ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/anim.C
Revision: 1.8
Committed: Mon Sep 11 20:28:37 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +3 -5 lines
Log Message:
implement owner pointer using refcounted refptr templates

File Contents

# User Rev Content
1 root 1.7
2 elmex 1.1 /*
3     * static char *rcsid_anim_c =
4 root 1.8 * "$Id: anim.C,v 1.7 2006-09-10 16:00:23 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 root 1.8 Animations anim0;
74 root 1.7
75     anim0.name = "###none";
76     anim0.num_animations = 1;
77     anim0.faces = (Fontindex *) malloc (sizeof (Fontindex));
78     anim0.faces[0] = 0;
79     anim0.facings = 0;
80    
81     animations.push_back (anim0);
82     }
83    
84     sprintf (buf, "%s/animations", settings.datadir);
85     LOG (llevDebug, "Reading animations from %s...", buf);
86     if ((fp = fopen (buf, "r")) == NULL)
87     {
88     LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
89     exit (-1);
90     }
91     while (fgets (buf, MAX_BUF - 1, fp) != NULL)
92     {
93     if (*buf == '#')
94     continue;
95     /* Kill the newline */
96     buf[strlen (buf) - 1] = '\0';
97     if (!strncmp (buf, "anim ", 5))
98     {
99     if (num_frames)
100     {
101     LOG (llevError, "Didn't get a mina before %s\n", buf);
102     num_frames = 0;
103 root 1.2 }
104 root 1.7 num_animations++;
105    
106 root 1.8 Animations anim;
107 root 1.4
108 root 1.7 anim.name = buf + 5;
109     anim.num = num_animations; /* for bsearch */
110     anim.facings = 1;
111     animations.push_back (anim);
112     }
113     else if (!strncmp (buf, "mina", 4))
114     {
115     animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames);
116     for (i = 0; i < num_frames; i++)
117     animations[num_animations].faces[i] = faces[i];
118     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 1.7 fclose (fp);
142     LOG (llevDebug, "done. got (%d)\n", num_animations);
143 elmex 1.1 }
144    
145 root 1.7 static int
146     anim_compare (const Animations * a, const Animations * b)
147     {
148     return strcmp (a->name, b->name);
149 elmex 1.1 }
150    
151     /* Tries to find the animation id that matches name. Returns an integer match
152     * 0 if no match found (animation 0 is initialized as the 'bug' face
153     */
154 root 1.7 int
155     find_animation (const char *name)
156 elmex 1.1 {
157 root 1.7 Animations
158     search, *
159     match;
160 elmex 1.1
161 root 1.7 search.name = name;
162 elmex 1.1
163 root 1.7 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
164     sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
165 elmex 1.1
166    
167 root 1.7 if (match)
168     return match->num;
169     LOG (llevError, "Unable to find animation %s\n", name);
170     return 0;
171 elmex 1.1 }
172    
173     /*
174     * animate_object(object) updates the face-variable of an object.
175     * If the object is the head of a multi-object, all objects are animated.
176     * op is the object to animate.
177     * dir is the direction the object is facing. This is generally same as
178     * op->direction, but in some cases, op->facing is used instead - the
179     * caller has a better idea which one it really wants to be using,
180     * so let it pass along the right one.
181     */
182    
183 root 1.7 void
184     animate_object (object *op, int dir)
185     {
186     int
187     max_state; /* Max animation state object should be drawn in */
188     int
189     base_state; /* starting index # to draw from */
190    
191     if (!op->animation_id || !NUM_ANIMATIONS (op))
192     {
193     LOG (llevError, "Object lacks animation.\n");
194     dump_object (op);
195     return;
196     }
197     if (op->head)
198     {
199     dir = op->head->direction;
200    
201     if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
202     op->state = op->head->state;
203     else
204     ++op->state;
205     }
206     else
207     {
208     ++op->state; /* increase draw state */
209     }
210    
211     /* If object is turning, then max animation state is half through the
212     * animations. Otherwise, we can use all the animations.
213     */
214     max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
215     base_state = 0;
216     /* at least in the older aniamtions that used is_turning, the first half
217     * of the animations were left facing, the second half right facing.
218     * Note in old the is_turning, it was set so that the animation for a monster
219     * was always towards the enemy - now it is whatever direction the monster
220     * is facing.
221     */
222     if (NUM_FACINGS (op) == 2)
223     {
224     if (dir < 5)
225     base_state = 0;
226     else
227     base_state = NUM_ANIMATIONS (op) / 2;
228     }
229     else if (NUM_FACINGS (op) == 4)
230     {
231     if (dir == 0)
232     base_state = 0;
233     else
234     base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
235     }
236     else if (NUM_FACINGS (op) == 8)
237     {
238     if (dir == 0)
239     base_state = 0;
240     else
241     base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
242     }
243    
244     /* If beyond drawable states, reset */
245     if (op->state >= max_state)
246     op->state = 0;
247    
248     SET_ANIMATION (op, op->state + base_state);
249    
250     if (op->face == blank_face)
251     op->invisible = 1;
252    
253     /* This block covers monsters (eg, pixies) which are supposed to
254     * cycle from visible to invisible and back to being visible.
255     * as such, disable it for players, as then players would become
256     * visible.
257     */
258     else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE))
259     {
260     if (op->face->number == 0)
261     {
262     op->invisible = 1;
263     CLEAR_FLAG (op, FLAG_ALIVE);
264     }
265     else
266     {
267     op->invisible = 0;
268     SET_FLAG (op, FLAG_ALIVE);
269     }
270     }
271    
272     if (op->more)
273     animate_object (op->more, dir);
274    
275     /* update_object will also recursively update all the pieces.
276     * as such, we call it last, and only call it for the head
277     * piece, and not for the other tail pieces.
278     */
279     if (!op->head)
280     update_object (op, UP_OBJ_FACE);
281 elmex 1.1 }