ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/anim.C
(Generate patch)

Comparing deliantra/server/common/anim.C (file contents):
Revision 1.20 by root, Fri Feb 9 01:52:09 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
57 num_animations = 0;
58 /* Make a default. New animations start at one, so if something
59 * thinks it is animated but hasn't set the animation_id properly,
60 * it will have a default value that should be pretty obvious.
61 */
62 /* set the name so we don't try to dereferance null.
63 * Put # at start so it will be first in alphabetical
64 * order.
65 */
66 {
67 animation anim0;
68
69 anim0.name = "###none";
70 anim0.num_animations = 1;
71 anim0.faces = (uint16 *)malloc (sizeof (uint16));
72 anim0.faces[0] = 0; 72 anim0.faces [0] = 0;
73 anim0.facings = 0;
74
75 animations.push_back (anim0);
76 }
77
78 sprintf (buf, "%s/animations", settings.datadir);
79 LOG (llevDebug, "Reading animations from %s...\n", buf);
80
81 if ((fp = fopen (buf, "r")) == NULL)
82 {
83 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
84 exit (-1);
85 }
86
87 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
88 {
89 if (*buf == '#')
90 continue;
91
92 /* Kill the newline */
93 buf[strlen (buf) - 1] = '\0';
94 if (!strncmp (buf, "anim ", 5))
95 {
96 if (num_frames)
97 {
98 LOG (llevError, "Didn't get a mina before %s\n", buf);
99 num_frames = 0;
100 }
101
102 num_animations++;
103
104 animation anim;
105
106 anim.name = buf + 5;
107 anim.num = num_animations; /* for bsearch */
108 anim.facings = 1;
109 animations.push_back (anim);
110 }
111 else if (!strncmp (buf, "mina", 4))
112 {
113 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
114
115 for (i = 0; i < num_frames; i++)
116 animations[num_animations].faces[i] = faces[i];
117
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 }
124 num_frames = 0;
125 }
126 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 }
133
134 }
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 }
140 }
141
142 fclose (fp);
143 LOG (llevDebug, "done. got (%d)\n", num_animations);
144}
145
146static int
147anim_compare (const animation *a, const animation *b)
148{
149 return std::strcmp (a->name, b->name);
150} 73}
151 74
152/* 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
153 * 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
154 */ 77 */
78//TODO: nuke this function and replace all occurences by animations::find
155int 79int
156find_animation (const char *name) 80find_animation (const char *name)
157{ 81{
158 animation search, *match; 82 return animation::find (name).number;
159
160 search.name = name;
161
162 match = (animation *) bsearch (&search, &animations[0], (num_animations + 1),
163 sizeof (animation), (int (*)(const void *, const void *)) anim_compare);
164
165
166 if (match)
167 return match->num;
168
169 LOG (llevError, "Unable to find animation %s\n", name);
170
171 return 0;
172} 83}
173 84
174/* 85/*
175 * animate_object(object) updates the face-variable of an object. 86 * animate_object(object) updates the face-variable of an object.
176 * 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.
245 156
246 SET_ANIMATION (op, op->state + base_state); 157 SET_ANIMATION (op, op->state + base_state);
247 158
248 if (op->face == blank_face) 159 if (op->face == blank_face)
249 op->invisible = 1; 160 op->invisible = 1;
161
250 /* This block covers monsters (eg, pixies) which are supposed to 162 /* This block covers monsters (eg, pixies) which are supposed to
251 * cycle from visible to invisible and back to being visible. 163 * cycle from visible to invisible and back to being visible.
252 * as such, disable it for players, as then players would become 164 * as such, disable it for players, as then players would become
253 * visible. 165 * visible.
254 */ 166 */
255 else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE]) 167 else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE])
256 { 168 {
257 if (op->face->number == 0) 169 if (op->face == 0)
258 { 170 {
259 op->invisible = 1; 171 op->invisible = 1;
260 CLEAR_FLAG (op, FLAG_ALIVE); 172 CLEAR_FLAG (op, FLAG_ALIVE);
261 } 173 }
262 else 174 else
274 * piece, and not for the other tail pieces. 186 * piece, and not for the other tail pieces.
275 */ 187 */
276 if (!op->head) 188 if (!op->head)
277 update_object (op, UP_OBJ_FACE); 189 update_object (op, UP_OBJ_FACE);
278} 190}
191

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines