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/cvs/deliantra/server/common/anim.C
Revision: 1.21
Committed: Sun Mar 11 02:12:44 2007 UTC (17 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.20: +12 -16 lines
Log Message:
- MAJOR CHANGE
- you now need to use cfutil to install arches.
- former bigfaces are broken in the server
- bigfaces are no longer supported. at all.
- use face numbers instead of pointers
  * saves lotsa space
  * saves lotsa indirections
  * saves lots(?) cpu cycles
- completely rewrote face handling
- faces can now be added at runtime
- reload will add new faces
- this does not apply to animations
- use a hastable instead of binary search (faster) for faces
- face caching is broken
- facesets are gone
- server always reports MAX_FACES to any client who asks

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 root 1.21 char buf[MAX_BUF];
46     FILE * fp;
47     static int anim_init = 0;
48     int num_frames = 0, faces[MAX_ANIMATIONS], i;
49 root 1.7
50     if (anim_init)
51     return;
52 root 1.20
53 root 1.7 num_animations = 0;
54     /* Make a default. New animations start at one, so if something
55     * thinks it is animated but hasn't set the animation_id properly,
56     * it will have a default value that should be pretty obvious.
57     */
58     /* set the name so we don't try to dereferance null.
59     * Put # at start so it will be first in alphabetical
60     * order.
61     */
62     {
63 root 1.18 animation anim0;
64 root 1.7
65     anim0.name = "###none";
66     anim0.num_animations = 1;
67 root 1.11 anim0.faces = (uint16 *)malloc (sizeof (uint16));
68 root 1.7 anim0.faces[0] = 0;
69     anim0.facings = 0;
70    
71     animations.push_back (anim0);
72     }
73    
74     sprintf (buf, "%s/animations", settings.datadir);
75 pippijn 1.13 LOG (llevDebug, "Reading animations from %s...\n", buf);
76 root 1.20
77 root 1.7 if ((fp = fopen (buf, "r")) == NULL)
78     {
79     LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
80     exit (-1);
81     }
82 root 1.20
83 root 1.7 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
84     {
85     if (*buf == '#')
86     continue;
87 root 1.20
88 root 1.7 /* 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 1.20
98 root 1.7 num_animations++;
99    
100 root 1.18 animation 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 root 1.11 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
110 root 1.20
111 root 1.7 for (i = 0; i < num_frames; i++)
112     animations[num_animations].faces[i] = faces[i];
113 root 1.20
114 root 1.7 animations[num_animations].num_animations = num_frames;
115     if (num_frames % animations[num_animations].facings)
116 root 1.21 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
117     &animations[num_animations].name, num_frames, animations[num_animations].facings);
118    
119 root 1.7 num_frames = 0;
120 root 1.2 }
121 root 1.21 else if (!strncmp (buf, "facings ", 8))
122 root 1.7 {
123 root 1.21 if (!(animations[num_animations].facings = atoi (buf + 8)))
124 root 1.7 {
125     LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
126     animations[num_animations].facings = 1;
127 root 1.2 }
128    
129 root 1.7 }
130     else
131     {
132 root 1.21 if (!(faces[num_frames++] = face_find (buf)))
133 root 1.7 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
134 root 1.2 }
135 elmex 1.1 }
136 root 1.20
137 root 1.7 fclose (fp);
138     LOG (llevDebug, "done. got (%d)\n", num_animations);
139 elmex 1.1 }
140    
141 root 1.7 static int
142 root 1.19 anim_compare (const animation *a, const animation *b)
143 root 1.7 {
144 root 1.19 return std::strcmp (a->name, b->name);
145 elmex 1.1 }
146    
147     /* Tries to find the animation id that matches name. Returns an integer match
148 pippijn 1.14 * 0 if no match found (animation 0 is initialised as the 'bug' face
149 elmex 1.1 */
150 root 1.7 int
151     find_animation (const char *name)
152 elmex 1.1 {
153 root 1.18 animation search, *match;
154 elmex 1.1
155 root 1.7 search.name = name;
156 elmex 1.1
157 root 1.18 match = (animation *) bsearch (&search, &animations[0], (num_animations + 1),
158     sizeof (animation), (int (*)(const void *, const void *)) anim_compare);
159 elmex 1.1
160    
161 root 1.7 if (match)
162     return match->num;
163 root 1.16
164 root 1.7 LOG (llevError, "Unable to find animation %s\n", name);
165 root 1.16
166 root 1.7 return 0;
167 elmex 1.1 }
168    
169     /*
170     * animate_object(object) updates the face-variable of an object.
171     * If the object is the head of a multi-object, all objects are animated.
172     * op is the object to animate.
173     * dir is the direction the object is facing. This is generally same as
174     * op->direction, but in some cases, op->facing is used instead - the
175     * caller has a better idea which one it really wants to be using,
176     * so let it pass along the right one.
177     */
178 root 1.7 void
179     animate_object (object *op, int dir)
180     {
181 root 1.12 int max_state; /* Max animation state object should be drawn in */
182     int base_state; /* starting index # to draw from */
183 root 1.7
184     if (!op->animation_id || !NUM_ANIMATIONS (op))
185     {
186 root 1.9 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
187 root 1.16 CLEAR_FLAG (op, FLAG_ANIMATE);
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 root 1.20 /* at least in the older animations that used is_turning, the first half
209 root 1.7 * 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 root 1.21
246 root 1.7 /* 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 root 1.20 else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE])
252 root 1.7 {
253 root 1.21 if (op->face == 0)
254 root 1.7 {
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 }