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Revision: 1.10
Committed: Thu Sep 14 22:33:58 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +2 -8 lines
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File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.10 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     /* This file contains animation related code. */
25    
26     #include <global.h>
27     #include <stdio.h>
28    
29 root 1.10 std::vector<Animations> animations;
30 elmex 1.1
31 root 1.7 void
32     free_all_anim (void)
33 root 1.4 {
34 root 1.7 for (int i = 0; i <= num_animations; i++)
35 root 1.4 {
36     animations[i].name = 0;
37     free (animations[i].faces);
38 elmex 1.1 }
39 root 1.4
40     animations.clear ();
41 elmex 1.1 }
42    
43 root 1.7 void
44     init_anim (void)
45     {
46     char
47     buf[MAX_BUF];
48     FILE *
49     fp;
50     static int
51     anim_init = 0;
52     int
53     num_frames = 0, faces[MAX_ANIMATIONS], i;
54    
55     if (anim_init)
56     return;
57     num_animations = 0;
58     /* Make a default. New animations start at one, so if something
59     * thinks it is animated but hasn't set the animation_id properly,
60     * it will have a default value that should be pretty obvious.
61     */
62     /* set the name so we don't try to dereferance null.
63     * Put # at start so it will be first in alphabetical
64     * order.
65     */
66     {
67 root 1.8 Animations anim0;
68 root 1.7
69     anim0.name = "###none";
70     anim0.num_animations = 1;
71     anim0.faces = (Fontindex *) malloc (sizeof (Fontindex));
72     anim0.faces[0] = 0;
73     anim0.facings = 0;
74    
75     animations.push_back (anim0);
76     }
77    
78     sprintf (buf, "%s/animations", settings.datadir);
79     LOG (llevDebug, "Reading animations from %s...", buf);
80     if ((fp = fopen (buf, "r")) == NULL)
81     {
82     LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
83     exit (-1);
84     }
85     while (fgets (buf, MAX_BUF - 1, fp) != NULL)
86     {
87     if (*buf == '#')
88     continue;
89     /* Kill the newline */
90     buf[strlen (buf) - 1] = '\0';
91     if (!strncmp (buf, "anim ", 5))
92     {
93     if (num_frames)
94     {
95     LOG (llevError, "Didn't get a mina before %s\n", buf);
96     num_frames = 0;
97 root 1.2 }
98 root 1.7 num_animations++;
99    
100 root 1.8 Animations anim;
101 root 1.4
102 root 1.7 anim.name = buf + 5;
103     anim.num = num_animations; /* for bsearch */
104     anim.facings = 1;
105     animations.push_back (anim);
106     }
107     else if (!strncmp (buf, "mina", 4))
108     {
109     animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames);
110     for (i = 0; i < num_frames; i++)
111     animations[num_animations].faces[i] = faces[i];
112     animations[num_animations].num_animations = num_frames;
113     if (num_frames % animations[num_animations].facings)
114     {
115     LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
116     &animations[num_animations].name, num_frames, animations[num_animations].facings);
117 root 1.2 }
118 root 1.7 num_frames = 0;
119 root 1.2 }
120 root 1.7 else if (!strncmp (buf, "facings", 7))
121     {
122     if (!(animations[num_animations].facings = atoi (buf + 7)))
123     {
124     LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
125     animations[num_animations].facings = 1;
126 root 1.2 }
127    
128 root 1.7 }
129     else
130     {
131     if (!(faces[num_frames++] = FindFace (buf, 0)))
132     LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
133 root 1.2 }
134 elmex 1.1 }
135 root 1.7 fclose (fp);
136     LOG (llevDebug, "done. got (%d)\n", num_animations);
137 elmex 1.1 }
138    
139 root 1.7 static int
140     anim_compare (const Animations * a, const Animations * b)
141     {
142     return strcmp (a->name, b->name);
143 elmex 1.1 }
144    
145     /* Tries to find the animation id that matches name. Returns an integer match
146     * 0 if no match found (animation 0 is initialized as the 'bug' face
147     */
148 root 1.7 int
149     find_animation (const char *name)
150 elmex 1.1 {
151 root 1.7 Animations
152     search, *
153     match;
154 elmex 1.1
155 root 1.7 search.name = name;
156 elmex 1.1
157 root 1.7 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
158     sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
159 elmex 1.1
160    
161 root 1.7 if (match)
162     return match->num;
163     LOG (llevError, "Unable to find animation %s\n", name);
164     return 0;
165 elmex 1.1 }
166    
167     /*
168     * animate_object(object) updates the face-variable of an object.
169     * If the object is the head of a multi-object, all objects are animated.
170     * op is the object to animate.
171     * dir is the direction the object is facing. This is generally same as
172     * op->direction, but in some cases, op->facing is used instead - the
173     * caller has a better idea which one it really wants to be using,
174     * so let it pass along the right one.
175     */
176    
177 root 1.7 void
178     animate_object (object *op, int dir)
179     {
180     int
181     max_state; /* Max animation state object should be drawn in */
182     int
183     base_state; /* starting index # to draw from */
184    
185     if (!op->animation_id || !NUM_ANIMATIONS (op))
186     {
187 root 1.9 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
188 root 1.7 return;
189     }
190 root 1.9
191 root 1.7 if (op->head)
192     {
193     dir = op->head->direction;
194    
195     if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
196     op->state = op->head->state;
197     else
198     ++op->state;
199     }
200     else
201 root 1.9 ++op->state; /* increase draw state */
202 root 1.7
203     /* If object is turning, then max animation state is half through the
204     * animations. Otherwise, we can use all the animations.
205     */
206     max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
207     base_state = 0;
208     /* at least in the older aniamtions that used is_turning, the first half
209     * of the animations were left facing, the second half right facing.
210     * Note in old the is_turning, it was set so that the animation for a monster
211     * was always towards the enemy - now it is whatever direction the monster
212     * is facing.
213     */
214 root 1.9
215 root 1.7 if (NUM_FACINGS (op) == 2)
216     {
217     if (dir < 5)
218     base_state = 0;
219     else
220     base_state = NUM_ANIMATIONS (op) / 2;
221     }
222     else if (NUM_FACINGS (op) == 4)
223     {
224     if (dir == 0)
225     base_state = 0;
226     else
227     base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
228     }
229     else if (NUM_FACINGS (op) == 8)
230     {
231     if (dir == 0)
232     base_state = 0;
233     else
234     base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
235     }
236    
237     /* If beyond drawable states, reset */
238     if (op->state >= max_state)
239     op->state = 0;
240    
241     SET_ANIMATION (op, op->state + base_state);
242    
243     if (op->face == blank_face)
244     op->invisible = 1;
245    
246     /* This block covers monsters (eg, pixies) which are supposed to
247     * cycle from visible to invisible and back to being visible.
248     * as such, disable it for players, as then players would become
249     * visible.
250     */
251     else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE))
252     {
253     if (op->face->number == 0)
254     {
255     op->invisible = 1;
256     CLEAR_FLAG (op, FLAG_ALIVE);
257     }
258     else
259     {
260     op->invisible = 0;
261     SET_FLAG (op, FLAG_ALIVE);
262     }
263     }
264    
265     if (op->more)
266     animate_object (op->more, dir);
267    
268     /* update_object will also recursively update all the pieces.
269     * as such, we call it last, and only call it for the head
270     * piece, and not for the other tail pieces.
271     */
272     if (!op->head)
273     update_object (op, UP_OBJ_FACE);
274 elmex 1.1 }