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/cvs/deliantra/server/common/anim.C
Revision: 1.13
Committed: Tue Jan 2 23:39:21 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.12: +1 -1 lines
Log Message:
started a fix of the log

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 1.7 void
30     free_all_anim (void)
31 root 1.4 {
32 root 1.7 for (int i = 0; i <= num_animations; i++)
33 root 1.4 {
34     animations[i].name = 0;
35     free (animations[i].faces);
36 elmex 1.1 }
37 root 1.4
38     animations.clear ();
39 elmex 1.1 }
40    
41 root 1.7 void
42     init_anim (void)
43     {
44     char
45     buf[MAX_BUF];
46     FILE *
47     fp;
48     static int
49     anim_init = 0;
50     int
51     num_frames = 0, faces[MAX_ANIMATIONS], i;
52    
53     if (anim_init)
54     return;
55     num_animations = 0;
56     /* Make a default. New animations start at one, so if something
57     * thinks it is animated but hasn't set the animation_id properly,
58     * it will have a default value that should be pretty obvious.
59     */
60     /* set the name so we don't try to dereferance null.
61     * Put # at start so it will be first in alphabetical
62     * order.
63     */
64     {
65 root 1.8 Animations anim0;
66 root 1.7
67     anim0.name = "###none";
68     anim0.num_animations = 1;
69 root 1.11 anim0.faces = (uint16 *)malloc (sizeof (uint16));
70 root 1.7 anim0.faces[0] = 0;
71     anim0.facings = 0;
72    
73     animations.push_back (anim0);
74     }
75    
76     sprintf (buf, "%s/animations", settings.datadir);
77 pippijn 1.13 LOG (llevDebug, "Reading animations from %s...\n", buf);
78 root 1.7 if ((fp = fopen (buf, "r")) == NULL)
79     {
80     LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
81     exit (-1);
82     }
83     while (fgets (buf, MAX_BUF - 1, fp) != NULL)
84     {
85     if (*buf == '#')
86     continue;
87     /* Kill the newline */
88     buf[strlen (buf) - 1] = '\0';
89     if (!strncmp (buf, "anim ", 5))
90     {
91     if (num_frames)
92     {
93     LOG (llevError, "Didn't get a mina before %s\n", buf);
94     num_frames = 0;
95 root 1.2 }
96 root 1.7 num_animations++;
97    
98 root 1.8 Animations anim;
99 root 1.4
100 root 1.7 anim.name = buf + 5;
101     anim.num = num_animations; /* for bsearch */
102     anim.facings = 1;
103     animations.push_back (anim);
104     }
105     else if (!strncmp (buf, "mina", 4))
106     {
107 root 1.11 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
108 root 1.7 for (i = 0; i < num_frames; i++)
109     animations[num_animations].faces[i] = faces[i];
110     animations[num_animations].num_animations = num_frames;
111     if (num_frames % animations[num_animations].facings)
112     {
113     LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
114     &animations[num_animations].name, num_frames, animations[num_animations].facings);
115 root 1.2 }
116 root 1.7 num_frames = 0;
117 root 1.2 }
118 root 1.7 else if (!strncmp (buf, "facings", 7))
119     {
120     if (!(animations[num_animations].facings = atoi (buf + 7)))
121     {
122     LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
123     animations[num_animations].facings = 1;
124 root 1.2 }
125    
126 root 1.7 }
127     else
128     {
129     if (!(faces[num_frames++] = FindFace (buf, 0)))
130     LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
131 root 1.2 }
132 elmex 1.1 }
133 root 1.7 fclose (fp);
134     LOG (llevDebug, "done. got (%d)\n", num_animations);
135 elmex 1.1 }
136    
137 root 1.7 static int
138     anim_compare (const Animations * a, const Animations * b)
139     {
140     return strcmp (a->name, b->name);
141 elmex 1.1 }
142    
143     /* Tries to find the animation id that matches name. Returns an integer match
144     * 0 if no match found (animation 0 is initialized as the 'bug' face
145     */
146 root 1.7 int
147     find_animation (const char *name)
148 elmex 1.1 {
149 root 1.7 Animations
150     search, *
151     match;
152 elmex 1.1
153 root 1.7 search.name = name;
154 elmex 1.1
155 root 1.7 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
156     sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
157 elmex 1.1
158    
159 root 1.7 if (match)
160     return match->num;
161     LOG (llevError, "Unable to find animation %s\n", name);
162     return 0;
163 elmex 1.1 }
164    
165     /*
166     * animate_object(object) updates the face-variable of an object.
167     * If the object is the head of a multi-object, all objects are animated.
168     * op is the object to animate.
169     * dir is the direction the object is facing. This is generally same as
170     * op->direction, but in some cases, op->facing is used instead - the
171     * caller has a better idea which one it really wants to be using,
172     * so let it pass along the right one.
173     */
174    
175 root 1.7 void
176     animate_object (object *op, int dir)
177     {
178 root 1.12 int max_state; /* Max animation state object should be drawn in */
179     int base_state; /* starting index # to draw from */
180 root 1.7
181     if (!op->animation_id || !NUM_ANIMATIONS (op))
182     {
183 root 1.9 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
184 root 1.7 return;
185     }
186 root 1.9
187 root 1.7 if (op->head)
188     {
189     dir = op->head->direction;
190    
191     if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
192     op->state = op->head->state;
193     else
194     ++op->state;
195     }
196     else
197 root 1.9 ++op->state; /* increase draw state */
198 root 1.7
199     /* If object is turning, then max animation state is half through the
200     * animations. Otherwise, we can use all the animations.
201     */
202     max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
203     base_state = 0;
204     /* at least in the older aniamtions that used is_turning, the first half
205     * of the animations were left facing, the second half right facing.
206     * Note in old the is_turning, it was set so that the animation for a monster
207     * was always towards the enemy - now it is whatever direction the monster
208     * is facing.
209     */
210 root 1.9
211 root 1.7 if (NUM_FACINGS (op) == 2)
212     {
213     if (dir < 5)
214     base_state = 0;
215     else
216     base_state = NUM_ANIMATIONS (op) / 2;
217     }
218     else if (NUM_FACINGS (op) == 4)
219     {
220     if (dir == 0)
221     base_state = 0;
222     else
223     base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
224     }
225     else if (NUM_FACINGS (op) == 8)
226     {
227     if (dir == 0)
228     base_state = 0;
229     else
230     base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
231     }
232    
233     /* If beyond drawable states, reset */
234     if (op->state >= max_state)
235     op->state = 0;
236    
237     SET_ANIMATION (op, op->state + base_state);
238    
239     if (op->face == blank_face)
240     op->invisible = 1;
241    
242     /* This block covers monsters (eg, pixies) which are supposed to
243     * cycle from visible to invisible and back to being visible.
244     * as such, disable it for players, as then players would become
245     * visible.
246     */
247     else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE))
248     {
249     if (op->face->number == 0)
250     {
251     op->invisible = 1;
252     CLEAR_FLAG (op, FLAG_ALIVE);
253     }
254     else
255     {
256     op->invisible = 0;
257     SET_FLAG (op, FLAG_ALIVE);
258     }
259     }
260    
261     if (op->more)
262     animate_object (op->more, dir);
263    
264     /* update_object will also recursively update all the pieces.
265     * as such, we call it last, and only call it for the head
266     * piece, and not for the other tail pieces.
267     */
268     if (!op->head)
269     update_object (op, UP_OBJ_FACE);
270 elmex 1.1 }