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/cvs/deliantra/server/common/anim.C
Revision: 1.15
Committed: Sat Jan 6 14:42:28 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.14: +1 -0 lines
Log Message:
added some copyrights

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4 pippijn 1.15 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 elmex 1.1 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     This program is distributed in the hope that it will be useful,
14     but WITHOUT ANY WARRANTY; without even the implied warranty of
15     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     GNU General Public License for more details.
17    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22 root 1.10 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 elmex 1.1 */
24    
25     /* This file contains animation related code. */
26    
27     #include <global.h>
28     #include <stdio.h>
29    
30 root 1.7 void
31     free_all_anim (void)
32 root 1.4 {
33 root 1.7 for (int i = 0; i <= num_animations; i++)
34 root 1.4 {
35     animations[i].name = 0;
36     free (animations[i].faces);
37 elmex 1.1 }
38 root 1.4
39     animations.clear ();
40 elmex 1.1 }
41    
42 root 1.7 void
43     init_anim (void)
44     {
45     char
46     buf[MAX_BUF];
47     FILE *
48     fp;
49     static int
50     anim_init = 0;
51     int
52     num_frames = 0, faces[MAX_ANIMATIONS], i;
53    
54     if (anim_init)
55     return;
56     num_animations = 0;
57     /* Make a default. New animations start at one, so if something
58     * thinks it is animated but hasn't set the animation_id properly,
59     * it will have a default value that should be pretty obvious.
60     */
61     /* set the name so we don't try to dereferance null.
62     * Put # at start so it will be first in alphabetical
63     * order.
64     */
65     {
66 root 1.8 Animations anim0;
67 root 1.7
68     anim0.name = "###none";
69     anim0.num_animations = 1;
70 root 1.11 anim0.faces = (uint16 *)malloc (sizeof (uint16));
71 root 1.7 anim0.faces[0] = 0;
72     anim0.facings = 0;
73    
74     animations.push_back (anim0);
75     }
76    
77     sprintf (buf, "%s/animations", settings.datadir);
78 pippijn 1.13 LOG (llevDebug, "Reading animations from %s...\n", buf);
79 root 1.7 if ((fp = fopen (buf, "r")) == NULL)
80     {
81     LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
82     exit (-1);
83     }
84     while (fgets (buf, MAX_BUF - 1, fp) != NULL)
85     {
86     if (*buf == '#')
87     continue;
88     /* Kill the newline */
89     buf[strlen (buf) - 1] = '\0';
90     if (!strncmp (buf, "anim ", 5))
91     {
92     if (num_frames)
93     {
94     LOG (llevError, "Didn't get a mina before %s\n", buf);
95     num_frames = 0;
96 root 1.2 }
97 root 1.7 num_animations++;
98    
99 root 1.8 Animations anim;
100 root 1.4
101 root 1.7 anim.name = buf + 5;
102     anim.num = num_animations; /* for bsearch */
103     anim.facings = 1;
104     animations.push_back (anim);
105     }
106     else if (!strncmp (buf, "mina", 4))
107     {
108 root 1.11 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
109 root 1.7 for (i = 0; i < num_frames; i++)
110     animations[num_animations].faces[i] = faces[i];
111     animations[num_animations].num_animations = num_frames;
112     if (num_frames % animations[num_animations].facings)
113     {
114     LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
115     &animations[num_animations].name, num_frames, animations[num_animations].facings);
116 root 1.2 }
117 root 1.7 num_frames = 0;
118 root 1.2 }
119 root 1.7 else if (!strncmp (buf, "facings", 7))
120     {
121     if (!(animations[num_animations].facings = atoi (buf + 7)))
122     {
123     LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
124     animations[num_animations].facings = 1;
125 root 1.2 }
126    
127 root 1.7 }
128     else
129     {
130     if (!(faces[num_frames++] = FindFace (buf, 0)))
131     LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
132 root 1.2 }
133 elmex 1.1 }
134 root 1.7 fclose (fp);
135     LOG (llevDebug, "done. got (%d)\n", num_animations);
136 elmex 1.1 }
137    
138 root 1.7 static int
139     anim_compare (const Animations * a, const Animations * b)
140     {
141     return strcmp (a->name, b->name);
142 elmex 1.1 }
143    
144     /* Tries to find the animation id that matches name. Returns an integer match
145 pippijn 1.14 * 0 if no match found (animation 0 is initialised as the 'bug' face
146 elmex 1.1 */
147 root 1.7 int
148     find_animation (const char *name)
149 elmex 1.1 {
150 root 1.7 Animations
151     search, *
152     match;
153 elmex 1.1
154 root 1.7 search.name = name;
155 elmex 1.1
156 root 1.7 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
157     sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
158 elmex 1.1
159    
160 root 1.7 if (match)
161     return match->num;
162     LOG (llevError, "Unable to find animation %s\n", name);
163     return 0;
164 elmex 1.1 }
165    
166     /*
167     * animate_object(object) updates the face-variable of an object.
168     * If the object is the head of a multi-object, all objects are animated.
169     * op is the object to animate.
170     * dir is the direction the object is facing. This is generally same as
171     * op->direction, but in some cases, op->facing is used instead - the
172     * caller has a better idea which one it really wants to be using,
173     * so let it pass along the right one.
174     */
175    
176 root 1.7 void
177     animate_object (object *op, int dir)
178     {
179 root 1.12 int max_state; /* Max animation state object should be drawn in */
180     int base_state; /* starting index # to draw from */
181 root 1.7
182     if (!op->animation_id || !NUM_ANIMATIONS (op))
183     {
184 root 1.9 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
185 root 1.7 return;
186     }
187 root 1.9
188 root 1.7 if (op->head)
189     {
190     dir = op->head->direction;
191    
192     if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
193     op->state = op->head->state;
194     else
195     ++op->state;
196     }
197     else
198 root 1.9 ++op->state; /* increase draw state */
199 root 1.7
200     /* If object is turning, then max animation state is half through the
201     * animations. Otherwise, we can use all the animations.
202     */
203     max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
204     base_state = 0;
205     /* at least in the older aniamtions that used is_turning, the first half
206     * of the animations were left facing, the second half right facing.
207     * Note in old the is_turning, it was set so that the animation for a monster
208     * was always towards the enemy - now it is whatever direction the monster
209     * is facing.
210     */
211 root 1.9
212 root 1.7 if (NUM_FACINGS (op) == 2)
213     {
214     if (dir < 5)
215     base_state = 0;
216     else
217     base_state = NUM_ANIMATIONS (op) / 2;
218     }
219     else if (NUM_FACINGS (op) == 4)
220     {
221     if (dir == 0)
222     base_state = 0;
223     else
224     base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
225     }
226     else if (NUM_FACINGS (op) == 8)
227     {
228     if (dir == 0)
229     base_state = 0;
230     else
231     base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
232     }
233    
234     /* If beyond drawable states, reset */
235     if (op->state >= max_state)
236     op->state = 0;
237    
238     SET_ANIMATION (op, op->state + base_state);
239    
240     if (op->face == blank_face)
241     op->invisible = 1;
242    
243     /* This block covers monsters (eg, pixies) which are supposed to
244     * cycle from visible to invisible and back to being visible.
245     * as such, disable it for players, as then players would become
246     * visible.
247     */
248     else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE))
249     {
250     if (op->face->number == 0)
251     {
252     op->invisible = 1;
253     CLEAR_FLAG (op, FLAG_ALIVE);
254     }
255     else
256     {
257     op->invisible = 0;
258     SET_FLAG (op, FLAG_ALIVE);
259     }
260     }
261    
262     if (op->more)
263     animate_object (op->more, dir);
264    
265     /* update_object will also recursively update all the pieces.
266     * as such, we call it last, and only call it for the head
267     * piece, and not for the other tail pieces.
268     */
269     if (!op->head)
270     update_object (op, UP_OBJ_FACE);
271 elmex 1.1 }