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/cvs/deliantra/server/common/anim.C
Revision: 1.7
Committed: Sun Sep 10 16:00:23 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +208 -161 lines
Log Message:
indent

File Contents

# User Rev Content
1 root 1.7
2 elmex 1.1 /*
3     * static char *rcsid_anim_c =
4 root 1.7 * "$Id: anim.C,v 1.6 2006-09-03 08:05:39 root Exp $";
5 elmex 1.1 */
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail at crossfire-devel@real-time.com
28     */
29    
30     /* This file contains animation related code. */
31    
32     #include <global.h>
33     #include <stdio.h>
34    
35 root 1.7 std::vector < Animations > animations;
36 elmex 1.1
37 root 1.7 void
38     free_all_anim (void)
39 root 1.4 {
40 root 1.7 for (int i = 0; i <= num_animations; i++)
41 root 1.4 {
42     animations[i].name = 0;
43     free (animations[i].faces);
44 elmex 1.1 }
45 root 1.4
46     animations.clear ();
47 elmex 1.1 }
48    
49 root 1.7 void
50     init_anim (void)
51     {
52     char
53     buf[MAX_BUF];
54     FILE *
55     fp;
56     static int
57     anim_init = 0;
58     int
59     num_frames = 0, faces[MAX_ANIMATIONS], i;
60    
61     if (anim_init)
62     return;
63     num_animations = 0;
64     /* Make a default. New animations start at one, so if something
65     * thinks it is animated but hasn't set the animation_id properly,
66     * it will have a default value that should be pretty obvious.
67     */
68     /* set the name so we don't try to dereferance null.
69     * Put # at start so it will be first in alphabetical
70     * order.
71     */
72     {
73     Animations
74     anim0;
75    
76     anim0.name = "###none";
77     anim0.num_animations = 1;
78     anim0.faces = (Fontindex *) malloc (sizeof (Fontindex));
79     anim0.faces[0] = 0;
80     anim0.facings = 0;
81    
82     animations.push_back (anim0);
83     }
84    
85     sprintf (buf, "%s/animations", settings.datadir);
86     LOG (llevDebug, "Reading animations from %s...", buf);
87     if ((fp = fopen (buf, "r")) == NULL)
88     {
89     LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
90     exit (-1);
91     }
92     while (fgets (buf, MAX_BUF - 1, fp) != NULL)
93     {
94     if (*buf == '#')
95     continue;
96     /* Kill the newline */
97     buf[strlen (buf) - 1] = '\0';
98     if (!strncmp (buf, "anim ", 5))
99     {
100     if (num_frames)
101     {
102     LOG (llevError, "Didn't get a mina before %s\n", buf);
103     num_frames = 0;
104 root 1.2 }
105 root 1.7 num_animations++;
106    
107     Animations
108     anim;
109 root 1.4
110 root 1.7 anim.name = buf + 5;
111     anim.num = num_animations; /* for bsearch */
112     anim.facings = 1;
113     animations.push_back (anim);
114     }
115     else if (!strncmp (buf, "mina", 4))
116     {
117     animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames);
118     for (i = 0; i < num_frames; i++)
119     animations[num_animations].faces[i] = faces[i];
120     animations[num_animations].num_animations = num_frames;
121     if (num_frames % animations[num_animations].facings)
122     {
123     LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
124     &animations[num_animations].name, num_frames, animations[num_animations].facings);
125 root 1.2 }
126 root 1.7 num_frames = 0;
127 root 1.2 }
128 root 1.7 else if (!strncmp (buf, "facings", 7))
129     {
130     if (!(animations[num_animations].facings = atoi (buf + 7)))
131     {
132     LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
133     animations[num_animations].facings = 1;
134 root 1.2 }
135    
136 root 1.7 }
137     else
138     {
139     if (!(faces[num_frames++] = FindFace (buf, 0)))
140     LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
141 root 1.2 }
142 elmex 1.1 }
143 root 1.7 fclose (fp);
144     LOG (llevDebug, "done. got (%d)\n", num_animations);
145 elmex 1.1 }
146    
147 root 1.7 static int
148     anim_compare (const Animations * a, const Animations * b)
149     {
150     return strcmp (a->name, b->name);
151 elmex 1.1 }
152    
153     /* Tries to find the animation id that matches name. Returns an integer match
154     * 0 if no match found (animation 0 is initialized as the 'bug' face
155     */
156 root 1.7 int
157     find_animation (const char *name)
158 elmex 1.1 {
159 root 1.7 Animations
160     search, *
161     match;
162 elmex 1.1
163 root 1.7 search.name = name;
164 elmex 1.1
165 root 1.7 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
166     sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
167 elmex 1.1
168    
169 root 1.7 if (match)
170     return match->num;
171     LOG (llevError, "Unable to find animation %s\n", name);
172     return 0;
173 elmex 1.1 }
174    
175     /*
176     * animate_object(object) updates the face-variable of an object.
177     * If the object is the head of a multi-object, all objects are animated.
178     * op is the object to animate.
179     * dir is the direction the object is facing. This is generally same as
180     * op->direction, but in some cases, op->facing is used instead - the
181     * caller has a better idea which one it really wants to be using,
182     * so let it pass along the right one.
183     */
184    
185 root 1.7 void
186     animate_object (object *op, int dir)
187     {
188     int
189     max_state; /* Max animation state object should be drawn in */
190     int
191     base_state; /* starting index # to draw from */
192    
193     if (!op->animation_id || !NUM_ANIMATIONS (op))
194     {
195     LOG (llevError, "Object lacks animation.\n");
196     dump_object (op);
197     return;
198     }
199     if (op->head)
200     {
201     dir = op->head->direction;
202    
203     if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
204     op->state = op->head->state;
205     else
206     ++op->state;
207     }
208     else
209     {
210     ++op->state; /* increase draw state */
211     }
212    
213     /* If object is turning, then max animation state is half through the
214     * animations. Otherwise, we can use all the animations.
215     */
216     max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
217     base_state = 0;
218     /* at least in the older aniamtions that used is_turning, the first half
219     * of the animations were left facing, the second half right facing.
220     * Note in old the is_turning, it was set so that the animation for a monster
221     * was always towards the enemy - now it is whatever direction the monster
222     * is facing.
223     */
224     if (NUM_FACINGS (op) == 2)
225     {
226     if (dir < 5)
227     base_state = 0;
228     else
229     base_state = NUM_ANIMATIONS (op) / 2;
230     }
231     else if (NUM_FACINGS (op) == 4)
232     {
233     if (dir == 0)
234     base_state = 0;
235     else
236     base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
237     }
238     else if (NUM_FACINGS (op) == 8)
239     {
240     if (dir == 0)
241     base_state = 0;
242     else
243     base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
244     }
245    
246     /* If beyond drawable states, reset */
247     if (op->state >= max_state)
248     op->state = 0;
249    
250     SET_ANIMATION (op, op->state + base_state);
251    
252     if (op->face == blank_face)
253     op->invisible = 1;
254    
255     /* This block covers monsters (eg, pixies) which are supposed to
256     * cycle from visible to invisible and back to being visible.
257     * as such, disable it for players, as then players would become
258     * visible.
259     */
260     else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE))
261     {
262     if (op->face->number == 0)
263     {
264     op->invisible = 1;
265     CLEAR_FLAG (op, FLAG_ALIVE);
266     }
267     else
268     {
269     op->invisible = 0;
270     SET_FLAG (op, FLAG_ALIVE);
271     }
272     }
273    
274     if (op->more)
275     animate_object (op->more, dir);
276    
277     /* update_object will also recursively update all the pieces.
278     * as such, we call it last, and only call it for the head
279     * piece, and not for the other tail pieces.
280     */
281     if (!op->head)
282     update_object (op, UP_OBJ_FACE);
283 elmex 1.1 }