1 | /* |
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2 | * static char *rcsid_anim_c = |
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3 | * "$Id: anim.C,v 1.3 2006/08/30 16:30:36 root Exp $"; |
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4 | */ |
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5 | |
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6 | /* |
1 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
8 | |
3 | |
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4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
9 | Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
6 | Copyright (C) 1992 Frank Tore Johansen |
11 | |
7 | |
12 | This program is free software; you can redistribute it and/or modify |
8 | 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 |
9 | it under the terms of the GNU General Public License as published by |
… | |
… | |
21 | |
17 | |
22 | 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 |
23 | along with this program; if not, write to the Free Software |
19 | along with this program; if not, write to the Free Software |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
25 | |
21 | |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
27 | */ |
23 | */ |
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 | |
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30 | void |
34 | void free_all_anim(void) { |
31 | free_all_anim (void) |
35 | int i; |
32 | { |
36 | |
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37 | for (i=0; i<=num_animations; i++) { |
33 | for (int i = 0; i <= num_animations; i++) |
38 | free_string(animations[i].name); |
34 | { |
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35 | animations[i].name = 0; |
39 | free(animations[i].faces); |
36 | free (animations[i].faces); |
40 | } |
37 | } |
41 | free(animations); |
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42 | } |
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43 | |
38 | |
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39 | animations.clear (); |
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40 | } |
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41 | |
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42 | void |
44 | void init_anim(void) { |
43 | init_anim (void) |
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44 | { |
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45 | char |
45 | char buf[MAX_BUF]; |
46 | buf[MAX_BUF]; |
46 | FILE *fp; |
47 | FILE * |
47 | static int anim_init=0; |
48 | fp; |
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49 | static int |
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50 | anim_init = 0; |
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51 | int |
48 | int num_frames=0,faces[MAX_ANIMATIONS],i; |
52 | num_frames = 0, faces[MAX_ANIMATIONS], i; |
49 | |
53 | |
50 | if (anim_init) return; |
54 | if (anim_init) |
51 | animations_allocated=9; |
55 | return; |
52 | num_animations=0; |
56 | num_animations = 0; |
53 | /* Make a default. New animations start at one, so if something |
57 | /* Make a default. New animations start at one, so if something |
54 | * thinks it is animated but hasn't set the animation_id properly, |
58 | * thinks it is animated but hasn't set the animation_id properly, |
55 | * it will have a default value that should be pretty obvious. |
59 | * it will have a default value that should be pretty obvious. |
56 | */ |
60 | */ |
57 | animations = (Animations *) malloc(10*sizeof(Animations)); |
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58 | /* set the name so we don't try to dereferance null. |
61 | /* set the name so we don't try to dereferance null. |
59 | * Put # at start so it will be first in alphabetical |
62 | * Put # at start so it will be first in alphabetical |
60 | * order. |
63 | * order. |
61 | */ |
64 | */ |
62 | animations[0].name=add_string("###none"); |
65 | { |
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66 | Animations anim0; |
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67 | |
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68 | anim0.name = "###none"; |
63 | animations[0].num_animations=1; |
69 | anim0.num_animations = 1; |
64 | animations[0].faces = (Fontindex *) malloc(sizeof(Fontindex)); |
70 | anim0.faces = (uint16 *)malloc (sizeof (uint16)); |
65 | animations[0].faces[0]=0; |
71 | anim0.faces[0] = 0; |
66 | animations[0].facings=0; |
72 | anim0.facings = 0; |
67 | |
73 | |
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74 | animations.push_back (anim0); |
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75 | } |
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76 | |
68 | sprintf(buf,"%s/animations", settings.datadir); |
77 | sprintf (buf, "%s/animations", settings.datadir); |
69 | LOG(llevDebug,"Reading animations from %s...", buf); |
78 | LOG (llevDebug, "Reading animations from %s...\n", buf); |
70 | if ((fp=fopen(buf,"r")) ==NULL) { |
79 | if ((fp = fopen (buf, "r")) == NULL) |
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80 | { |
71 | LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno)); |
81 | LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno)); |
72 | exit(-1); |
82 | exit (-1); |
73 | } |
83 | } |
74 | while (fgets(buf, MAX_BUF-1, fp)!=NULL) { |
84 | while (fgets (buf, MAX_BUF - 1, fp) != NULL) |
75 | if (*buf=='#') continue; |
85 | { |
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86 | if (*buf == '#') |
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87 | continue; |
76 | /* Kill the newline */ |
88 | /* Kill the newline */ |
77 | buf[strlen(buf)-1] = '\0'; |
89 | buf[strlen (buf) - 1] = '\0'; |
78 | if (!strncmp(buf,"anim ", 5)) { |
90 | if (!strncmp (buf, "anim ", 5)) |
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91 | { |
79 | if (num_frames) { |
92 | if (num_frames) |
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93 | { |
80 | LOG(llevError,"Didn't get a mina before %s\n", buf); |
94 | LOG (llevError, "Didn't get a mina before %s\n", buf); |
81 | num_frames=0; |
95 | num_frames = 0; |
82 | } |
96 | } |
83 | num_animations++; |
97 | num_animations++; |
84 | if (num_animations==animations_allocated) { |
98 | |
85 | animations= (Animations *) realloc(animations, sizeof(Animations)*(animations_allocated+10)); |
99 | Animations anim; |
86 | animations_allocated+=10; |
100 | |
87 | } |
101 | anim.name = buf + 5; |
88 | animations[num_animations].name = add_string(buf+5); |
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89 | animations[num_animations].num = num_animations; /* for bsearch */ |
102 | anim.num = num_animations; /* for bsearch */ |
90 | animations[num_animations].facings = 1; |
103 | anim.facings = 1; |
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104 | animations.push_back (anim); |
91 | } |
105 | } |
92 | else if (!strncmp(buf,"mina",4)) { |
106 | else if (!strncmp (buf, "mina", 4)) |
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107 | { |
93 | animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); |
108 | animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames); |
94 | for (i=0; i<num_frames; i++) |
109 | for (i = 0; i < num_frames; i++) |
95 | animations[num_animations].faces[i]=faces[i]; |
110 | animations[num_animations].faces[i] = faces[i]; |
96 | animations[num_animations].num_animations = num_frames; |
111 | animations[num_animations].num_animations = num_frames; |
97 | if (num_frames % animations[num_animations].facings) { |
112 | if (num_frames % animations[num_animations].facings) |
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113 | { |
98 | LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", |
114 | 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); |
115 | &animations[num_animations].name, num_frames, animations[num_animations].facings); |
100 | } |
116 | } |
101 | num_frames=0; |
117 | num_frames = 0; |
102 | } |
118 | } |
103 | else if (!strncmp(buf,"facings",7)) { |
119 | else if (!strncmp (buf, "facings", 7)) |
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120 | { |
104 | if (!(animations[num_animations].facings = atoi(buf+7))) { |
121 | if (!(animations[num_animations].facings = atoi (buf + 7))) |
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122 | { |
105 | LOG(llevDebug,"Animation %s has 0 facings, line=%s\n", |
123 | LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf); |
106 | animations[num_animations].name, buf); |
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107 | animations[num_animations].facings=1; |
124 | animations[num_animations].facings = 1; |
108 | } |
125 | } |
109 | |
126 | |
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127 | } |
110 | } else { |
128 | else |
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129 | { |
111 | if (!(faces[num_frames++] = FindFace(buf,0))) |
130 | if (!(faces[num_frames++] = FindFace (buf, 0))) |
112 | LOG(llevDebug,"Could not find face %s for animation %s\n", |
131 | LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name); |
113 | buf, animations[num_animations].name); |
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114 | } |
132 | } |
115 | } |
133 | } |
116 | fclose(fp); |
134 | fclose (fp); |
117 | LOG(llevDebug,"done. got (%d)\n", num_animations); |
135 | LOG (llevDebug, "done. got (%d)\n", num_animations); |
118 | } |
136 | } |
119 | |
137 | |
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138 | static int |
120 | static int anim_compare(const Animations *a, const Animations *b) { |
139 | anim_compare (const Animations * a, const Animations * b) |
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140 | { |
121 | return strcmp(a->name, b->name); |
141 | return strcmp (a->name, b->name); |
122 | } |
142 | } |
123 | |
143 | |
124 | /* Tries to find the animation id that matches name. Returns an integer match |
144 | /* 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 |
145 | * 0 if no match found (animation 0 is initialised as the 'bug' face |
126 | */ |
146 | */ |
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147 | int |
127 | int find_animation(const char *name) |
148 | find_animation (const char *name) |
128 | { |
149 | { |
129 | Animations search, *match; |
150 | Animations search, *match; |
130 | |
151 | |
131 | search.name = name; |
152 | search.name = name; |
132 | |
153 | |
133 | match = (Animations*)bsearch(&search, animations, (num_animations+1), |
154 | match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1), |
134 | sizeof(Animations), (int (*)(const void*, const void*))anim_compare); |
155 | sizeof (Animations), (int (*)(const void *, const void *)) anim_compare); |
135 | |
156 | |
136 | |
157 | |
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158 | if (match) |
137 | if (match) return match->num; |
159 | return match->num; |
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160 | |
138 | LOG(llevError,"Unable to find animation %s\n", name); |
161 | LOG (llevError, "Unable to find animation %s\n", name); |
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162 | |
139 | return 0; |
163 | return 0; |
140 | } |
164 | } |
141 | |
165 | |
142 | /* |
166 | /* |
143 | * animate_object(object) updates the face-variable of an object. |
167 | * 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. |
168 | * If the object is the head of a multi-object, all objects are animated. |
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146 | * dir is the direction the object is facing. This is generally same as |
170 | * dir is the direction the object is facing. This is generally same as |
147 | * op->direction, but in some cases, op->facing is used instead - the |
171 | * 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, |
172 | * caller has a better idea which one it really wants to be using, |
149 | * so let it pass along the right one. |
173 | * so let it pass along the right one. |
150 | */ |
174 | */ |
151 | |
175 | void |
152 | void animate_object(object *op, int dir) { |
176 | animate_object (object *op, int dir) |
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177 | { |
153 | int max_state; /* Max animation state object should be drawn in */ |
178 | int max_state; /* Max animation state object should be drawn in */ |
154 | int base_state; /* starting index # to draw from */ |
179 | int base_state; /* starting index # to draw from */ |
155 | |
180 | |
156 | if(!op->animation_id || !NUM_ANIMATIONS(op)) { |
181 | if (!op->animation_id || !NUM_ANIMATIONS (op)) |
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182 | { |
157 | LOG(llevError,"Object lacks animation.\n"); |
183 | LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); |
158 | dump_object(op); |
184 | CLEAR_FLAG (op, FLAG_ANIMATE); |
159 | return; |
185 | return; |
160 | } |
186 | } |
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187 | |
161 | if (op->head) { |
188 | if (op->head) |
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189 | { |
162 | dir=op->head->direction; |
190 | dir = op->head->direction; |
163 | |
191 | |
164 | if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) |
192 | if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) |
165 | op->state = op->head->state; |
193 | op->state = op->head->state; |
166 | else |
194 | else |
167 | ++op->state; |
195 | ++op->state; |
168 | } |
196 | } |
169 | else { |
197 | else |
170 | ++op->state; /* increase draw state */ |
198 | ++op->state; /* increase draw state */ |
171 | } |
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172 | |
199 | |
173 | /* If object is turning, then max animation state is half through the |
200 | /* If object is turning, then max animation state is half through the |
174 | * animations. Otherwise, we can use all the animations. |
201 | * animations. Otherwise, we can use all the animations. |
175 | */ |
202 | */ |
176 | max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op); |
203 | max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); |
177 | base_state=0; |
204 | base_state = 0; |
178 | /* at least in the older aniamtions that used is_turning, the first half |
205 | /* 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. |
206 | * 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 |
207 | * 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 |
208 | * was always towards the enemy - now it is whatever direction the monster |
182 | * is facing. |
209 | * is facing. |
183 | */ |
210 | */ |
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211 | |
184 | if (NUM_FACINGS(op)==2) { |
212 | if (NUM_FACINGS (op) == 2) |
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213 | { |
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214 | if (dir < 5) |
185 | if (dir<5) base_state=0; |
215 | base_state = 0; |
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216 | else |
186 | else base_state=NUM_ANIMATIONS(op)/2; |
217 | base_state = NUM_ANIMATIONS (op) / 2; |
187 | } |
218 | } |
188 | else if (NUM_FACINGS(op)==4) { |
219 | else if (NUM_FACINGS (op) == 4) |
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220 | { |
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221 | if (dir == 0) |
189 | if (dir==0) base_state=0; |
222 | base_state = 0; |
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223 | else |
190 | else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); |
224 | base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4); |
191 | } |
225 | } |
192 | else if (NUM_FACINGS(op)==8) { |
226 | else if (NUM_FACINGS (op) == 8) |
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227 | { |
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228 | if (dir == 0) |
193 | if (dir==0) base_state=0; |
229 | base_state = 0; |
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230 | else |
194 | else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); |
231 | base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8); |
195 | } |
232 | } |
196 | |
233 | |
197 | /* If beyond drawable states, reset */ |
234 | /* If beyond drawable states, reset */ |
198 | if (op->state>=max_state) op->state=0; |
235 | if (op->state >= max_state) |
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236 | op->state = 0; |
199 | |
237 | |
200 | SET_ANIMATION(op, op->state + base_state); |
238 | SET_ANIMATION (op, op->state + base_state); |
201 | |
239 | |
202 | if(op->face==blank_face) |
240 | if (op->face == blank_face) |
203 | op->invisible=1; |
241 | op->invisible = 1; |
204 | |
242 | |
205 | /* This block covers monsters (eg, pixies) which are supposed to |
243 | /* This block covers monsters (eg, pixies) which are supposed to |
206 | * cycle from visible to invisible and back to being visible. |
244 | * cycle from visible to invisible and back to being visible. |
207 | * as such, disable it for players, as then players would become |
245 | * as such, disable it for players, as then players would become |
208 | * visible. |
246 | * visible. |
209 | */ |
247 | */ |
210 | else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { |
248 | else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE)) |
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249 | { |
211 | if(op->face->number==0) { |
250 | if (op->face->number == 0) |
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251 | { |
212 | op->invisible=1; |
252 | op->invisible = 1; |
213 | CLEAR_FLAG(op, FLAG_ALIVE); |
253 | CLEAR_FLAG (op, FLAG_ALIVE); |
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254 | } |
214 | } else { |
255 | else |
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256 | { |
215 | op->invisible=0; |
257 | op->invisible = 0; |
216 | SET_FLAG(op, FLAG_ALIVE); |
258 | SET_FLAG (op, FLAG_ALIVE); |
217 | } |
259 | } |
218 | } |
260 | } |
219 | |
261 | |
220 | if(op->more) |
262 | if (op->more) |
221 | animate_object(op->more, dir); |
263 | animate_object (op->more, dir); |
222 | |
264 | |
223 | /* update_object will also recursively update all the pieces. |
265 | /* update_object will also recursively update all the pieces. |
224 | * as such, we call it last, and only call it for the head |
266 | * as such, we call it last, and only call it for the head |
225 | * piece, and not for the other tail pieces. |
267 | * piece, and not for the other tail pieces. |
226 | */ |
268 | */ |
227 | if (!op->head) |
269 | if (!op->head) |
228 | update_object(op, UP_OBJ_FACE); |
270 | update_object (op, UP_OBJ_FACE); |
229 | } |
271 | } |
230 | |
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