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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.20 by root, Fri Feb 9 01:52:09 2007 UTC vs.
Revision 1.26 by root, Mon Jun 4 13:03:59 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
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 if (animations.size () == MAXANIMNUM)
45 cleanup ("trying to create new animation, but MAXANIMNUM animations in use.");
46
47 animations.push_back (animation ());
48 animation &anim = animations.back ();
49
50 anim.number = animations.size () - 1;
51 anim.name = name;
52 anim.num_animations = frames;
53 anim.facings = facings;
54 anim.faces = salloc<faceidx> (frames);
55
56 animhash.insert (std::make_pair (anim.name, anim.number));
57
58 return anim;
59}
60
61animation &
62animation::find (const char *name)
63{
64 if (!name)
65 return animations [0];
66
67 animhash_t::iterator i = animhash.find (name);
68 return animations [i == animhash.end () ? 0 : i->second];
40} 69}
41 70
42void 71void
43init_anim (void) 72init_anim (void)
44{ 73{
45 char 74 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; 75 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} 76}
151 77
152/* Tries to find the animation id that matches name. Returns an integer match 78/* 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 79 * 0 if no match found (animation 0 is initialised as the 'bug' face
154 */ 80 */
81//TODO: nuke this function and replace all occurences by animations::find
155int 82int
156find_animation (const char *name) 83find_animation (const char *name)
157{ 84{
158 animation search, *match; 85 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} 86}
173 87
174/* 88/*
175 * animate_object(object) updates the face-variable of an object. 89 * 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. 90 * If the object is the head of a multi-object, all objects are animated.
191 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); 105 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
192 CLEAR_FLAG (op, FLAG_ANIMATE); 106 CLEAR_FLAG (op, FLAG_ANIMATE);
193 return; 107 return;
194 } 108 }
195 109
196 if (op->head) 110 if (op->head_ () != op)
197 { 111 {
198 dir = op->head->direction; 112 dir = op->head->direction;
199 113
200 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) 114 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
201 op->state = op->head->state; 115 op->state = op->head->state;
245 159
246 SET_ANIMATION (op, op->state + base_state); 160 SET_ANIMATION (op, op->state + base_state);
247 161
248 if (op->face == blank_face) 162 if (op->face == blank_face)
249 op->invisible = 1; 163 op->invisible = 1;
164
250 /* This block covers monsters (eg, pixies) which are supposed to 165 /* This block covers monsters (eg, pixies) which are supposed to
251 * cycle from visible to invisible and back to being visible. 166 * cycle from visible to invisible and back to being visible.
252 * as such, disable it for players, as then players would become 167 * as such, disable it for players, as then players would become
253 * visible. 168 * visible.
254 */ 169 */
255 else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE]) 170 else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE])
256 { 171 {
257 if (op->face->number == 0) 172 if (op->face == 0)
258 { 173 {
259 op->invisible = 1; 174 op->invisible = 1;
260 CLEAR_FLAG (op, FLAG_ALIVE); 175 CLEAR_FLAG (op, FLAG_ALIVE);
261 } 176 }
262 else 177 else
271 186
272 /* update_object will also recursively update all the pieces. 187 /* update_object will also recursively update all the pieces.
273 * as such, we call it last, and only call it for the head 188 * as such, we call it last, and only call it for the head
274 * piece, and not for the other tail pieces. 189 * piece, and not for the other tail pieces.
275 */ 190 */
276 if (!op->head) 191 if (op->head_ () == op)
277 update_object (op, UP_OBJ_FACE); 192 update_object (op, UP_OBJ_FACE);
278} 193}
194

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