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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.4 by root, Sun Sep 3 00:18:39 2006 UTC

1/* 1/*
2 * static char *rcsid_anim_c = 2 * static char *rcsid_anim_c =
3 * "$Id: anim.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; 3 * "$Id: anim.C,v 1.4 2006/09/03 00:18:39 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
29/* This file contains animation related code. */ 29/* This file contains animation related code. */
30 30
31#include <global.h> 31#include <global.h>
32#include <stdio.h> 32#include <stdio.h>
33 33
34std::vector<Animations> animations;
35
34void free_all_anim(void) { 36void free_all_anim(void)
35 int i; 37{
36
37 for (i=0; i<=num_animations; i++) { 38 for (int i=0; i<=num_animations; i++)
38 free_string(animations[i].name); 39 {
40 animations[i].name = 0;
39 free(animations[i].faces); 41 free (animations[i].faces);
40 } 42 }
41 free(animations); 43
44 animations.clear ();
42} 45}
43 46
44void init_anim(void) { 47void init_anim(void) {
45 char buf[MAX_BUF]; 48 char buf[MAX_BUF];
46 FILE *fp; 49 FILE *fp;
47 static int anim_init=0; 50 static int anim_init=0;
48 int num_frames=0,faces[MAX_ANIMATIONS],i; 51 int num_frames=0,faces[MAX_ANIMATIONS],i;
49 52
50 if (anim_init) return; 53 if (anim_init) return;
51 animations_allocated=9;
52 num_animations=0; 54 num_animations=0;
53 /* Make a default. New animations start at one, so if something 55 /* Make a default. New animations start at one, so if something
54 * thinks it is animated but hasn't set the animation_id properly, 56 * thinks it is animated but hasn't set the animation_id properly,
55 * it will have a default value that should be pretty obvious. 57 * it will have a default value that should be pretty obvious.
56 */ 58 */
57 animations = (Animations *) malloc(10*sizeof(Animations));
58 /* set the name so we don't try to dereferance null. 59 /* set the name so we don't try to dereferance null.
59 * Put # at start so it will be first in alphabetical 60 * Put # at start so it will be first in alphabetical
60 * order. 61 * order.
61 */ 62 */
62 animations[0].name=add_string("###none"); 63 animations[0].name = "###none";
63 animations[0].num_animations=1; 64 animations[0].num_animations=1;
64 animations[0].faces = (Fontindex *) malloc(sizeof(Fontindex)); 65 animations[0].faces = (Fontindex *) malloc(sizeof(Fontindex));
65 animations[0].faces[0]=0; 66 animations[0].faces[0]=0;
66 animations[0].facings=0; 67 animations[0].facings=0;
67 68
68 sprintf(buf,"%s/animations", settings.datadir); 69 sprintf(buf,"%s/animations", settings.datadir);
69 LOG(llevDebug,"Reading animations from %s...", buf); 70 LOG(llevDebug,"Reading animations from %s...", buf);
70 if ((fp=fopen(buf,"r")) ==NULL) { 71 if ((fp=fopen(buf,"r")) ==NULL) {
71 LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror_local(errno)); 72 LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno));
72 exit(-1); 73 exit(-1);
73 } 74 }
74 while (fgets(buf, MAX_BUF-1, fp)!=NULL) { 75 while (fgets(buf, MAX_BUF-1, fp)!=NULL) {
75 if (*buf=='#') continue; 76 if (*buf=='#') continue;
76 /* Kill the newline */ 77 /* Kill the newline */
77 buf[strlen(buf)-1] = '\0'; 78 buf[strlen(buf)-1] = '\0';
78 if (!strncmp(buf,"anim ", 5)) { 79 if (!strncmp(buf,"anim ", 5)) {
79 if (num_frames) { 80 if (num_frames) {
80 LOG(llevError,"Didn't get a mina before %s\n", buf); 81 LOG(llevError,"Didn't get a mina before %s\n", buf);
81 num_frames=0; 82 num_frames=0;
82 } 83 }
83 num_animations++; 84 num_animations++;
84 if (num_animations==animations_allocated) { 85
85 animations= (Animations *) realloc(animations, sizeof(Animations)*(animations_allocated+10)); 86 animations.resize (num_animations + 1);
86 animations_allocated+=10;
87 }
88 animations[num_animations].name = add_string(buf+5); 87 animations[num_animations].name = buf + 5;
89 animations[num_animations].num = num_animations; /* for bsearch */ 88 animations[num_animations].num = num_animations; /* for bsearch */
90 animations[num_animations].facings = 1; 89 animations[num_animations].facings = 1;
91 } 90 }
92 else if (!strncmp(buf,"mina",4)) { 91 else if (!strncmp(buf,"mina",4)) {
93 animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); 92 animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames);
94 for (i=0; i<num_frames; i++) 93 for (i=0; i<num_frames; i++)
95 animations[num_animations].faces[i]=faces[i]; 94 animations[num_animations].faces[i]=faces[i];
96 animations[num_animations].num_animations = num_frames; 95 animations[num_animations].num_animations = num_frames;
97 if (num_frames % animations[num_animations].facings) { 96 if (num_frames % animations[num_animations].facings) {
98 LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", 97 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); 98 &animations[num_animations].name, num_frames, animations[num_animations].facings);
100 } 99 }
101 num_frames=0; 100 num_frames=0;
102 } 101 }
103 else if (!strncmp(buf,"facings",7)) { 102 else if (!strncmp(buf,"facings",7)) {
104 if (!(animations[num_animations].facings = atoi(buf+7))) { 103 if (!(animations[num_animations].facings = atoi(buf+7))) {
105 LOG(llevDebug,"Animation %s has 0 facings, line=%s\n", 104 LOG(llevDebug,"Animation %s has 0 facings, line=%s\n",
106 animations[num_animations].name, buf); 105 &animations[num_animations].name, buf);
107 animations[num_animations].facings=1; 106 animations[num_animations].facings=1;
108 } 107 }
109 108
110 } else { 109 } else {
111 if (!(faces[num_frames++] = FindFace(buf,0))) 110 if (!(faces[num_frames++] = FindFace(buf,0)))
112 LOG(llevDebug,"Could not find face %s for animation %s\n", 111 LOG(llevDebug,"Could not find face %s for animation %s\n",
113 buf, animations[num_animations].name); 112 buf, &animations[num_animations].name);
114 } 113 }
115 } 114 }
116 fclose(fp); 115 fclose(fp);
117 LOG(llevDebug,"done. got (%d)\n", num_animations); 116 LOG(llevDebug,"done. got (%d)\n", num_animations);
118} 117}
119 118
129 Animations search, *match; 128 Animations search, *match;
130 129
131 search.name = name; 130 search.name = name;
132 131
133 match = (Animations*)bsearch(&search, animations, (num_animations+1), 132 match = (Animations*)bsearch(&search, animations, (num_animations+1),
134 sizeof(Animations), (int (*)(const void*, const void*))anim_compare); 133 sizeof(Animations), (int (*)(const void*, const void*))anim_compare);
135 134
136 135
137 if (match) return match->num; 136 if (match) return match->num;
138 LOG(llevError,"Unable to find animation %s\n", name); 137 LOG(llevError,"Unable to find animation %s\n", name);
139 return 0; 138 return 0;
152void animate_object(object *op, int dir) { 151void animate_object(object *op, int dir) {
153 int max_state; /* Max animation state object should be drawn in */ 152 int max_state; /* Max animation state object should be drawn in */
154 int base_state; /* starting index # to draw from */ 153 int base_state; /* starting index # to draw from */
155 154
156 if(!op->animation_id || !NUM_ANIMATIONS(op)) { 155 if(!op->animation_id || !NUM_ANIMATIONS(op)) {
157 LOG(llevError,"Object lacks animation.\n"); 156 LOG(llevError,"Object lacks animation.\n");
158 dump_object(op); 157 dump_object(op);
159 return; 158 return;
160 } 159 }
161 if (op->head) { 160 if (op->head) {
162 dir=op->head->direction; 161 dir=op->head->direction;
163 162
164 if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) 163 if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head))
165 op->state = op->head->state; 164 op->state = op->head->state;
166 else 165 else
167 ++op->state; 166 ++op->state;
168 } 167 }
169 else { 168 else {
170 ++op->state; /* increase draw state */ 169 ++op->state; /* increase draw state */
171 } 170 }
172 171
173 /* If object is turning, then max animation state is half through the 172 /* If object is turning, then max animation state is half through the
174 * animations. Otherwise, we can use all the animations. 173 * animations. Otherwise, we can use all the animations.
175 */ 174 */
180 * Note in old the is_turning, it was set so that the animation for a monster 179 * 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 180 * was always towards the enemy - now it is whatever direction the monster
182 * is facing. 181 * is facing.
183 */ 182 */
184 if (NUM_FACINGS(op)==2) { 183 if (NUM_FACINGS(op)==2) {
185 if (dir<5) base_state=0; 184 if (dir<5) base_state=0;
186 else base_state=NUM_ANIMATIONS(op)/2; 185 else base_state=NUM_ANIMATIONS(op)/2;
187 } 186 }
188 else if (NUM_FACINGS(op)==4) { 187 else if (NUM_FACINGS(op)==4) {
189 if (dir==0) base_state=0; 188 if (dir==0) base_state=0;
190 else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); 189 else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4);
191 } 190 }
192 else if (NUM_FACINGS(op)==8) { 191 else if (NUM_FACINGS(op)==8) {
193 if (dir==0) base_state=0; 192 if (dir==0) base_state=0;
194 else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); 193 else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8);
195 } 194 }
196 195
197 /* If beyond drawable states, reset */ 196 /* If beyond drawable states, reset */
198 if (op->state>=max_state) op->state=0; 197 if (op->state>=max_state) op->state=0;
199 198
200 SET_ANIMATION(op, op->state + base_state); 199 SET_ANIMATION(op, op->state + base_state);
201 200
202 if(op->face==blank_face) 201 if(op->face==blank_face)
203 op->invisible=1; 202 op->invisible=1;
204 203
205 /* This block covers monsters (eg, pixies) which are supposed to 204 /* This block covers monsters (eg, pixies) which are supposed to
206 * cycle from visible to invisible and back to being visible. 205 * cycle from visible to invisible and back to being visible.
207 * as such, disable it for players, as then players would become 206 * as such, disable it for players, as then players would become
208 * visible. 207 * visible.
209 */ 208 */
210 else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { 209 else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) {
211 if(op->face->number==0) { 210 if(op->face->number==0) {
212 op->invisible=1; 211 op->invisible=1;
213 CLEAR_FLAG(op, FLAG_ALIVE); 212 CLEAR_FLAG(op, FLAG_ALIVE);
214 } else { 213 } else {
215 op->invisible=0; 214 op->invisible=0;
216 SET_FLAG(op, FLAG_ALIVE); 215 SET_FLAG(op, FLAG_ALIVE);
217 } 216 }
218 } 217 }
219 218
220 if(op->more) 219 if(op->more)
221 animate_object(op->more, dir); 220 animate_object(op->more, dir);
222 221
223 /* update_object will also recursively update all the pieces. 222 /* update_object will also recursively update all the pieces.
224 * as such, we call it last, and only call it for the head 223 * as such, we call it last, and only call it for the head
225 * piece, and not for the other tail pieces. 224 * piece, and not for the other tail pieces.
226 */ 225 */
227 if (!op->head) 226 if (!op->head)
228 update_object(op, UP_OBJ_FACE); 227 update_object(op, UP_OBJ_FACE);
229} 228}
230 229

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