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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.6 by root, Sun Sep 3 08:05:39 2006 UTC vs.
Revision 1.9 by root, Tue Sep 12 19:20:05 2006 UTC

1
1/* 2/*
2 * static char *rcsid_anim_c = 3 * static char *rcsid_anim_c =
3 * "$Id: anim.C,v 1.6 2006/09/03 08:05:39 root Exp $"; 4 * "$Id: anim.C,v 1.9 2006/09/12 19:20:05 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
29/* This file contains animation related code. */ 30/* This file contains animation related code. */
30 31
31#include <global.h> 32#include <global.h>
32#include <stdio.h> 33#include <stdio.h>
33 34
34std::vector<Animations> animations; 35std::vector < Animations > animations;
35 36
37void
36void free_all_anim(void) 38free_all_anim (void)
37{ 39{
38 for (int i=0; i<=num_animations; i++) 40 for (int i = 0; i <= num_animations; i++)
39 { 41 {
40 animations[i].name = 0; 42 animations[i].name = 0;
41 free (animations[i].faces); 43 free (animations[i].faces);
42 } 44 }
43 45
44 animations.clear (); 46 animations.clear ();
45} 47}
46 48
49void
47void init_anim(void) { 50init_anim (void)
51{
52 char
48 char buf[MAX_BUF]; 53 buf[MAX_BUF];
49 FILE *fp; 54 FILE *
50 static int anim_init=0; 55 fp;
56 static int
57 anim_init = 0;
58 int
51 int num_frames=0,faces[MAX_ANIMATIONS],i; 59 num_frames = 0, faces[MAX_ANIMATIONS], i;
52 60
53 if (anim_init) return; 61 if (anim_init)
62 return;
54 num_animations=0; 63 num_animations = 0;
55 /* Make a default. New animations start at one, so if something 64 /* Make a default. New animations start at one, so if something
56 * thinks it is animated but hasn't set the animation_id properly, 65 * thinks it is animated but hasn't set the animation_id properly,
57 * it will have a default value that should be pretty obvious. 66 * it will have a default value that should be pretty obvious.
58 */ 67 */
59 /* set the name so we don't try to dereferance null. 68 /* set the name so we don't try to dereferance null.
60 * Put # at start so it will be first in alphabetical 69 * Put # at start so it will be first in alphabetical
61 * order. 70 * order.
62 */ 71 */
63 { 72 {
64 Animations anim0; 73 Animations anim0;
65 74
66 anim0.name = "###none"; 75 anim0.name = "###none";
67 anim0.num_animations=1; 76 anim0.num_animations = 1;
68 anim0.faces = (Fontindex *) malloc(sizeof(Fontindex)); 77 anim0.faces = (Fontindex *) malloc (sizeof (Fontindex));
69 anim0.faces[0]=0; 78 anim0.faces[0] = 0;
70 anim0.facings=0; 79 anim0.facings = 0;
71 80
72 animations.push_back (anim0); 81 animations.push_back (anim0);
73 } 82 }
74 83
75 sprintf(buf,"%s/animations", settings.datadir); 84 sprintf (buf, "%s/animations", settings.datadir);
76 LOG(llevDebug,"Reading animations from %s...", buf); 85 LOG (llevDebug, "Reading animations from %s...", buf);
77 if ((fp=fopen(buf,"r")) ==NULL) { 86 if ((fp = fopen (buf, "r")) == NULL)
87 {
78 LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno)); 88 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
79 exit(-1); 89 exit (-1);
80 } 90 }
81 while (fgets(buf, MAX_BUF-1, fp)!=NULL) { 91 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
82 if (*buf=='#') continue; 92 {
93 if (*buf == '#')
94 continue;
83 /* Kill the newline */ 95 /* Kill the newline */
84 buf[strlen(buf)-1] = '\0'; 96 buf[strlen (buf) - 1] = '\0';
85 if (!strncmp(buf,"anim ", 5)) { 97 if (!strncmp (buf, "anim ", 5))
98 {
86 if (num_frames) { 99 if (num_frames)
100 {
87 LOG(llevError,"Didn't get a mina before %s\n", buf); 101 LOG (llevError, "Didn't get a mina before %s\n", buf);
88 num_frames=0; 102 num_frames = 0;
89 } 103 }
90 num_animations++; 104 num_animations++;
91 105
92 Animations anim; 106 Animations anim;
107
93 anim.name = buf + 5; 108 anim.name = buf + 5;
94 anim.num = num_animations; /* for bsearch */ 109 anim.num = num_animations; /* for bsearch */
95 anim.facings = 1; 110 anim.facings = 1;
96 animations.push_back (anim); 111 animations.push_back (anim);
97 } 112 }
98 else if (!strncmp(buf,"mina",4)) { 113 else if (!strncmp (buf, "mina", 4))
114 {
99 animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); 115 animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames);
100 for (i=0; i<num_frames; i++) 116 for (i = 0; i < num_frames; i++)
101 animations[num_animations].faces[i]=faces[i]; 117 animations[num_animations].faces[i] = faces[i];
102 animations[num_animations].num_animations = num_frames; 118 animations[num_animations].num_animations = num_frames;
103 if (num_frames % animations[num_animations].facings) { 119 if (num_frames % animations[num_animations].facings)
120 {
104 LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", 121 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
105 &animations[num_animations].name, num_frames, animations[num_animations].facings); 122 &animations[num_animations].name, num_frames, animations[num_animations].facings);
106 } 123 }
107 num_frames=0; 124 num_frames = 0;
108 } 125 }
109 else if (!strncmp(buf,"facings",7)) { 126 else if (!strncmp (buf, "facings", 7))
127 {
110 if (!(animations[num_animations].facings = atoi(buf+7))) { 128 if (!(animations[num_animations].facings = atoi (buf + 7)))
129 {
111 LOG(llevDebug,"Animation %s has 0 facings, line=%s\n", 130 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
112 &animations[num_animations].name, buf);
113 animations[num_animations].facings=1; 131 animations[num_animations].facings = 1;
114 } 132 }
115 133
134 }
116 } else { 135 else
136 {
117 if (!(faces[num_frames++] = FindFace(buf,0))) 137 if (!(faces[num_frames++] = FindFace (buf, 0)))
118 LOG(llevDebug,"Could not find face %s for animation %s\n", 138 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
119 buf, &animations[num_animations].name);
120 } 139 }
121 } 140 }
122 fclose(fp); 141 fclose (fp);
123 LOG(llevDebug,"done. got (%d)\n", num_animations); 142 LOG (llevDebug, "done. got (%d)\n", num_animations);
124} 143}
125 144
145static int
126static int anim_compare(const Animations *a, const Animations *b) { 146anim_compare (const Animations * a, const Animations * b)
147{
127 return strcmp(a->name, b->name); 148 return strcmp (a->name, b->name);
128} 149}
129 150
130/* Tries to find the animation id that matches name. Returns an integer match 151/* Tries to find the animation id that matches name. Returns an integer match
131 * 0 if no match found (animation 0 is initialized as the 'bug' face 152 * 0 if no match found (animation 0 is initialized as the 'bug' face
132 */ 153 */
154int
133int find_animation(const char *name) 155find_animation (const char *name)
134{ 156{
135 Animations search, *match; 157 Animations
158 search, *
159 match;
136 160
137 search.name = name; 161 search.name = name;
138 162
139 match = (Animations*)bsearch(&search, &animations [0], (num_animations+1), 163 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
140 sizeof(Animations), (int (*)(const void*, const void*))anim_compare); 164 sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
141 165
142 166
167 if (match)
143 if (match) return match->num; 168 return match->num;
144 LOG(llevError,"Unable to find animation %s\n", name); 169 LOG (llevError, "Unable to find animation %s\n", name);
145 return 0; 170 return 0;
146} 171}
147 172
148/* 173/*
149 * animate_object(object) updates the face-variable of an object. 174 * animate_object(object) updates the face-variable of an object.
150 * If the object is the head of a multi-object, all objects are animated. 175 * If the object is the head of a multi-object, all objects are animated.
153 * op->direction, but in some cases, op->facing is used instead - the 178 * op->direction, but in some cases, op->facing is used instead - the
154 * caller has a better idea which one it really wants to be using, 179 * caller has a better idea which one it really wants to be using,
155 * so let it pass along the right one. 180 * so let it pass along the right one.
156 */ 181 */
157 182
183void
158void animate_object(object *op, int dir) { 184animate_object (object *op, int dir)
185{
186 int
159 int max_state; /* Max animation state object should be drawn in */ 187 max_state; /* Max animation state object should be drawn in */
188 int
160 int base_state; /* starting index # to draw from */ 189 base_state; /* starting index # to draw from */
161 190
162 if(!op->animation_id || !NUM_ANIMATIONS(op)) { 191 if (!op->animation_id || !NUM_ANIMATIONS (op))
192 {
163 LOG(llevError,"Object lacks animation.\n"); 193 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
164 dump_object(op);
165 return; 194 return;
166 } 195 }
196
167 if (op->head) { 197 if (op->head)
198 {
168 dir=op->head->direction; 199 dir = op->head->direction;
169 200
170 if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) 201 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
171 op->state = op->head->state; 202 op->state = op->head->state;
172 else 203 else
173 ++op->state; 204 ++op->state;
174 } 205 }
175 else { 206 else
176 ++op->state; /* increase draw state */ 207 ++op->state; /* increase draw state */
177 }
178 208
179 /* If object is turning, then max animation state is half through the 209 /* If object is turning, then max animation state is half through the
180 * animations. Otherwise, we can use all the animations. 210 * animations. Otherwise, we can use all the animations.
181 */ 211 */
182 max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op); 212 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
183 base_state=0; 213 base_state = 0;
184 /* at least in the older aniamtions that used is_turning, the first half 214 /* at least in the older aniamtions that used is_turning, the first half
185 * of the animations were left facing, the second half right facing. 215 * of the animations were left facing, the second half right facing.
186 * Note in old the is_turning, it was set so that the animation for a monster 216 * Note in old the is_turning, it was set so that the animation for a monster
187 * was always towards the enemy - now it is whatever direction the monster 217 * was always towards the enemy - now it is whatever direction the monster
188 * is facing. 218 * is facing.
189 */ 219 */
220
190 if (NUM_FACINGS(op)==2) { 221 if (NUM_FACINGS (op) == 2)
222 {
223 if (dir < 5)
191 if (dir<5) base_state=0; 224 base_state = 0;
225 else
192 else base_state=NUM_ANIMATIONS(op)/2; 226 base_state = NUM_ANIMATIONS (op) / 2;
193 } 227 }
194 else if (NUM_FACINGS(op)==4) { 228 else if (NUM_FACINGS (op) == 4)
229 {
230 if (dir == 0)
195 if (dir==0) base_state=0; 231 base_state = 0;
232 else
196 else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); 233 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
197 } 234 }
198 else if (NUM_FACINGS(op)==8) { 235 else if (NUM_FACINGS (op) == 8)
236 {
237 if (dir == 0)
199 if (dir==0) base_state=0; 238 base_state = 0;
239 else
200 else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); 240 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
201 } 241 }
202 242
203 /* If beyond drawable states, reset */ 243 /* If beyond drawable states, reset */
204 if (op->state>=max_state) op->state=0; 244 if (op->state >= max_state)
245 op->state = 0;
205 246
206 SET_ANIMATION(op, op->state + base_state); 247 SET_ANIMATION (op, op->state + base_state);
207 248
208 if(op->face==blank_face) 249 if (op->face == blank_face)
209 op->invisible=1; 250 op->invisible = 1;
210 251
211 /* This block covers monsters (eg, pixies) which are supposed to 252 /* This block covers monsters (eg, pixies) which are supposed to
212 * cycle from visible to invisible and back to being visible. 253 * cycle from visible to invisible and back to being visible.
213 * as such, disable it for players, as then players would become 254 * as such, disable it for players, as then players would become
214 * visible. 255 * visible.
215 */ 256 */
216 else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { 257 else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE))
258 {
217 if(op->face->number==0) { 259 if (op->face->number == 0)
260 {
218 op->invisible=1; 261 op->invisible = 1;
219 CLEAR_FLAG(op, FLAG_ALIVE); 262 CLEAR_FLAG (op, FLAG_ALIVE);
263 }
220 } else { 264 else
265 {
221 op->invisible=0; 266 op->invisible = 0;
222 SET_FLAG(op, FLAG_ALIVE); 267 SET_FLAG (op, FLAG_ALIVE);
223 } 268 }
224 } 269 }
225 270
226 if(op->more) 271 if (op->more)
227 animate_object(op->more, dir); 272 animate_object (op->more, dir);
228 273
229 /* update_object will also recursively update all the pieces. 274 /* update_object will also recursively update all the pieces.
230 * as such, we call it last, and only call it for the head 275 * as such, we call it last, and only call it for the head
231 * piece, and not for the other tail pieces. 276 * piece, and not for the other tail pieces.
232 */ 277 */
233 if (!op->head) 278 if (!op->head)
234 update_object(op, UP_OBJ_FACE); 279 update_object (op, UP_OBJ_FACE);
235} 280}
236

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