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/cvs/deliantra/server/common/anim.C
Revision: 1.5
Committed: Sun Sep 3 07:57:54 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.4: +6 -6 lines
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File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_anim_c =
3 root 1.5 * "$Id: anim.C,v 1.4 2006-09-03 00:18:39 root Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     /* This file contains animation related code. */
30    
31     #include <global.h>
32     #include <stdio.h>
33    
34 root 1.4 std::vector<Animations> animations;
35 elmex 1.1
36 root 1.4 void free_all_anim(void)
37     {
38     for (int i=0; i<=num_animations; i++)
39     {
40     animations[i].name = 0;
41     free (animations[i].faces);
42 elmex 1.1 }
43 root 1.4
44     animations.clear ();
45 elmex 1.1 }
46    
47     void init_anim(void) {
48     char buf[MAX_BUF];
49     FILE *fp;
50     static int anim_init=0;
51     int num_frames=0,faces[MAX_ANIMATIONS],i;
52    
53     if (anim_init) return;
54     num_animations=0;
55     /* Make a default. New animations start at one, so if something
56     * thinks it is animated but hasn't set the animation_id properly,
57     * it will have a default value that should be pretty obvious.
58     */
59     /* set the name so we don't try to dereferance null.
60     * Put # at start so it will be first in alphabetical
61     * order.
62     */
63 root 1.4 animations[0].name = "###none";
64 elmex 1.1 animations[0].num_animations=1;
65     animations[0].faces = (Fontindex *) malloc(sizeof(Fontindex));
66     animations[0].faces[0]=0;
67     animations[0].facings=0;
68    
69     sprintf(buf,"%s/animations", settings.datadir);
70     LOG(llevDebug,"Reading animations from %s...", buf);
71     if ((fp=fopen(buf,"r")) ==NULL) {
72 root 1.3 LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno));
73 root 1.2 exit(-1);
74 elmex 1.1 }
75     while (fgets(buf, MAX_BUF-1, fp)!=NULL) {
76 root 1.2 if (*buf=='#') continue;
77     /* Kill the newline */
78     buf[strlen(buf)-1] = '\0';
79     if (!strncmp(buf,"anim ", 5)) {
80     if (num_frames) {
81     LOG(llevError,"Didn't get a mina before %s\n", buf);
82     num_frames=0;
83     }
84     num_animations++;
85 root 1.4
86 root 1.5 Animations &anim = animations.at (num_animations);
87     anim.name = buf + 5;
88     anim.num = num_animations; /* for bsearch */
89     anim.facings = 1;
90 root 1.2 }
91     else if (!strncmp(buf,"mina",4)) {
92     animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames);
93     for (i=0; i<num_frames; i++)
94     animations[num_animations].faces[i]=faces[i];
95     animations[num_animations].num_animations = num_frames;
96     if (num_frames % animations[num_animations].facings) {
97     LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
98 root 1.4 &animations[num_animations].name, num_frames, animations[num_animations].facings);
99 root 1.2 }
100     num_frames=0;
101     }
102     else if (!strncmp(buf,"facings",7)) {
103     if (!(animations[num_animations].facings = atoi(buf+7))) {
104     LOG(llevDebug,"Animation %s has 0 facings, line=%s\n",
105 root 1.4 &animations[num_animations].name, buf);
106 root 1.2 animations[num_animations].facings=1;
107     }
108    
109     } else {
110     if (!(faces[num_frames++] = FindFace(buf,0)))
111     LOG(llevDebug,"Could not find face %s for animation %s\n",
112 root 1.4 buf, &animations[num_animations].name);
113 root 1.2 }
114 elmex 1.1 }
115     fclose(fp);
116     LOG(llevDebug,"done. got (%d)\n", num_animations);
117     }
118    
119     static int anim_compare(const Animations *a, const Animations *b) {
120     return strcmp(a->name, b->name);
121     }
122    
123     /* Tries to find the animation id that matches name. Returns an integer match
124     * 0 if no match found (animation 0 is initialized as the 'bug' face
125     */
126     int find_animation(const char *name)
127     {
128     Animations search, *match;
129    
130     search.name = name;
131    
132 root 1.5 match = (Animations*)bsearch(&search, &animations [0], (num_animations+1),
133 root 1.2 sizeof(Animations), (int (*)(const void*, const void*))anim_compare);
134 elmex 1.1
135    
136     if (match) return match->num;
137     LOG(llevError,"Unable to find animation %s\n", name);
138     return 0;
139     }
140    
141     /*
142     * animate_object(object) updates the face-variable of an object.
143     * If the object is the head of a multi-object, all objects are animated.
144     * op is the object to animate.
145     * dir is the direction the object is facing. This is generally same as
146     * op->direction, but in some cases, op->facing is used instead - the
147     * caller has a better idea which one it really wants to be using,
148     * so let it pass along the right one.
149     */
150    
151     void animate_object(object *op, int dir) {
152     int max_state; /* Max animation state object should be drawn in */
153     int base_state; /* starting index # to draw from */
154    
155     if(!op->animation_id || !NUM_ANIMATIONS(op)) {
156 root 1.2 LOG(llevError,"Object lacks animation.\n");
157     dump_object(op);
158     return;
159 elmex 1.1 }
160     if (op->head) {
161 root 1.2 dir=op->head->direction;
162 elmex 1.1
163 root 1.2 if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head))
164     op->state = op->head->state;
165     else
166     ++op->state;
167 elmex 1.1 }
168     else {
169 root 1.2 ++op->state; /* increase draw state */
170 elmex 1.1 }
171    
172     /* If object is turning, then max animation state is half through the
173     * animations. Otherwise, we can use all the animations.
174     */
175     max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op);
176     base_state=0;
177     /* at least in the older aniamtions that used is_turning, the first half
178     * of the animations were left facing, the second half right facing.
179     * Note in old the is_turning, it was set so that the animation for a monster
180     * was always towards the enemy - now it is whatever direction the monster
181     * is facing.
182     */
183     if (NUM_FACINGS(op)==2) {
184 root 1.2 if (dir<5) base_state=0;
185     else base_state=NUM_ANIMATIONS(op)/2;
186 elmex 1.1 }
187     else if (NUM_FACINGS(op)==4) {
188 root 1.2 if (dir==0) base_state=0;
189     else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4);
190 elmex 1.1 }
191     else if (NUM_FACINGS(op)==8) {
192 root 1.2 if (dir==0) base_state=0;
193     else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8);
194 elmex 1.1 }
195    
196     /* If beyond drawable states, reset */
197     if (op->state>=max_state) op->state=0;
198    
199     SET_ANIMATION(op, op->state + base_state);
200    
201     if(op->face==blank_face)
202 root 1.2 op->invisible=1;
203 elmex 1.1
204     /* This block covers monsters (eg, pixies) which are supposed to
205     * cycle from visible to invisible and back to being visible.
206     * as such, disable it for players, as then players would become
207     * visible.
208     */
209     else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) {
210 root 1.2 if(op->face->number==0) {
211     op->invisible=1;
212     CLEAR_FLAG(op, FLAG_ALIVE);
213     } else {
214     op->invisible=0;
215     SET_FLAG(op, FLAG_ALIVE);
216     }
217 elmex 1.1 }
218    
219     if(op->more)
220 root 1.2 animate_object(op->more, dir);
221 elmex 1.1
222     /* update_object will also recursively update all the pieces.
223     * as such, we call it last, and only call it for the head
224     * piece, and not for the other tail pieces.
225     */
226     if (!op->head)
227 root 1.2 update_object(op, UP_OBJ_FACE);
228 elmex 1.1 }
229