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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.4 by root, Sun Sep 3 00:18:39 2006 UTC vs.
Revision 1.21 by root, Sun Mar 11 02:12:44 2007 UTC

1/* 1/*
2 * static char *rcsid_anim_c = 2 * CrossFire, A Multiplayer game for X-windows
3 * "$Id: anim.C,v 1.4 2006/09/03 00:18:39 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29/* This file contains animation related code. */ 25/* This file contains animation related code. */
30 26
31#include <global.h> 27#include <global.h>
32#include <stdio.h> 28#include <stdio.h>
33 29
34std::vector<Animations> animations; 30void
35
36void free_all_anim(void) 31free_all_anim (void)
37{ 32{
38 for (int i=0; i<=num_animations; i++) 33 for (int i = 0; i <= num_animations; i++)
39 { 34 {
40 animations[i].name = 0; 35 animations[i].name = 0;
41 free (animations[i].faces); 36 free (animations[i].faces);
42 } 37 }
43 38
44 animations.clear (); 39 animations.clear ();
45} 40}
46 41
42void
47void init_anim(void) { 43init_anim (void)
44{
48 char buf[MAX_BUF]; 45 char buf[MAX_BUF];
49 FILE *fp; 46 FILE * fp;
50 static int anim_init=0; 47 static int anim_init = 0;
51 int num_frames=0,faces[MAX_ANIMATIONS],i; 48 int num_frames = 0, faces[MAX_ANIMATIONS], i;
52 49
53 if (anim_init) return; 50 if (anim_init)
51 return;
52
54 num_animations=0; 53 num_animations = 0;
55 /* Make a default. New animations start at one, so if something 54 /* Make a default. New animations start at one, so if something
56 * 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,
57 * it will have a default value that should be pretty obvious. 56 * it will have a default value that should be pretty obvious.
58 */ 57 */
59 /* set the name so we don't try to dereferance null. 58 /* set the name so we don't try to dereferance null.
60 * Put # at start so it will be first in alphabetical 59 * Put # at start so it will be first in alphabetical
61 * order. 60 * order.
62 */ 61 */
62 {
63 animation anim0;
64
63 animations[0].name = "###none"; 65 anim0.name = "###none";
64 animations[0].num_animations=1; 66 anim0.num_animations = 1;
65 animations[0].faces = (Fontindex *) malloc(sizeof(Fontindex)); 67 anim0.faces = (uint16 *)malloc (sizeof (uint16));
66 animations[0].faces[0]=0; 68 anim0.faces[0] = 0;
67 animations[0].facings=0; 69 anim0.facings = 0;
68 70
71 animations.push_back (anim0);
72 }
73
69 sprintf(buf,"%s/animations", settings.datadir); 74 sprintf (buf, "%s/animations", settings.datadir);
70 LOG(llevDebug,"Reading animations from %s...", buf); 75 LOG (llevDebug, "Reading animations from %s...\n", buf);
76
71 if ((fp=fopen(buf,"r")) ==NULL) { 77 if ((fp = fopen (buf, "r")) == NULL)
78 {
72 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));
73 exit(-1); 80 exit (-1);
74 } 81 }
82
75 while (fgets(buf, MAX_BUF-1, fp)!=NULL) { 83 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
76 if (*buf=='#') continue; 84 {
85 if (*buf == '#')
86 continue;
87
77 /* Kill the newline */ 88 /* Kill the newline */
78 buf[strlen(buf)-1] = '\0'; 89 buf[strlen (buf) - 1] = '\0';
79 if (!strncmp(buf,"anim ", 5)) { 90 if (!strncmp (buf, "anim ", 5))
91 {
80 if (num_frames) { 92 if (num_frames)
93 {
81 LOG(llevError,"Didn't get a mina before %s\n", buf); 94 LOG (llevError, "Didn't get a mina before %s\n", buf);
82 num_frames=0; 95 num_frames = 0;
83 } 96 }
97
84 num_animations++; 98 num_animations++;
85 99
86 animations.resize (num_animations + 1); 100 animation anim;
87 animations[num_animations].name = buf + 5; 101
102 anim.name = buf + 5;
88 animations[num_animations].num = num_animations; /* for bsearch */ 103 anim.num = num_animations; /* for bsearch */
89 animations[num_animations].facings = 1; 104 anim.facings = 1;
105 animations.push_back (anim);
90 } 106 }
91 else if (!strncmp(buf,"mina",4)) { 107 else if (!strncmp (buf, "mina", 4))
108 {
92 animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); 109 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
110
93 for (i=0; i<num_frames; i++) 111 for (i = 0; i < num_frames; i++)
94 animations[num_animations].faces[i]=faces[i]; 112 animations[num_animations].faces[i] = faces[i];
113
95 animations[num_animations].num_animations = num_frames; 114 animations[num_animations].num_animations = num_frames;
96 if (num_frames % animations[num_animations].facings) { 115 if (num_frames % animations[num_animations].facings)
97 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",
98 &animations[num_animations].name, num_frames, animations[num_animations].facings); 117 &animations[num_animations].name, num_frames, animations[num_animations].facings);
118
119 num_frames = 0;
120 }
121 else if (!strncmp (buf, "facings ", 8))
122 {
123 if (!(animations[num_animations].facings = atoi (buf + 8)))
124 {
125 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
126 animations[num_animations].facings = 1;
99 } 127 }
100 num_frames=0; 128
129 }
130 else
101 } 131 {
102 else if (!strncmp(buf,"facings",7)) {
103 if (!(animations[num_animations].facings = atoi(buf+7))) {
104 LOG(llevDebug,"Animation %s has 0 facings, line=%s\n",
105 &animations[num_animations].name, buf);
106 animations[num_animations].facings=1;
107 }
108
109 } else {
110 if (!(faces[num_frames++] = FindFace(buf,0))) 132 if (!(faces[num_frames++] = face_find (buf)))
111 LOG(llevDebug,"Could not find face %s for animation %s\n", 133 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
112 buf, &animations[num_animations].name);
113 } 134 }
114 } 135 }
136
115 fclose(fp); 137 fclose (fp);
116 LOG(llevDebug,"done. got (%d)\n", num_animations); 138 LOG (llevDebug, "done. got (%d)\n", num_animations);
117} 139}
118 140
141static int
119static int anim_compare(const Animations *a, const Animations *b) { 142anim_compare (const animation *a, const animation *b)
143{
120 return strcmp(a->name, b->name); 144 return std::strcmp (a->name, b->name);
121} 145}
122 146
123/* Tries to find the animation id that matches name. Returns an integer match 147/* Tries to find the animation id that matches name. Returns an integer match
124 * 0 if no match found (animation 0 is initialized as the 'bug' face 148 * 0 if no match found (animation 0 is initialised as the 'bug' face
125 */ 149 */
150int
126int find_animation(const char *name) 151find_animation (const char *name)
127{ 152{
128 Animations search, *match; 153 animation search, *match;
129 154
130 search.name = name; 155 search.name = name;
131 156
132 match = (Animations*)bsearch(&search, animations, (num_animations+1), 157 match = (animation *) bsearch (&search, &animations[0], (num_animations + 1),
133 sizeof(Animations), (int (*)(const void*, const void*))anim_compare); 158 sizeof (animation), (int (*)(const void *, const void *)) anim_compare);
134 159
135 160
161 if (match)
136 if (match) return match->num; 162 return match->num;
163
137 LOG(llevError,"Unable to find animation %s\n", name); 164 LOG (llevError, "Unable to find animation %s\n", name);
165
138 return 0; 166 return 0;
139} 167}
140 168
141/* 169/*
142 * animate_object(object) updates the face-variable of an object. 170 * animate_object(object) updates the face-variable of an object.
143 * If the object is the head of a multi-object, all objects are animated. 171 * If the object is the head of a multi-object, all objects are animated.
145 * dir is the direction the object is facing. This is generally same as 173 * dir is the direction the object is facing. This is generally same as
146 * op->direction, but in some cases, op->facing is used instead - the 174 * op->direction, but in some cases, op->facing is used instead - the
147 * caller has a better idea which one it really wants to be using, 175 * caller has a better idea which one it really wants to be using,
148 * so let it pass along the right one. 176 * so let it pass along the right one.
149 */ 177 */
150 178void
151void animate_object(object *op, int dir) { 179animate_object (object *op, int dir)
180{
152 int max_state; /* Max animation state object should be drawn in */ 181 int max_state; /* Max animation state object should be drawn in */
153 int base_state; /* starting index # to draw from */ 182 int base_state; /* starting index # to draw from */
154 183
155 if(!op->animation_id || !NUM_ANIMATIONS(op)) { 184 if (!op->animation_id || !NUM_ANIMATIONS (op))
185 {
156 LOG(llevError,"Object lacks animation.\n"); 186 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
157 dump_object(op); 187 CLEAR_FLAG (op, FLAG_ANIMATE);
158 return; 188 return;
159 } 189 }
190
160 if (op->head) { 191 if (op->head)
192 {
161 dir=op->head->direction; 193 dir = op->head->direction;
162 194
163 if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) 195 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
164 op->state = op->head->state; 196 op->state = op->head->state;
165 else 197 else
166 ++op->state; 198 ++op->state;
167 } 199 }
168 else { 200 else
169 ++op->state; /* increase draw state */ 201 ++op->state; /* increase draw state */
170 }
171 202
172 /* 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
173 * animations. Otherwise, we can use all the animations. 204 * animations. Otherwise, we can use all the animations.
174 */ 205 */
175 max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op); 206 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
176 base_state=0; 207 base_state = 0;
177 /* 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
178 * of the animations were left facing, the second half right facing. 209 * of the animations were left facing, the second half right facing.
179 * 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
180 * 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
181 * is facing. 212 * is facing.
182 */ 213 */
214
183 if (NUM_FACINGS(op)==2) { 215 if (NUM_FACINGS (op) == 2)
216 {
217 if (dir < 5)
184 if (dir<5) base_state=0; 218 base_state = 0;
219 else
185 else base_state=NUM_ANIMATIONS(op)/2; 220 base_state = NUM_ANIMATIONS (op) / 2;
186 } 221 }
187 else if (NUM_FACINGS(op)==4) { 222 else if (NUM_FACINGS (op) == 4)
223 {
224 if (dir == 0)
188 if (dir==0) base_state=0; 225 base_state = 0;
226 else
189 else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); 227 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
190 } 228 }
191 else if (NUM_FACINGS(op)==8) { 229 else if (NUM_FACINGS (op) == 8)
230 {
231 if (dir == 0)
192 if (dir==0) base_state=0; 232 base_state = 0;
233 else
193 else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); 234 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
194 } 235 }
195 236
196 /* If beyond drawable states, reset */ 237 /* If beyond drawable states, reset */
197 if (op->state>=max_state) op->state=0; 238 if (op->state >= max_state)
239 op->state = 0;
198 240
199 SET_ANIMATION(op, op->state + base_state); 241 SET_ANIMATION (op, op->state + base_state);
200 242
201 if(op->face==blank_face) 243 if (op->face == blank_face)
202 op->invisible=1; 244 op->invisible = 1;
203 245
204 /* This block covers monsters (eg, pixies) which are supposed to 246 /* This block covers monsters (eg, pixies) which are supposed to
205 * cycle from visible to invisible and back to being visible. 247 * cycle from visible to invisible and back to being visible.
206 * as such, disable it for players, as then players would become 248 * as such, disable it for players, as then players would become
207 * visible. 249 * visible.
208 */ 250 */
209 else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { 251 else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE])
210 if(op->face->number==0) { 252 {
253 if (op->face == 0)
254 {
211 op->invisible=1; 255 op->invisible = 1;
212 CLEAR_FLAG(op, FLAG_ALIVE); 256 CLEAR_FLAG (op, FLAG_ALIVE);
257 }
213 } else { 258 else
259 {
214 op->invisible=0; 260 op->invisible = 0;
215 SET_FLAG(op, FLAG_ALIVE); 261 SET_FLAG (op, FLAG_ALIVE);
216 } 262 }
217 } 263 }
218 264
219 if(op->more) 265 if (op->more)
220 animate_object(op->more, dir); 266 animate_object (op->more, dir);
221 267
222 /* update_object will also recursively update all the pieces. 268 /* update_object will also recursively update all the pieces.
223 * as such, we call it last, and only call it for the head 269 * as such, we call it last, and only call it for the head
224 * piece, and not for the other tail pieces. 270 * piece, and not for the other tail pieces.
225 */ 271 */
226 if (!op->head) 272 if (!op->head)
227 update_object(op, UP_OBJ_FACE); 273 update_object (op, UP_OBJ_FACE);
228} 274}
229

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