Compound animations are a way to temporarily change an object's animation in reaction to events like spellcasting, fighting, etc.
The basic principle is:
- an archetype defines a suffix, like "sword" or "spellcasting"
- when an object does the related action, the code checks for an animation named "object's animation to which is appended the suffix"
- if the animation exists, it replaces the object's animation for one iteration
- if no suffix is defined, no animation is applied.
Animation suffixes are stored in objects in their obj::anim_suffix 's field.
Existing animation events:
- when a player attacks with a weapon, the weapon is checked for an animation suffix
- when an object casts a spell, the spell being cast is checked for an animation suffix
- when an object uses a skill, the skill is checked for an animation suffix
- when a player applies an item, the item is checked for an animation suffix.
From a code's point of view, the main function is apply_anim_suffix(), which does the work to apply a suitable animation.