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/cvs/deliantra/server/common/anim.C
Revision: 1.20
Committed: Fri Feb 9 01:52:09 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_0
Changes since 1.19: +10 -3 lines
Log Message:
minor stuff, indent

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.17 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * 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     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
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 root 1.20
57 root 1.7 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 1.18 animation anim0;
68 root 1.7
69     anim0.name = "###none";
70     anim0.num_animations = 1;
71 root 1.11 anim0.faces = (uint16 *)malloc (sizeof (uint16));
72 root 1.7 anim0.faces[0] = 0;
73     anim0.facings = 0;
74    
75     animations.push_back (anim0);
76     }
77    
78     sprintf (buf, "%s/animations", settings.datadir);
79 pippijn 1.13 LOG (llevDebug, "Reading animations from %s...\n", buf);
80 root 1.20
81 root 1.7 if ((fp = fopen (buf, "r")) == NULL)
82     {
83     LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
84     exit (-1);
85     }
86 root 1.20
87 root 1.7 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
88     {
89     if (*buf == '#')
90     continue;
91 root 1.20
92 root 1.7 /* Kill the newline */
93     buf[strlen (buf) - 1] = '\0';
94     if (!strncmp (buf, "anim ", 5))
95     {
96     if (num_frames)
97     {
98     LOG (llevError, "Didn't get a mina before %s\n", buf);
99     num_frames = 0;
100 root 1.2 }
101 root 1.20
102 root 1.7 num_animations++;
103    
104 root 1.18 animation anim;
105 root 1.4
106 root 1.7 anim.name = buf + 5;
107     anim.num = num_animations; /* for bsearch */
108     anim.facings = 1;
109     animations.push_back (anim);
110     }
111     else if (!strncmp (buf, "mina", 4))
112     {
113 root 1.11 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
114 root 1.20
115 root 1.7 for (i = 0; i < num_frames; i++)
116     animations[num_animations].faces[i] = faces[i];
117 root 1.20
118 root 1.7 animations[num_animations].num_animations = num_frames;
119     if (num_frames % animations[num_animations].facings)
120     {
121     LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
122     &animations[num_animations].name, num_frames, animations[num_animations].facings);
123 root 1.2 }
124 root 1.7 num_frames = 0;
125 root 1.2 }
126 root 1.7 else if (!strncmp (buf, "facings", 7))
127     {
128     if (!(animations[num_animations].facings = atoi (buf + 7)))
129     {
130     LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
131     animations[num_animations].facings = 1;
132 root 1.2 }
133    
134 root 1.7 }
135     else
136     {
137     if (!(faces[num_frames++] = FindFace (buf, 0)))
138     LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
139 root 1.2 }
140 elmex 1.1 }
141 root 1.20
142 root 1.7 fclose (fp);
143     LOG (llevDebug, "done. got (%d)\n", num_animations);
144 elmex 1.1 }
145    
146 root 1.7 static int
147 root 1.19 anim_compare (const animation *a, const animation *b)
148 root 1.7 {
149 root 1.19 return std::strcmp (a->name, b->name);
150 elmex 1.1 }
151    
152     /* Tries to find the animation id that matches name. Returns an integer match
153 pippijn 1.14 * 0 if no match found (animation 0 is initialised as the 'bug' face
154 elmex 1.1 */
155 root 1.7 int
156     find_animation (const char *name)
157 elmex 1.1 {
158 root 1.18 animation search, *match;
159 elmex 1.1
160 root 1.7 search.name = name;
161 elmex 1.1
162 root 1.18 match = (animation *) bsearch (&search, &animations[0], (num_animations + 1),
163     sizeof (animation), (int (*)(const void *, const void *)) anim_compare);
164 elmex 1.1
165    
166 root 1.7 if (match)
167     return match->num;
168 root 1.16
169 root 1.7 LOG (llevError, "Unable to find animation %s\n", name);
170 root 1.16
171 root 1.7 return 0;
172 elmex 1.1 }
173    
174     /*
175     * animate_object(object) updates the face-variable of an object.
176     * If the object is the head of a multi-object, all objects are animated.
177     * op is the object to animate.
178     * dir is the direction the object is facing. This is generally same as
179     * op->direction, but in some cases, op->facing is used instead - the
180     * caller has a better idea which one it really wants to be using,
181     * so let it pass along the right one.
182     */
183 root 1.7 void
184     animate_object (object *op, int dir)
185     {
186 root 1.12 int max_state; /* Max animation state object should be drawn in */
187     int base_state; /* starting index # to draw from */
188 root 1.7
189     if (!op->animation_id || !NUM_ANIMATIONS (op))
190     {
191 root 1.9 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
192 root 1.16 CLEAR_FLAG (op, FLAG_ANIMATE);
193 root 1.7 return;
194     }
195 root 1.9
196 root 1.7 if (op->head)
197     {
198     dir = op->head->direction;
199    
200     if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
201     op->state = op->head->state;
202     else
203     ++op->state;
204     }
205     else
206 root 1.9 ++op->state; /* increase draw state */
207 root 1.7
208     /* If object is turning, then max animation state is half through the
209     * animations. Otherwise, we can use all the animations.
210     */
211     max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
212     base_state = 0;
213 root 1.20 /* at least in the older animations that used is_turning, the first half
214 root 1.7 * of the animations were left facing, the second half right facing.
215     * Note in old the is_turning, it was set so that the animation for a monster
216     * was always towards the enemy - now it is whatever direction the monster
217     * is facing.
218     */
219 root 1.9
220 root 1.7 if (NUM_FACINGS (op) == 2)
221     {
222     if (dir < 5)
223     base_state = 0;
224     else
225     base_state = NUM_ANIMATIONS (op) / 2;
226     }
227     else if (NUM_FACINGS (op) == 4)
228     {
229     if (dir == 0)
230     base_state = 0;
231     else
232     base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
233     }
234     else if (NUM_FACINGS (op) == 8)
235     {
236     if (dir == 0)
237     base_state = 0;
238     else
239     base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
240     }
241    
242     /* If beyond drawable states, reset */
243     if (op->state >= max_state)
244     op->state = 0;
245    
246     SET_ANIMATION (op, op->state + base_state);
247    
248     if (op->face == blank_face)
249     op->invisible = 1;
250     /* This block covers monsters (eg, pixies) which are supposed to
251     * cycle from visible to invisible and back to being visible.
252     * as such, disable it for players, as then players would become
253     * visible.
254     */
255 root 1.20 else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE])
256 root 1.7 {
257     if (op->face->number == 0)
258     {
259     op->invisible = 1;
260     CLEAR_FLAG (op, FLAG_ALIVE);
261     }
262     else
263     {
264     op->invisible = 0;
265     SET_FLAG (op, FLAG_ALIVE);
266     }
267     }
268    
269     if (op->more)
270     animate_object (op->more, dir);
271    
272     /* update_object will also recursively update all the pieces.
273     * as such, we call it last, and only call it for the head
274     * piece, and not for the other tail pieces.
275     */
276     if (!op->head)
277     update_object (op, UP_OBJ_FACE);
278 elmex 1.1 }