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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.19 by root, Mon Feb 5 02:17:28 2007 UTC vs.
Revision 1.21 by root, Sun Mar 11 02:12:44 2007 UTC

40} 40}
41 41
42void 42void
43init_anim (void) 43init_anim (void)
44{ 44{
45 char
46 buf[MAX_BUF]; 45 char buf[MAX_BUF];
47 FILE * 46 FILE * fp;
48 fp;
49 static int
50 anim_init = 0; 47 static int anim_init = 0;
51 int
52 num_frames = 0, faces[MAX_ANIMATIONS], i; 48 int num_frames = 0, faces[MAX_ANIMATIONS], i;
53 49
54 if (anim_init) 50 if (anim_init)
55 return; 51 return;
52
56 num_animations = 0; 53 num_animations = 0;
57 /* Make a default. New animations start at one, so if something 54 /* Make a default. New animations start at one, so if something
58 * thinks it is animated but hasn't set the animation_id properly, 55 * thinks it is animated but hasn't set the animation_id properly,
59 * it will have a default value that should be pretty obvious. 56 * it will have a default value that should be pretty obvious.
60 */ 57 */
74 animations.push_back (anim0); 71 animations.push_back (anim0);
75 } 72 }
76 73
77 sprintf (buf, "%s/animations", settings.datadir); 74 sprintf (buf, "%s/animations", settings.datadir);
78 LOG (llevDebug, "Reading animations from %s...\n", buf); 75 LOG (llevDebug, "Reading animations from %s...\n", buf);
76
79 if ((fp = fopen (buf, "r")) == NULL) 77 if ((fp = fopen (buf, "r")) == NULL)
80 { 78 {
81 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno)); 79 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
82 exit (-1); 80 exit (-1);
83 } 81 }
82
84 while (fgets (buf, MAX_BUF - 1, fp) != NULL) 83 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
85 { 84 {
86 if (*buf == '#') 85 if (*buf == '#')
87 continue; 86 continue;
87
88 /* Kill the newline */ 88 /* Kill the newline */
89 buf[strlen (buf) - 1] = '\0'; 89 buf[strlen (buf) - 1] = '\0';
90 if (!strncmp (buf, "anim ", 5)) 90 if (!strncmp (buf, "anim ", 5))
91 { 91 {
92 if (num_frames) 92 if (num_frames)
93 { 93 {
94 LOG (llevError, "Didn't get a mina before %s\n", buf); 94 LOG (llevError, "Didn't get a mina before %s\n", buf);
95 num_frames = 0; 95 num_frames = 0;
96 } 96 }
97
97 num_animations++; 98 num_animations++;
98 99
99 animation anim; 100 animation anim;
100 101
101 anim.name = buf + 5; 102 anim.name = buf + 5;
104 animations.push_back (anim); 105 animations.push_back (anim);
105 } 106 }
106 else if (!strncmp (buf, "mina", 4)) 107 else if (!strncmp (buf, "mina", 4))
107 { 108 {
108 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames); 109 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
110
109 for (i = 0; i < num_frames; i++) 111 for (i = 0; i < num_frames; i++)
110 animations[num_animations].faces[i] = faces[i]; 112 animations[num_animations].faces[i] = faces[i];
113
111 animations[num_animations].num_animations = num_frames; 114 animations[num_animations].num_animations = num_frames;
112 if (num_frames % animations[num_animations].facings) 115 if (num_frames % animations[num_animations].facings)
113 {
114 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", 116 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); 117 &animations[num_animations].name, num_frames, animations[num_animations].facings);
116 } 118
117 num_frames = 0; 119 num_frames = 0;
118 } 120 }
119 else if (!strncmp (buf, "facings", 7)) 121 else if (!strncmp (buf, "facings ", 8))
120 { 122 {
121 if (!(animations[num_animations].facings = atoi (buf + 7))) 123 if (!(animations[num_animations].facings = atoi (buf + 8)))
122 { 124 {
123 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf); 125 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
124 animations[num_animations].facings = 1; 126 animations[num_animations].facings = 1;
125 } 127 }
126 128
127 } 129 }
128 else 130 else
129 { 131 {
130 if (!(faces[num_frames++] = FindFace (buf, 0))) 132 if (!(faces[num_frames++] = face_find (buf)))
131 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name); 133 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
132 } 134 }
133 } 135 }
136
134 fclose (fp); 137 fclose (fp);
135 LOG (llevDebug, "done. got (%d)\n", num_animations); 138 LOG (llevDebug, "done. got (%d)\n", num_animations);
136} 139}
137 140
138static int 141static int
200 /* If object is turning, then max animation state is half through the 203 /* If object is turning, then max animation state is half through the
201 * animations. Otherwise, we can use all the animations. 204 * animations. Otherwise, we can use all the animations.
202 */ 205 */
203 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); 206 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
204 base_state = 0; 207 base_state = 0;
205 /* at least in the older aniamtions that used is_turning, the first half 208 /* 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. 209 * 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 210 * 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 211 * was always towards the enemy - now it is whatever direction the monster
209 * is facing. 212 * is facing.
210 */ 213 */
243 /* This block covers monsters (eg, pixies) which are supposed to 246 /* This block covers monsters (eg, pixies) which are supposed to
244 * cycle from visible to invisible and back to being visible. 247 * cycle from visible to invisible and back to being visible.
245 * as such, disable it for players, as then players would become 248 * as such, disable it for players, as then players would become
246 * visible. 249 * visible.
247 */ 250 */
248 else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE)) 251 else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE])
249 { 252 {
250 if (op->face->number == 0) 253 if (op->face == 0)
251 { 254 {
252 op->invisible = 1; 255 op->invisible = 1;
253 CLEAR_FLAG (op, FLAG_ALIVE); 256 CLEAR_FLAG (op, FLAG_ALIVE);
254 } 257 }
255 else 258 else

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