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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:35 2006 UTC vs.
Revision 1.10 by root, Thu Sep 14 22:33:58 2006 UTC

1/*
2 * static char *rcsid_anim_c =
3 * "$Id: anim.C,v 1.2 2006/08/29 08:01:35 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* This file contains animation related code. */ 24/* This file contains animation related code. */
30 25
31#include <global.h> 26#include <global.h>
32#include <stdio.h> 27#include <stdio.h>
33 28
29std::vector<Animations> animations;
30
31void
34void free_all_anim(void) { 32free_all_anim (void)
35 int i; 33{
36
37 for (i=0; i<=num_animations; i++) { 34 for (int i = 0; i <= num_animations; i++)
38 free_string(animations[i].name); 35 {
36 animations[i].name = 0;
39 free(animations[i].faces); 37 free (animations[i].faces);
40 } 38 }
41 free(animations);
42}
43 39
40 animations.clear ();
41}
42
43void
44void init_anim(void) { 44init_anim (void)
45{
46 char
45 char buf[MAX_BUF]; 47 buf[MAX_BUF];
46 FILE *fp; 48 FILE *
47 static int anim_init=0; 49 fp;
50 static int
51 anim_init = 0;
52 int
48 int num_frames=0,faces[MAX_ANIMATIONS],i; 53 num_frames = 0, faces[MAX_ANIMATIONS], i;
49 54
50 if (anim_init) return; 55 if (anim_init)
51 animations_allocated=9; 56 return;
52 num_animations=0; 57 num_animations = 0;
53 /* Make a default. New animations start at one, so if something 58 /* Make a default. New animations start at one, so if something
54 * thinks it is animated but hasn't set the animation_id properly, 59 * thinks it is animated but hasn't set the animation_id properly,
55 * it will have a default value that should be pretty obvious. 60 * it will have a default value that should be pretty obvious.
56 */ 61 */
57 animations = (Animations *) malloc(10*sizeof(Animations));
58 /* set the name so we don't try to dereferance null. 62 /* set the name so we don't try to dereferance null.
59 * Put # at start so it will be first in alphabetical 63 * Put # at start so it will be first in alphabetical
60 * order. 64 * order.
61 */ 65 */
62 animations[0].name=add_string("###none"); 66 {
67 Animations anim0;
68
69 anim0.name = "###none";
63 animations[0].num_animations=1; 70 anim0.num_animations = 1;
64 animations[0].faces = (Fontindex *) malloc(sizeof(Fontindex)); 71 anim0.faces = (Fontindex *) malloc (sizeof (Fontindex));
65 animations[0].faces[0]=0; 72 anim0.faces[0] = 0;
66 animations[0].facings=0; 73 anim0.facings = 0;
67 74
75 animations.push_back (anim0);
76 }
77
68 sprintf(buf,"%s/animations", settings.datadir); 78 sprintf (buf, "%s/animations", settings.datadir);
69 LOG(llevDebug,"Reading animations from %s...", buf); 79 LOG (llevDebug, "Reading animations from %s...", buf);
70 if ((fp=fopen(buf,"r")) ==NULL) { 80 if ((fp = fopen (buf, "r")) == NULL)
81 {
71 LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror_local(errno)); 82 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
72 exit(-1); 83 exit (-1);
73 } 84 }
74 while (fgets(buf, MAX_BUF-1, fp)!=NULL) { 85 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
75 if (*buf=='#') continue; 86 {
87 if (*buf == '#')
88 continue;
76 /* Kill the newline */ 89 /* Kill the newline */
77 buf[strlen(buf)-1] = '\0'; 90 buf[strlen (buf) - 1] = '\0';
78 if (!strncmp(buf,"anim ", 5)) { 91 if (!strncmp (buf, "anim ", 5))
92 {
79 if (num_frames) { 93 if (num_frames)
94 {
80 LOG(llevError,"Didn't get a mina before %s\n", buf); 95 LOG (llevError, "Didn't get a mina before %s\n", buf);
81 num_frames=0; 96 num_frames = 0;
82 } 97 }
83 num_animations++; 98 num_animations++;
84 if (num_animations==animations_allocated) { 99
85 animations= (Animations *) realloc(animations, sizeof(Animations)*(animations_allocated+10)); 100 Animations anim;
86 animations_allocated+=10; 101
87 } 102 anim.name = buf + 5;
88 animations[num_animations].name = add_string(buf+5);
89 animations[num_animations].num = num_animations; /* for bsearch */ 103 anim.num = num_animations; /* for bsearch */
90 animations[num_animations].facings = 1; 104 anim.facings = 1;
105 animations.push_back (anim);
91 } 106 }
92 else if (!strncmp(buf,"mina",4)) { 107 else if (!strncmp (buf, "mina", 4))
108 {
93 animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); 109 animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames);
94 for (i=0; i<num_frames; i++) 110 for (i = 0; i < num_frames; i++)
95 animations[num_animations].faces[i]=faces[i]; 111 animations[num_animations].faces[i] = faces[i];
96 animations[num_animations].num_animations = num_frames; 112 animations[num_animations].num_animations = num_frames;
97 if (num_frames % animations[num_animations].facings) { 113 if (num_frames % animations[num_animations].facings)
114 {
98 LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", 115 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
99 animations[num_animations].name, num_frames, animations[num_animations].facings); 116 &animations[num_animations].name, num_frames, animations[num_animations].facings);
100 } 117 }
101 num_frames=0; 118 num_frames = 0;
102 } 119 }
103 else if (!strncmp(buf,"facings",7)) { 120 else if (!strncmp (buf, "facings", 7))
121 {
104 if (!(animations[num_animations].facings = atoi(buf+7))) { 122 if (!(animations[num_animations].facings = atoi (buf + 7)))
123 {
105 LOG(llevDebug,"Animation %s has 0 facings, line=%s\n", 124 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
106 animations[num_animations].name, buf);
107 animations[num_animations].facings=1; 125 animations[num_animations].facings = 1;
108 } 126 }
109 127
128 }
110 } else { 129 else
130 {
111 if (!(faces[num_frames++] = FindFace(buf,0))) 131 if (!(faces[num_frames++] = FindFace (buf, 0)))
112 LOG(llevDebug,"Could not find face %s for animation %s\n", 132 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
113 buf, animations[num_animations].name);
114 } 133 }
115 } 134 }
116 fclose(fp); 135 fclose (fp);
117 LOG(llevDebug,"done. got (%d)\n", num_animations); 136 LOG (llevDebug, "done. got (%d)\n", num_animations);
118} 137}
119 138
139static int
120static int anim_compare(const Animations *a, const Animations *b) { 140anim_compare (const Animations * a, const Animations * b)
141{
121 return strcmp(a->name, b->name); 142 return strcmp (a->name, b->name);
122} 143}
123 144
124/* Tries to find the animation id that matches name. Returns an integer match 145/* Tries to find the animation id that matches name. Returns an integer match
125 * 0 if no match found (animation 0 is initialized as the 'bug' face 146 * 0 if no match found (animation 0 is initialized as the 'bug' face
126 */ 147 */
148int
127int find_animation(const char *name) 149find_animation (const char *name)
128{ 150{
129 Animations search, *match; 151 Animations
152 search, *
153 match;
130 154
131 search.name = name; 155 search.name = name;
132 156
133 match = (Animations*)bsearch(&search, animations, (num_animations+1), 157 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
134 sizeof(Animations), (int (*)(const void*, const void*))anim_compare); 158 sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
135 159
136 160
161 if (match)
137 if (match) return match->num; 162 return match->num;
138 LOG(llevError,"Unable to find animation %s\n", name); 163 LOG (llevError, "Unable to find animation %s\n", name);
139 return 0; 164 return 0;
140} 165}
141 166
142/* 167/*
143 * animate_object(object) updates the face-variable of an object. 168 * animate_object(object) updates the face-variable of an object.
144 * If the object is the head of a multi-object, all objects are animated. 169 * If the object is the head of a multi-object, all objects are animated.
147 * op->direction, but in some cases, op->facing is used instead - the 172 * op->direction, but in some cases, op->facing is used instead - the
148 * caller has a better idea which one it really wants to be using, 173 * caller has a better idea which one it really wants to be using,
149 * so let it pass along the right one. 174 * so let it pass along the right one.
150 */ 175 */
151 176
177void
152void animate_object(object *op, int dir) { 178animate_object (object *op, int dir)
179{
180 int
153 int max_state; /* Max animation state object should be drawn in */ 181 max_state; /* Max animation state object should be drawn in */
182 int
154 int base_state; /* starting index # to draw from */ 183 base_state; /* starting index # to draw from */
155 184
156 if(!op->animation_id || !NUM_ANIMATIONS(op)) { 185 if (!op->animation_id || !NUM_ANIMATIONS (op))
186 {
157 LOG(llevError,"Object lacks animation.\n"); 187 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
158 dump_object(op);
159 return; 188 return;
160 } 189 }
190
161 if (op->head) { 191 if (op->head)
192 {
162 dir=op->head->direction; 193 dir = op->head->direction;
163 194
164 if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) 195 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
165 op->state = op->head->state; 196 op->state = op->head->state;
166 else 197 else
167 ++op->state; 198 ++op->state;
168 } 199 }
169 else { 200 else
170 ++op->state; /* increase draw state */ 201 ++op->state; /* increase draw state */
171 }
172 202
173 /* If object is turning, then max animation state is half through the 203 /* If object is turning, then max animation state is half through the
174 * animations. Otherwise, we can use all the animations. 204 * animations. Otherwise, we can use all the animations.
175 */ 205 */
176 max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op); 206 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
177 base_state=0; 207 base_state = 0;
178 /* at least in the older aniamtions that used is_turning, the first half 208 /* at least in the older aniamtions that used is_turning, the first half
179 * of the animations were left facing, the second half right facing. 209 * of the animations were left facing, the second half right facing.
180 * Note in old the is_turning, it was set so that the animation for a monster 210 * Note in old the is_turning, it was set so that the animation for a monster
181 * was always towards the enemy - now it is whatever direction the monster 211 * was always towards the enemy - now it is whatever direction the monster
182 * is facing. 212 * is facing.
183 */ 213 */
214
184 if (NUM_FACINGS(op)==2) { 215 if (NUM_FACINGS (op) == 2)
216 {
217 if (dir < 5)
185 if (dir<5) base_state=0; 218 base_state = 0;
219 else
186 else base_state=NUM_ANIMATIONS(op)/2; 220 base_state = NUM_ANIMATIONS (op) / 2;
187 } 221 }
188 else if (NUM_FACINGS(op)==4) { 222 else if (NUM_FACINGS (op) == 4)
223 {
224 if (dir == 0)
189 if (dir==0) base_state=0; 225 base_state = 0;
226 else
190 else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); 227 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
191 } 228 }
192 else if (NUM_FACINGS(op)==8) { 229 else if (NUM_FACINGS (op) == 8)
230 {
231 if (dir == 0)
193 if (dir==0) base_state=0; 232 base_state = 0;
233 else
194 else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); 234 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
195 } 235 }
196 236
197 /* If beyond drawable states, reset */ 237 /* If beyond drawable states, reset */
198 if (op->state>=max_state) op->state=0; 238 if (op->state >= max_state)
239 op->state = 0;
199 240
200 SET_ANIMATION(op, op->state + base_state); 241 SET_ANIMATION (op, op->state + base_state);
201 242
202 if(op->face==blank_face) 243 if (op->face == blank_face)
203 op->invisible=1; 244 op->invisible = 1;
204 245
205 /* This block covers monsters (eg, pixies) which are supposed to 246 /* This block covers monsters (eg, pixies) which are supposed to
206 * cycle from visible to invisible and back to being visible. 247 * cycle from visible to invisible and back to being visible.
207 * as such, disable it for players, as then players would become 248 * as such, disable it for players, as then players would become
208 * visible. 249 * visible.
209 */ 250 */
210 else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { 251 else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE))
252 {
211 if(op->face->number==0) { 253 if (op->face->number == 0)
254 {
212 op->invisible=1; 255 op->invisible = 1;
213 CLEAR_FLAG(op, FLAG_ALIVE); 256 CLEAR_FLAG (op, FLAG_ALIVE);
257 }
214 } else { 258 else
259 {
215 op->invisible=0; 260 op->invisible = 0;
216 SET_FLAG(op, FLAG_ALIVE); 261 SET_FLAG (op, FLAG_ALIVE);
217 } 262 }
218 } 263 }
219 264
220 if(op->more) 265 if (op->more)
221 animate_object(op->more, dir); 266 animate_object (op->more, dir);
222 267
223 /* update_object will also recursively update all the pieces. 268 /* update_object will also recursively update all the pieces.
224 * as such, we call it last, and only call it for the head 269 * as such, we call it last, and only call it for the head
225 * piece, and not for the other tail pieces. 270 * piece, and not for the other tail pieces.
226 */ 271 */
227 if (!op->head) 272 if (!op->head)
228 update_object(op, UP_OBJ_FACE); 273 update_object (op, UP_OBJ_FACE);
229} 274}
230

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