--- deliantra/server/common/anim.C 2006/08/13 17:16:00 1.1 +++ deliantra/server/common/anim.C 2007/02/05 02:17:28 1.19 @@ -1,142 +1,166 @@ /* - * static char *rcsid_anim_c = - * "$Id: anim.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; + * CrossFire, A Multiplayer game for X-windows + * + * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team + * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team + * Copyright (C) 1992 Frank Tore Johansen + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. + * + * The authors can be reached via e-mail at */ -/* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ - /* This file contains animation related code. */ #include #include -void free_all_anim(void) { - int i; - - for (i=0; i<=num_animations; i++) { - free_string(animations[i].name); - free(animations[i].faces); +void +free_all_anim (void) +{ + for (int i = 0; i <= num_animations; i++) + { + animations[i].name = 0; + free (animations[i].faces); } - free(animations); + + animations.clear (); } -void init_anim(void) { - char buf[MAX_BUF]; - FILE *fp; - static int anim_init=0; - int num_frames=0,faces[MAX_ANIMATIONS],i; - - if (anim_init) return; - animations_allocated=9; - num_animations=0; - /* Make a default. New animations start at one, so if something - * thinks it is animated but hasn't set the animation_id properly, - * it will have a default value that should be pretty obvious. - */ - animations = (Animations *) malloc(10*sizeof(Animations)); - /* set the name so we don't try to dereferance null. - * Put # at start so it will be first in alphabetical - * order. - */ - animations[0].name=add_string("###none"); - animations[0].num_animations=1; - animations[0].faces = (Fontindex *) malloc(sizeof(Fontindex)); - animations[0].faces[0]=0; - animations[0].facings=0; - - sprintf(buf,"%s/animations", settings.datadir); - LOG(llevDebug,"Reading animations from %s...", buf); - if ((fp=fopen(buf,"r")) ==NULL) { - LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror_local(errno)); - exit(-1); - } - while (fgets(buf, MAX_BUF-1, fp)!=NULL) { - if (*buf=='#') continue; - /* Kill the newline */ - buf[strlen(buf)-1] = '\0'; - if (!strncmp(buf,"anim ", 5)) { - if (num_frames) { - LOG(llevError,"Didn't get a mina before %s\n", buf); - num_frames=0; - } - num_animations++; - if (num_animations==animations_allocated) { - animations= (Animations *) realloc(animations, sizeof(Animations)*(animations_allocated+10)); - animations_allocated+=10; - } - animations[num_animations].name = add_string(buf+5); - animations[num_animations].num = num_animations; /* for bsearch */ - animations[num_animations].facings = 1; - } - else if (!strncmp(buf,"mina",4)) { - animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); - for (i=0; iname, b->name); +static int +anim_compare (const animation *a, const animation *b) +{ + return std::strcmp (a->name, b->name); } /* Tries to find the animation id that matches name. Returns an integer match - * 0 if no match found (animation 0 is initialized as the 'bug' face + * 0 if no match found (animation 0 is initialised as the 'bug' face */ -int find_animation(const char *name) +int +find_animation (const char *name) { - Animations search, *match; + animation search, *match; + + search.name = name; + + match = (animation *) bsearch (&search, &animations[0], (num_animations + 1), + sizeof (animation), (int (*)(const void *, const void *)) anim_compare); - search.name = name; - match = (Animations*)bsearch(&search, animations, (num_animations+1), - sizeof(Animations), (int (*)(const void*, const void*))anim_compare); + if (match) + return match->num; + LOG (llevError, "Unable to find animation %s\n", name); - if (match) return match->num; - LOG(llevError,"Unable to find animation %s\n", name); - return 0; + return 0; } /* @@ -148,83 +172,100 @@ * caller has a better idea which one it really wants to be using, * so let it pass along the right one. */ +void +animate_object (object *op, int dir) +{ + int max_state; /* Max animation state object should be drawn in */ + int base_state; /* starting index # to draw from */ -void animate_object(object *op, int dir) { - int max_state; /* Max animation state object should be drawn in */ - int base_state; /* starting index # to draw from */ - - if(!op->animation_id || !NUM_ANIMATIONS(op)) { - LOG(llevError,"Object lacks animation.\n"); - dump_object(op); - return; - } - if (op->head) { - dir=op->head->direction; - - if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) - op->state = op->head->state; - else - ++op->state; - } - else { - ++op->state; /* increase draw state */ - } - - /* If object is turning, then max animation state is half through the - * animations. Otherwise, we can use all the animations. - */ - max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op); - base_state=0; - /* at least in the older aniamtions that used is_turning, the first half - * of the animations were left facing, the second half right facing. - * Note in old the is_turning, it was set so that the animation for a monster - * was always towards the enemy - now it is whatever direction the monster - * is facing. - */ - if (NUM_FACINGS(op)==2) { - if (dir<5) base_state=0; - else base_state=NUM_ANIMATIONS(op)/2; - } - else if (NUM_FACINGS(op)==4) { - if (dir==0) base_state=0; - else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); - } - else if (NUM_FACINGS(op)==8) { - if (dir==0) base_state=0; - else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); - } - - /* If beyond drawable states, reset */ - if (op->state>=max_state) op->state=0; - - SET_ANIMATION(op, op->state + base_state); - - if(op->face==blank_face) - op->invisible=1; - - /* This block covers monsters (eg, pixies) which are supposed to - * cycle from visible to invisible and back to being visible. - * as such, disable it for players, as then players would become - * visible. - */ - else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { - if(op->face->number==0) { - op->invisible=1; - CLEAR_FLAG(op, FLAG_ALIVE); - } else { - op->invisible=0; - SET_FLAG(op, FLAG_ALIVE); - } - } - - if(op->more) - animate_object(op->more, dir); - - /* update_object will also recursively update all the pieces. - * as such, we call it last, and only call it for the head - * piece, and not for the other tail pieces. - */ - if (!op->head) - update_object(op, UP_OBJ_FACE); -} + if (!op->animation_id || !NUM_ANIMATIONS (op)) + { + LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); + CLEAR_FLAG (op, FLAG_ANIMATE); + return; + } + if (op->head) + { + dir = op->head->direction; + + if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) + op->state = op->head->state; + else + ++op->state; + } + else + ++op->state; /* increase draw state */ + + /* If object is turning, then max animation state is half through the + * animations. Otherwise, we can use all the animations. + */ + max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); + base_state = 0; + /* at least in the older aniamtions that used is_turning, the first half + * of the animations were left facing, the second half right facing. + * Note in old the is_turning, it was set so that the animation for a monster + * was always towards the enemy - now it is whatever direction the monster + * is facing. + */ + + if (NUM_FACINGS (op) == 2) + { + if (dir < 5) + base_state = 0; + else + base_state = NUM_ANIMATIONS (op) / 2; + } + else if (NUM_FACINGS (op) == 4) + { + if (dir == 0) + base_state = 0; + else + base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4); + } + else if (NUM_FACINGS (op) == 8) + { + if (dir == 0) + base_state = 0; + else + base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8); + } + + /* If beyond drawable states, reset */ + if (op->state >= max_state) + op->state = 0; + + SET_ANIMATION (op, op->state + base_state); + + if (op->face == blank_face) + op->invisible = 1; + + /* This block covers monsters (eg, pixies) which are supposed to + * cycle from visible to invisible and back to being visible. + * as such, disable it for players, as then players would become + * visible. + */ + else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE)) + { + if (op->face->number == 0) + { + op->invisible = 1; + CLEAR_FLAG (op, FLAG_ALIVE); + } + else + { + op->invisible = 0; + SET_FLAG (op, FLAG_ALIVE); + } + } + + if (op->more) + animate_object (op->more, dir); + + /* update_object will also recursively update all the pieces. + * as such, we call it last, and only call it for the head + * piece, and not for the other tail pieces. + */ + if (!op->head) + update_object (op, UP_OBJ_FACE); +}