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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.3 by root, Wed Aug 30 16:30:36 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 1.3 2006/08/30 16:30:36 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
35std::vector < Animations > animations;
36
37void
34void free_all_anim(void) { 38free_all_anim (void)
35 int i; 39{
36
37 for (i=0; i<=num_animations; i++) { 40 for (int i = 0; i <= num_animations; i++)
38 free_string(animations[i].name); 41 {
42 animations[i].name = 0;
39 free(animations[i].faces); 43 free (animations[i].faces);
40 } 44 }
41 free(animations);
42}
43 45
46 animations.clear ();
47}
48
49void
44void init_anim(void) { 50init_anim (void)
51{
52 char
45 char buf[MAX_BUF]; 53 buf[MAX_BUF];
46 FILE *fp; 54 FILE *
47 static int anim_init=0; 55 fp;
56 static int
57 anim_init = 0;
58 int
48 int num_frames=0,faces[MAX_ANIMATIONS],i; 59 num_frames = 0, faces[MAX_ANIMATIONS], i;
49 60
50 if (anim_init) return; 61 if (anim_init)
51 animations_allocated=9; 62 return;
52 num_animations=0; 63 num_animations = 0;
53 /* Make a default. New animations start at one, so if something 64 /* Make a default. New animations start at one, so if something
54 * 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,
55 * it will have a default value that should be pretty obvious. 66 * it will have a default value that should be pretty obvious.
56 */ 67 */
57 animations = (Animations *) malloc(10*sizeof(Animations));
58 /* set the name so we don't try to dereferance null. 68 /* set the name so we don't try to dereferance null.
59 * Put # at start so it will be first in alphabetical 69 * Put # at start so it will be first in alphabetical
60 * order. 70 * order.
61 */ 71 */
62 animations[0].name=add_string("###none"); 72 {
73 Animations anim0;
74
75 anim0.name = "###none";
63 animations[0].num_animations=1; 76 anim0.num_animations = 1;
64 animations[0].faces = (Fontindex *) malloc(sizeof(Fontindex)); 77 anim0.faces = (Fontindex *) malloc (sizeof (Fontindex));
65 animations[0].faces[0]=0; 78 anim0.faces[0] = 0;
66 animations[0].facings=0; 79 anim0.facings = 0;
67 80
81 animations.push_back (anim0);
82 }
83
68 sprintf(buf,"%s/animations", settings.datadir); 84 sprintf (buf, "%s/animations", settings.datadir);
69 LOG(llevDebug,"Reading animations from %s...", buf); 85 LOG (llevDebug, "Reading animations from %s...", buf);
70 if ((fp=fopen(buf,"r")) ==NULL) { 86 if ((fp = fopen (buf, "r")) == NULL)
87 {
71 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));
72 exit(-1); 89 exit (-1);
73 } 90 }
74 while (fgets(buf, MAX_BUF-1, fp)!=NULL) { 91 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
75 if (*buf=='#') continue; 92 {
93 if (*buf == '#')
94 continue;
76 /* Kill the newline */ 95 /* Kill the newline */
77 buf[strlen(buf)-1] = '\0'; 96 buf[strlen (buf) - 1] = '\0';
78 if (!strncmp(buf,"anim ", 5)) { 97 if (!strncmp (buf, "anim ", 5))
98 {
79 if (num_frames) { 99 if (num_frames)
100 {
80 LOG(llevError,"Didn't get a mina before %s\n", buf); 101 LOG (llevError, "Didn't get a mina before %s\n", buf);
81 num_frames=0; 102 num_frames = 0;
82 } 103 }
83 num_animations++; 104 num_animations++;
84 if (num_animations==animations_allocated) { 105
85 animations= (Animations *) realloc(animations, sizeof(Animations)*(animations_allocated+10)); 106 Animations anim;
86 animations_allocated+=10; 107
87 } 108 anim.name = buf + 5;
88 animations[num_animations].name = add_string(buf+5);
89 animations[num_animations].num = num_animations; /* for bsearch */ 109 anim.num = num_animations; /* for bsearch */
90 animations[num_animations].facings = 1; 110 anim.facings = 1;
111 animations.push_back (anim);
91 } 112 }
92 else if (!strncmp(buf,"mina",4)) { 113 else if (!strncmp (buf, "mina", 4))
114 {
93 animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); 115 animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames);
94 for (i=0; i<num_frames; i++) 116 for (i = 0; i < num_frames; i++)
95 animations[num_animations].faces[i]=faces[i]; 117 animations[num_animations].faces[i] = faces[i];
96 animations[num_animations].num_animations = num_frames; 118 animations[num_animations].num_animations = num_frames;
97 if (num_frames % animations[num_animations].facings) { 119 if (num_frames % animations[num_animations].facings)
120 {
98 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",
99 animations[num_animations].name, num_frames, animations[num_animations].facings); 122 &animations[num_animations].name, num_frames, animations[num_animations].facings);
100 } 123 }
101 num_frames=0; 124 num_frames = 0;
102 } 125 }
103 else if (!strncmp(buf,"facings",7)) { 126 else if (!strncmp (buf, "facings", 7))
127 {
104 if (!(animations[num_animations].facings = atoi(buf+7))) { 128 if (!(animations[num_animations].facings = atoi (buf + 7)))
129 {
105 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);
106 animations[num_animations].name, buf);
107 animations[num_animations].facings=1; 131 animations[num_animations].facings = 1;
108 } 132 }
109 133
134 }
110 } else { 135 else
136 {
111 if (!(faces[num_frames++] = FindFace(buf,0))) 137 if (!(faces[num_frames++] = FindFace (buf, 0)))
112 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);
113 buf, animations[num_animations].name);
114 } 139 }
115 } 140 }
116 fclose(fp); 141 fclose (fp);
117 LOG(llevDebug,"done. got (%d)\n", num_animations); 142 LOG (llevDebug, "done. got (%d)\n", num_animations);
118} 143}
119 144
145static int
120static int anim_compare(const Animations *a, const Animations *b) { 146anim_compare (const Animations * a, const Animations * b)
147{
121 return strcmp(a->name, b->name); 148 return strcmp (a->name, b->name);
122} 149}
123 150
124/* 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
125 * 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
126 */ 153 */
154int
127int find_animation(const char *name) 155find_animation (const char *name)
128{ 156{
129 Animations search, *match; 157 Animations
158 search, *
159 match;
130 160
131 search.name = name; 161 search.name = name;
132 162
133 match = (Animations*)bsearch(&search, animations, (num_animations+1), 163 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
134 sizeof(Animations), (int (*)(const void*, const void*))anim_compare); 164 sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
135 165
136 166
167 if (match)
137 if (match) return match->num; 168 return match->num;
138 LOG(llevError,"Unable to find animation %s\n", name); 169 LOG (llevError, "Unable to find animation %s\n", name);
139 return 0; 170 return 0;
140} 171}
141 172
142/* 173/*
143 * animate_object(object) updates the face-variable of an object. 174 * 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. 175 * 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 178 * 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, 179 * caller has a better idea which one it really wants to be using,
149 * so let it pass along the right one. 180 * so let it pass along the right one.
150 */ 181 */
151 182
183void
152void animate_object(object *op, int dir) { 184animate_object (object *op, int dir)
185{
186 int
153 int max_state; /* Max animation state object should be drawn in */ 187 max_state; /* Max animation state object should be drawn in */
188 int
154 int base_state; /* starting index # to draw from */ 189 base_state; /* starting index # to draw from */
155 190
156 if(!op->animation_id || !NUM_ANIMATIONS(op)) { 191 if (!op->animation_id || !NUM_ANIMATIONS (op))
192 {
157 LOG(llevError,"Object lacks animation.\n"); 193 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
158 dump_object(op);
159 return; 194 return;
160 } 195 }
196
161 if (op->head) { 197 if (op->head)
198 {
162 dir=op->head->direction; 199 dir = op->head->direction;
163 200
164 if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) 201 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
165 op->state = op->head->state; 202 op->state = op->head->state;
166 else 203 else
167 ++op->state; 204 ++op->state;
168 } 205 }
169 else { 206 else
170 ++op->state; /* increase draw state */ 207 ++op->state; /* increase draw state */
171 }
172 208
173 /* 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
174 * animations. Otherwise, we can use all the animations. 210 * animations. Otherwise, we can use all the animations.
175 */ 211 */
176 max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op); 212 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
177 base_state=0; 213 base_state = 0;
178 /* 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
179 * of the animations were left facing, the second half right facing. 215 * 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 216 * 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 217 * was always towards the enemy - now it is whatever direction the monster
182 * is facing. 218 * is facing.
183 */ 219 */
220
184 if (NUM_FACINGS(op)==2) { 221 if (NUM_FACINGS (op) == 2)
222 {
223 if (dir < 5)
185 if (dir<5) base_state=0; 224 base_state = 0;
225 else
186 else base_state=NUM_ANIMATIONS(op)/2; 226 base_state = NUM_ANIMATIONS (op) / 2;
187 } 227 }
188 else if (NUM_FACINGS(op)==4) { 228 else if (NUM_FACINGS (op) == 4)
229 {
230 if (dir == 0)
189 if (dir==0) base_state=0; 231 base_state = 0;
232 else
190 else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); 233 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
191 } 234 }
192 else if (NUM_FACINGS(op)==8) { 235 else if (NUM_FACINGS (op) == 8)
236 {
237 if (dir == 0)
193 if (dir==0) base_state=0; 238 base_state = 0;
239 else
194 else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); 240 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
195 } 241 }
196 242
197 /* If beyond drawable states, reset */ 243 /* If beyond drawable states, reset */
198 if (op->state>=max_state) op->state=0; 244 if (op->state >= max_state)
245 op->state = 0;
199 246
200 SET_ANIMATION(op, op->state + base_state); 247 SET_ANIMATION (op, op->state + base_state);
201 248
202 if(op->face==blank_face) 249 if (op->face == blank_face)
203 op->invisible=1; 250 op->invisible = 1;
204 251
205 /* This block covers monsters (eg, pixies) which are supposed to 252 /* This block covers monsters (eg, pixies) which are supposed to
206 * cycle from visible to invisible and back to being visible. 253 * cycle from visible to invisible and back to being visible.
207 * as such, disable it for players, as then players would become 254 * as such, disable it for players, as then players would become
208 * visible. 255 * visible.
209 */ 256 */
210 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 {
211 if(op->face->number==0) { 259 if (op->face->number == 0)
260 {
212 op->invisible=1; 261 op->invisible = 1;
213 CLEAR_FLAG(op, FLAG_ALIVE); 262 CLEAR_FLAG (op, FLAG_ALIVE);
263 }
214 } else { 264 else
265 {
215 op->invisible=0; 266 op->invisible = 0;
216 SET_FLAG(op, FLAG_ALIVE); 267 SET_FLAG (op, FLAG_ALIVE);
217 } 268 }
218 } 269 }
219 270
220 if(op->more) 271 if (op->more)
221 animate_object(op->more, dir); 272 animate_object (op->more, dir);
222 273
223 /* update_object will also recursively update all the pieces. 274 /* update_object will also recursively update all the pieces.
224 * 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
225 * piece, and not for the other tail pieces. 276 * piece, and not for the other tail pieces.
226 */ 277 */
227 if (!op->head) 278 if (!op->head)
228 update_object(op, UP_OBJ_FACE); 279 update_object (op, UP_OBJ_FACE);
229} 280}
230

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