CAnimEvent(Character* chr, Uint16 length, Uint16 edelay, Uint32 switchstate, Mix_Chunk* asound, EmptyAnimationPtr runanim, bool delanim):
+CAnimEvent::CAnimEvent(Character* chr, Uint16 length, Uint16 edelay, Uint32 switchstate, Mix_Chunk* asound, EmptyAnimationPtr runanim):
   CEvent(chr,length,edelay,switchstate),
   anim(runanim),
-  del(delanim),
   sound(asound) {
     if (anim && anim->isValid()) {
         state|=ESTATE_ANIM;
@@ -125,8 +123,8 @@
 }
 
 
-ERun::ERun(Character* chr, Uint16 length, Sint16 edmax, Uint16 edelay, Uint32 switchstate, Mix_Chunk* esound, EmptyAnimationPtr runanim, bool delanim):
-  CAnimEvent(chr,length,edelay,(switchstate|STATE_PRESS_LR),esound,runanim,delanim),
+ERun::ERun(Character* chr, Uint16 length, Sint16 edmax, Uint16 edelay, Uint32 switchstate, Mix_Chunk* esound, EmptyAnimationPtr runanim):
+  CAnimEvent(chr,length,edelay,(switchstate|STATE_PRESS_LR),esound,runanim),
   dmax(edmax),
   t_reset(0) {
     charowner->setState(STATE_RUN);
@@ -165,8 +163,8 @@
 }
 
 
-EAttack::EAttack(Character* chr, Uint16 length, Weapon* atweapon, Uint16 dir, Uint16 weap_range, Uint16 target_mask, Uint16 edelay, Uint32 switchstate, Mix_Chunk* esound, EmptyAnimationPtr runanim, bool delanim):
-  CAnimEvent(chr,length,edelay,switchstate|ESTATE_BUSY,esound,runanim,delanim),
+EAttack::EAttack(Character* chr, Uint16 length, Weapon* atweapon, Uint16 dir, Uint16 weap_range, Uint16 target_mask, Uint16 edelay, Uint32 switchstate, Mix_Chunk* esound, EmptyAnimationPtr runanim):
+  CAnimEvent(chr,length,edelay,switchstate|ESTATE_BUSY,esound,runanim),
   weapon(atweapon),
   direction(dir),
   range(weap_range),

Modified: trunk/src/events.h
===================================================================
--- trunk/src/events.h	2005-09-06 08:24:40 UTC (rev 148)
+++ trunk/src/events.h	2005-09-06 08:34:41 UTC (rev 149)
@@ -60,9 +60,8 @@
         /// \param asound Sound (Mix_Chunk) to be played when the event starts
         /// \param runanim Animation to be run when the event starts
         /// \todo Get rid of the delanim parameter
-        /// \param delanim True if the animation should be deleted
         AnimEvent(Object* obj, Uint16 length, Uint16 edelay=0, Uint32 switchstate=NOTHING,
-          Mix_Chunk* asound=NULL, EmptyAnimationPtr runanim=EmptyAnimationPtr(), bool delanim=false);
+          Mix_Chunk* asound=NULL, EmptyAnimationPtr runanim=EmptyAnimationPtr());
         /// \brief Updates the events
         /// \return Event state: either delayed (EV_DELAY), starting (EV_START),
         ///         running (EV_RUN), stopping (EV_END) or canceled (EV_CANCEL)
@@ -72,7 +71,6 @@
         virtual void cancel();
     protected:
         EmptyAnimationPtr anim;
-        bool del;
         Mix_Chunk* sound;
 };
   
@@ -83,14 +81,13 @@
 class CAnimEvent : public CEvent {
     public:
         CAnimEvent(Character* chr, Uint16 length, Uint16 edelay=0, Uint32 switchstate=NOTHING,
-          Mix_Chunk* asound=NULL, EmptyAnimationPtr runanim=EmptyAnimationPtr(), bool delanim=false);
+          Mix_Chunk* asound=NULL, EmptyAnimationPtr runanim=EmptyAnimationPtr());
         virtual Uint16 update(Uint16 dt);
         virtual void start();
         virtual void end();  
         virtual void cancel();
     protected:
         EmptyAnimationPtr anim;
-        bool del;
         Mix_Chunk* sound;
 };
 
@@ -112,11 +109,9 @@
         /// \param switchstate States that will be switched when the animation starts/ends
         /// \param esound Sound (Mix_Chunk) to be played when the event starts
         /// \param runanim Animation to be run when the event starts
-        /// \todo Get rid of the delanim parameter
-        /// \param delanim True if the animation should be deleted
         EAttack(Character* chr, Uint16 length, Weapon* atweapon, Uint16 dir, Uint16 weapon_range=0,
           Uint16 target_mask=NOTHING, Uint16 edelay=0, Uint32 switchstate=0, Mix_Chunk* esound=NULL,
-          EmptyAnimationPtr runanim=EmptyAnimationPtr(), bool delanim=false);
+          EmptyAnimationPtr runanim=EmptyAnimationPtr());
         virtual void end();
     protected:
         Weapon* weapon;
@@ -134,7 +129,7 @@
     public:
         /// Adds the initial speed
         ERun(Character* chr, Uint16 length, Sint16 edmax, Uint16 edelay=0,
-          Uint32 switchstate=0, Mix_Chunk* esound=NULL, EmptyAnimationPtr runanim=EmptyAnimationPtr(), bool delanim=false);
+          Uint32 switchstate=0, Mix_Chunk* esound=NULL, EmptyAnimationPtr runanim=EmptyAnimationPtr());
         virtual ~ERun();
         /// Forces the event to continue
         virtual void start(); 

Modified: trunk/src/players_common.cpp
===================================================================
--- trunk/src/players_common.cpp	2005-09-06 08:24:40 UTC (rev 148)
+++ trunk/src/players_common.cpp	2005-09-06 08:34:41 UTC (rev 149)
@@ -297,6 +297,8 @@
         unsetState(STATE_ACT_2);
         unsetState(STATE_ACT_3);
     }
+    unsetState(STATE_MLEFT);
+    unsetState(STATE_MRIGHT);
 }
 
 Uint16 Player::hit(Uint16 direction, Weapon& weap) {




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