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elmex |
1.1 |
/* |
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1.28 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 Frank Tore Johansen |
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1.40 |
* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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1.40 |
* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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1.40 |
* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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pippijn |
1.17 |
*/ |
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elmex |
1.1 |
|
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/* This file contains animation related code. */ |
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#include <global.h> |
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#include <stdio.h> |
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static animhash_t animhash; |
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std::vector<animation> animations; |
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1.7 |
void |
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1.22 |
animation::resize (int new_size) |
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{ |
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sfree<faceidx> (faces, num_animations); |
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num_animations = new_size; |
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faces = salloc<faceidx> (num_animations); |
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elmex |
1.1 |
} |
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1.22 |
animation & |
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animation::create (const char *name, uint8 frames, uint8 facings) |
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{ |
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if (animations.size () == MAXANIMNUM) |
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cleanup ("trying to create new animation, but MAXANIMNUM animations in use."); |
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1.22 |
animations.push_back (animation ()); |
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animation &anim = animations.back (); |
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1.7 |
|
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1.22 |
anim.number = animations.size () - 1; |
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anim.name = name; |
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anim.num_animations = frames; |
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anim.facings = facings; |
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anim.faces = salloc<faceidx> (frames); |
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1.7 |
|
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1.22 |
animhash.insert (std::make_pair (anim.name, anim.number)); |
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1.7 |
|
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return anim; |
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} |
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1.20 |
|
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1.41 |
/* Tries to find the animation id that matches name. Returns an integer match |
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* 0 if no match found (animation 0 is initialised as the 'bug' face |
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*/ |
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1.22 |
animation & |
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animation::find (const char *name) |
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{ |
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if (!name) |
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return animations [0]; |
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1.20 |
|
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1.22 |
animhash_t::iterator i = animhash.find (name); |
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return animations [i == animhash.end () ? 0 : i->second]; |
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elmex |
1.1 |
} |
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1.22 |
void |
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1.34 |
init_anim () |
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1.7 |
{ |
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animation &anim0 = animation::create ("none", 1, 0); |
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anim0.faces [0] = 0; |
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elmex |
1.1 |
} |
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/* |
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* animate_object(object) updates the face-variable of an object. |
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* If the object is the head of a multi-object, all objects are animated. |
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* op is the object to animate. |
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* dir is the direction the object is facing. This is generally same as |
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* op->direction, but in some cases, op->facing is used instead - the |
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* caller has a better idea which one it really wants to be using, |
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* so let it pass along the right one. |
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*/ |
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1.7 |
void |
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animate_object (object *op, int dir) |
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{ |
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1.12 |
int max_state; /* Max animation state object should be drawn in */ |
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int base_state; /* starting index # to draw from */ |
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1.7 |
|
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1.44 |
if (!op->animation_id || !op->anim_frames ()) |
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1.7 |
{ |
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1.9 |
LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); |
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1.37 |
op->clr_flag (FLAG_ANIMATE); |
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1.7 |
return; |
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} |
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1.9 |
|
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1.24 |
if (op->head_ () != op) |
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1.7 |
{ |
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dir = op->head->direction; |
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1.44 |
if (op->anim_frames () == op->head->anim_frames ()) |
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1.7 |
op->state = op->head->state; |
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else |
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++op->state; |
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} |
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else |
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1.9 |
++op->state; /* increase draw state */ |
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1.7 |
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/* If object is turning, then max animation state is half through the |
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* animations. Otherwise, we can use all the animations. |
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*/ |
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1.44 |
max_state = op->anim_frames () / op->anim_facings (); |
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base_state = 0; |
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1.20 |
/* at least in the older animations that used is_turning, the first half |
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* of the animations were left facing, the second half right facing. |
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* Note in old the is_turning, it was set so that the animation for a monster |
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* was always towards the enemy - now it is whatever direction the monster |
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* is facing. |
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*/ |
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1.9 |
|
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1.31 |
if (dir > 0) |
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1.44 |
switch (op->anim_facings ()) |
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1.31 |
{ |
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1.44 |
case 2: base_state = ((dir - 1) / (8 / 2)) * (op->anim_frames () / 2); break; |
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case 4: base_state = ((dir - 1) / (8 / 4)) * (op->anim_frames () / 4); break; |
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case 8: base_state = ((dir - 1) / (8 / 8)) * (op->anim_frames () / 8); break; |
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1.31 |
} |
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else |
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base_state = 0; |
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1.7 |
|
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/* If beyond drawable states, reset */ |
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if (op->state >= max_state) |
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op->state = 0; |
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1.44 |
op->set_anim_frame (op->state + base_state); |
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1.7 |
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if (op->face == blank_face) |
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op->invisible = 1; |
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1.21 |
|
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1.7 |
/* This block covers monsters (eg, pixies) which are supposed to |
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* cycle from visible to invisible and back to being visible. |
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* as such, disable it for players, as then players would become |
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* visible. |
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*/ |
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root |
1.26 |
else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE]) |
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root |
1.7 |
{ |
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root |
1.21 |
if (op->face == 0) |
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root |
1.7 |
{ |
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op->invisible = 1; |
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1.37 |
op->clr_flag (FLAG_ALIVE); |
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1.7 |
} |
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else |
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{ |
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op->invisible = 0; |
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1.37 |
op->set_flag (FLAG_ALIVE); |
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1.7 |
} |
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} |
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if (op->more) |
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animate_object (op->more, dir); |
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/* update_object will also recursively update all the pieces. |
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* as such, we call it last, and only call it for the head |
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* piece, and not for the other tail pieces. |
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*/ |
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root |
1.24 |
if (op->head_ () == op) |
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1.7 |
update_object (op, UP_OBJ_FACE); |
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elmex |
1.1 |
} |
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root |
1.22 |
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