--- deliantra/server/common/anim.C 2006/08/13 17:16:00 1.1 +++ deliantra/server/common/anim.C 2006/09/03 08:05:39 1.6 @@ -1,6 +1,6 @@ /* * static char *rcsid_anim_c = - * "$Id: anim.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; + * "$Id: anim.C,v 1.6 2006/09/03 08:05:39 root Exp $"; */ /* @@ -31,14 +31,17 @@ #include #include -void free_all_anim(void) { - int i; +std::vector animations; - for (i=0; i<=num_animations; i++) { - free_string(animations[i].name); - free(animations[i].faces); +void free_all_anim(void) +{ + for (int i=0; i<=num_animations; i++) + { + animations[i].name = 0; + free (animations[i].faces); } - free(animations); + + animations.clear (); } void init_anim(void) { @@ -48,70 +51,73 @@ int num_frames=0,faces[MAX_ANIMATIONS],i; if (anim_init) return; - animations_allocated=9; num_animations=0; /* Make a default. New animations start at one, so if something * thinks it is animated but hasn't set the animation_id properly, * it will have a default value that should be pretty obvious. */ - animations = (Animations *) malloc(10*sizeof(Animations)); /* set the name so we don't try to dereferance null. * Put # at start so it will be first in alphabetical * order. */ - animations[0].name=add_string("###none"); - animations[0].num_animations=1; - animations[0].faces = (Fontindex *) malloc(sizeof(Fontindex)); - animations[0].faces[0]=0; - animations[0].facings=0; + { + Animations anim0; + + anim0.name = "###none"; + anim0.num_animations=1; + anim0.faces = (Fontindex *) malloc(sizeof(Fontindex)); + anim0.faces[0]=0; + anim0.facings=0; + + animations.push_back (anim0); + } sprintf(buf,"%s/animations", settings.datadir); LOG(llevDebug,"Reading animations from %s...", buf); if ((fp=fopen(buf,"r")) ==NULL) { - LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror_local(errno)); - exit(-1); + LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno)); + exit(-1); } while (fgets(buf, MAX_BUF-1, fp)!=NULL) { - if (*buf=='#') continue; - /* Kill the newline */ - buf[strlen(buf)-1] = '\0'; - if (!strncmp(buf,"anim ", 5)) { - if (num_frames) { - LOG(llevError,"Didn't get a mina before %s\n", buf); - num_frames=0; - } - num_animations++; - if (num_animations==animations_allocated) { - animations= (Animations *) realloc(animations, sizeof(Animations)*(animations_allocated+10)); - animations_allocated+=10; - } - animations[num_animations].name = add_string(buf+5); - animations[num_animations].num = num_animations; /* for bsearch */ - animations[num_animations].facings = 1; - } - else if (!strncmp(buf,"mina",4)) { - animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); - for (i=0; inum; @@ -154,20 +160,20 @@ int base_state; /* starting index # to draw from */ if(!op->animation_id || !NUM_ANIMATIONS(op)) { - LOG(llevError,"Object lacks animation.\n"); - dump_object(op); - return; + LOG(llevError,"Object lacks animation.\n"); + dump_object(op); + return; } if (op->head) { - dir=op->head->direction; + dir=op->head->direction; - if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) - op->state = op->head->state; - else - ++op->state; + if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) + op->state = op->head->state; + else + ++op->state; } else { - ++op->state; /* increase draw state */ + ++op->state; /* increase draw state */ } /* If object is turning, then max animation state is half through the @@ -182,16 +188,16 @@ * is facing. */ if (NUM_FACINGS(op)==2) { - if (dir<5) base_state=0; - else base_state=NUM_ANIMATIONS(op)/2; + if (dir<5) base_state=0; + else base_state=NUM_ANIMATIONS(op)/2; } else if (NUM_FACINGS(op)==4) { - if (dir==0) base_state=0; - else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); + if (dir==0) base_state=0; + else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); } else if (NUM_FACINGS(op)==8) { - if (dir==0) base_state=0; - else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); + if (dir==0) base_state=0; + else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); } /* If beyond drawable states, reset */ @@ -200,7 +206,7 @@ SET_ANIMATION(op, op->state + base_state); if(op->face==blank_face) - op->invisible=1; + op->invisible=1; /* This block covers monsters (eg, pixies) which are supposed to * cycle from visible to invisible and back to being visible. @@ -208,23 +214,23 @@ * visible. */ else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { - if(op->face->number==0) { - op->invisible=1; - CLEAR_FLAG(op, FLAG_ALIVE); - } else { - op->invisible=0; - SET_FLAG(op, FLAG_ALIVE); - } + if(op->face->number==0) { + op->invisible=1; + CLEAR_FLAG(op, FLAG_ALIVE); + } else { + op->invisible=0; + SET_FLAG(op, FLAG_ALIVE); + } } if(op->more) - animate_object(op->more, dir); + animate_object(op->more, dir); /* update_object will also recursively update all the pieces. * as such, we call it last, and only call it for the head * piece, and not for the other tail pieces. */ if (!op->head) - update_object(op, UP_OBJ_FACE); + update_object(op, UP_OBJ_FACE); }