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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.17 by pippijn, Mon Jan 15 21:06:17 2007 UTC vs.
Revision 1.22 by root, Thu Apr 12 14:18:04 2007 UTC

25/* This file contains animation related code. */ 25/* This file contains animation related code. */
26 26
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29 29
30animhash_t animhash;
31std::vector<animation> animations;
32
30void 33void
31free_all_anim (void) 34animation::resize (int new_size)
32{ 35{
33 for (int i = 0; i <= num_animations; i++) 36 sfree <faceidx> (faces, num_animations);
34 { 37 num_animations = new_size;
35 animations[i].name = 0; 38 faces = salloc<faceidx> (num_animations);
36 free (animations[i].faces); 39}
37 }
38 40
39 animations.clear (); 41animation &
42animation::create (const char *name, uint8 frames, uint8 facings)
43{
44 animations.push_back (animation ());
45 animation &anim = animations.back ();
46
47 anim.number = animations.size () - 1;
48 anim.name = name;
49 anim.num_animations = frames;
50 anim.facings = facings;
51 anim.faces = salloc<faceidx> (frames);
52
53 animhash.insert (std::make_pair (anim.name, anim.number));
54
55 return anim;
56}
57
58animation &
59animation::find (const char *name)
60{
61 if (!name)
62 return animations [0];
63
64 animhash_t::iterator i = animhash.find (name);
65 return animations [i == animhash.end () ? 0 : i->second];
40} 66}
41 67
42void 68void
43init_anim (void) 69init_anim (void)
44{ 70{
45 char 71 animation &anim0 = animation::create ("none", 1, 0);
46 buf[MAX_BUF];
47 FILE *
48 fp;
49 static int
50 anim_init = 0;
51 int
52 num_frames = 0, faces[MAX_ANIMATIONS], i;
53
54 if (anim_init)
55 return;
56 num_animations = 0;
57 /* Make a default. New animations start at one, so if something
58 * thinks it is animated but hasn't set the animation_id properly,
59 * it will have a default value that should be pretty obvious.
60 */
61 /* set the name so we don't try to dereferance null.
62 * Put # at start so it will be first in alphabetical
63 * order.
64 */
65 {
66 Animations anim0;
67
68 anim0.name = "###none";
69 anim0.num_animations = 1;
70 anim0.faces = (uint16 *)malloc (sizeof (uint16));
71 anim0.faces[0] = 0; 72 anim0.faces [0] = 0;
72 anim0.facings = 0;
73
74 animations.push_back (anim0);
75 }
76
77 sprintf (buf, "%s/animations", settings.datadir);
78 LOG (llevDebug, "Reading animations from %s...\n", buf);
79 if ((fp = fopen (buf, "r")) == NULL)
80 {
81 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
82 exit (-1);
83 }
84 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
85 {
86 if (*buf == '#')
87 continue;
88 /* Kill the newline */
89 buf[strlen (buf) - 1] = '\0';
90 if (!strncmp (buf, "anim ", 5))
91 {
92 if (num_frames)
93 {
94 LOG (llevError, "Didn't get a mina before %s\n", buf);
95 num_frames = 0;
96 }
97 num_animations++;
98
99 Animations anim;
100
101 anim.name = buf + 5;
102 anim.num = num_animations; /* for bsearch */
103 anim.facings = 1;
104 animations.push_back (anim);
105 }
106 else if (!strncmp (buf, "mina", 4))
107 {
108 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
109 for (i = 0; i < num_frames; i++)
110 animations[num_animations].faces[i] = faces[i];
111 animations[num_animations].num_animations = num_frames;
112 if (num_frames % animations[num_animations].facings)
113 {
114 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
115 &animations[num_animations].name, num_frames, animations[num_animations].facings);
116 }
117 num_frames = 0;
118 }
119 else if (!strncmp (buf, "facings", 7))
120 {
121 if (!(animations[num_animations].facings = atoi (buf + 7)))
122 {
123 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
124 animations[num_animations].facings = 1;
125 }
126
127 }
128 else
129 {
130 if (!(faces[num_frames++] = FindFace (buf, 0)))
131 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
132 }
133 }
134 fclose (fp);
135 LOG (llevDebug, "done. got (%d)\n", num_animations);
136}
137
138static int
139anim_compare (const Animations * a, const Animations * b)
140{
141 return strcmp (a->name, b->name);
142} 73}
143 74
144/* Tries to find the animation id that matches name. Returns an integer match 75/* Tries to find the animation id that matches name. Returns an integer match
145 * 0 if no match found (animation 0 is initialised as the 'bug' face 76 * 0 if no match found (animation 0 is initialised as the 'bug' face
146 */ 77 */
78//TODO: nuke this function and replace all occurences by animations::find
147int 79int
148find_animation (const char *name) 80find_animation (const char *name)
149{ 81{
150 Animations search, *match; 82 return animation::find (name).number;
151
152 search.name = name;
153
154 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
155 sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
156
157
158 if (match)
159 return match->num;
160
161 LOG (llevError, "Unable to find animation %s\n", name);
162
163 return 0;
164} 83}
165 84
166/* 85/*
167 * animate_object(object) updates the face-variable of an object. 86 * animate_object(object) updates the face-variable of an object.
168 * If the object is the head of a multi-object, all objects are animated. 87 * If the object is the head of a multi-object, all objects are animated.
200 /* If object is turning, then max animation state is half through the 119 /* If object is turning, then max animation state is half through the
201 * animations. Otherwise, we can use all the animations. 120 * animations. Otherwise, we can use all the animations.
202 */ 121 */
203 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); 122 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
204 base_state = 0; 123 base_state = 0;
205 /* at least in the older aniamtions that used is_turning, the first half 124 /* at least in the older animations that used is_turning, the first half
206 * of the animations were left facing, the second half right facing. 125 * of the animations were left facing, the second half right facing.
207 * Note in old the is_turning, it was set so that the animation for a monster 126 * Note in old the is_turning, it was set so that the animation for a monster
208 * was always towards the enemy - now it is whatever direction the monster 127 * was always towards the enemy - now it is whatever direction the monster
209 * is facing. 128 * is facing.
210 */ 129 */
243 /* This block covers monsters (eg, pixies) which are supposed to 162 /* This block covers monsters (eg, pixies) which are supposed to
244 * cycle from visible to invisible and back to being visible. 163 * cycle from visible to invisible and back to being visible.
245 * as such, disable it for players, as then players would become 164 * as such, disable it for players, as then players would become
246 * visible. 165 * visible.
247 */ 166 */
248 else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE)) 167 else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE])
249 { 168 {
250 if (op->face->number == 0) 169 if (op->face == 0)
251 { 170 {
252 op->invisible = 1; 171 op->invisible = 1;
253 CLEAR_FLAG (op, FLAG_ALIVE); 172 CLEAR_FLAG (op, FLAG_ALIVE);
254 } 173 }
255 else 174 else
267 * piece, and not for the other tail pieces. 186 * piece, and not for the other tail pieces.
268 */ 187 */
269 if (!op->head) 188 if (!op->head)
270 update_object (op, UP_OBJ_FACE); 189 update_object (op, UP_OBJ_FACE);
271} 190}
191

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