1 | /* |
1 | /* |
2 | * static char *rcsid_anim_c = |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * "$Id: anim.C,v 1.6 2006/09/03 08:05:39 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
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5 | * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation, either version 3 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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20 | * |
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21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
4 | */ |
22 | */ |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
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28 | |
23 | |
29 | /* This file contains animation related code. */ |
24 | /* This file contains animation related code. */ |
30 | |
25 | |
31 | #include <global.h> |
26 | #include <global.h> |
32 | #include <stdio.h> |
27 | #include <stdio.h> |
33 | |
28 | |
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29 | animhash_t animhash; |
34 | std::vector<Animations> animations; |
30 | std::vector<animation> animations; |
35 | |
31 | |
36 | void free_all_anim(void) |
32 | void |
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33 | animation::resize (int new_size) |
37 | { |
34 | { |
38 | for (int i=0; i<=num_animations; i++) |
35 | sfree <faceidx> (faces, num_animations); |
39 | { |
36 | num_animations = new_size; |
40 | animations[i].name = 0; |
37 | faces = salloc<faceidx> (num_animations); |
41 | free (animations[i].faces); |
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42 | } |
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43 | |
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44 | animations.clear (); |
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45 | } |
38 | } |
46 | |
39 | |
47 | void init_anim(void) { |
40 | animation & |
48 | char buf[MAX_BUF]; |
41 | animation::create (const char *name, uint8 frames, uint8 facings) |
49 | FILE *fp; |
42 | { |
50 | static int anim_init=0; |
43 | if (animations.size () == MAXANIMNUM) |
51 | int num_frames=0,faces[MAX_ANIMATIONS],i; |
44 | cleanup ("trying to create new animation, but MAXANIMNUM animations in use."); |
52 | |
45 | |
53 | if (anim_init) return; |
46 | animations.push_back (animation ()); |
54 | num_animations=0; |
47 | animation &anim = animations.back (); |
55 | /* Make a default. New animations start at one, so if something |
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56 | * thinks it is animated but hasn't set the animation_id properly, |
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57 | * it will have a default value that should be pretty obvious. |
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58 | */ |
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59 | /* set the name so we don't try to dereferance null. |
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60 | * Put # at start so it will be first in alphabetical |
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61 | * order. |
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62 | */ |
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63 | { |
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64 | Animations anim0; |
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65 | |
48 | |
66 | anim0.name = "###none"; |
49 | anim.number = animations.size () - 1; |
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50 | anim.name = name; |
67 | anim0.num_animations=1; |
51 | anim.num_animations = frames; |
68 | anim0.faces = (Fontindex *) malloc(sizeof(Fontindex)); |
52 | anim.facings = facings; |
69 | anim0.faces[0]=0; |
53 | anim.faces = salloc<faceidx> (frames); |
70 | anim0.facings=0; |
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71 | |
54 | |
72 | animations.push_back (anim0); |
55 | animhash.insert (std::make_pair (anim.name, anim.number)); |
73 | } |
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74 | |
56 | |
75 | sprintf(buf,"%s/animations", settings.datadir); |
57 | return anim; |
76 | LOG(llevDebug,"Reading animations from %s...", buf); |
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77 | if ((fp=fopen(buf,"r")) ==NULL) { |
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78 | LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno)); |
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79 | exit(-1); |
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80 | } |
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81 | while (fgets(buf, MAX_BUF-1, fp)!=NULL) { |
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82 | if (*buf=='#') continue; |
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83 | /* Kill the newline */ |
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84 | buf[strlen(buf)-1] = '\0'; |
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85 | if (!strncmp(buf,"anim ", 5)) { |
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86 | if (num_frames) { |
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87 | LOG(llevError,"Didn't get a mina before %s\n", buf); |
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88 | num_frames=0; |
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89 | } |
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90 | num_animations++; |
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91 | |
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92 | Animations anim; |
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93 | anim.name = buf + 5; |
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94 | anim.num = num_animations; /* for bsearch */ |
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95 | anim.facings = 1; |
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96 | animations.push_back (anim); |
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97 | } |
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98 | else if (!strncmp(buf,"mina",4)) { |
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99 | animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); |
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100 | for (i=0; i<num_frames; i++) |
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101 | animations[num_animations].faces[i]=faces[i]; |
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102 | animations[num_animations].num_animations = num_frames; |
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103 | if (num_frames % animations[num_animations].facings) { |
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104 | LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", |
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105 | &animations[num_animations].name, num_frames, animations[num_animations].facings); |
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106 | } |
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107 | num_frames=0; |
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108 | } |
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109 | else if (!strncmp(buf,"facings",7)) { |
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110 | if (!(animations[num_animations].facings = atoi(buf+7))) { |
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111 | LOG(llevDebug,"Animation %s has 0 facings, line=%s\n", |
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112 | &animations[num_animations].name, buf); |
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113 | animations[num_animations].facings=1; |
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114 | } |
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115 | |
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116 | } else { |
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117 | if (!(faces[num_frames++] = FindFace(buf,0))) |
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118 | LOG(llevDebug,"Could not find face %s for animation %s\n", |
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119 | buf, &animations[num_animations].name); |
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120 | } |
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121 | } |
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122 | fclose(fp); |
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123 | LOG(llevDebug,"done. got (%d)\n", num_animations); |
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124 | } |
58 | } |
125 | |
59 | |
126 | static int anim_compare(const Animations *a, const Animations *b) { |
60 | animation & |
127 | return strcmp(a->name, b->name); |
61 | animation::find (const char *name) |
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62 | { |
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63 | if (!name) |
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64 | return animations [0]; |
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65 | |
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66 | animhash_t::iterator i = animhash.find (name); |
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67 | return animations [i == animhash.end () ? 0 : i->second]; |
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68 | } |
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69 | |
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70 | void |
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71 | init_anim (void) |
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72 | { |
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73 | animation &anim0 = animation::create ("none", 1, 0); |
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74 | anim0.faces [0] = 0; |
128 | } |
75 | } |
129 | |
76 | |
130 | /* Tries to find the animation id that matches name. Returns an integer match |
77 | /* Tries to find the animation id that matches name. Returns an integer match |
131 | * 0 if no match found (animation 0 is initialized as the 'bug' face |
78 | * 0 if no match found (animation 0 is initialised as the 'bug' face |
132 | */ |
79 | */ |
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80 | //TODO: nuke this function and replace all occurences by animations::find |
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81 | int |
133 | int find_animation(const char *name) |
82 | find_animation (const char *name) |
134 | { |
83 | { |
135 | Animations search, *match; |
84 | return animation::find (name).number; |
136 | |
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137 | search.name = name; |
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138 | |
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139 | match = (Animations*)bsearch(&search, &animations [0], (num_animations+1), |
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140 | sizeof(Animations), (int (*)(const void*, const void*))anim_compare); |
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141 | |
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142 | |
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143 | if (match) return match->num; |
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144 | LOG(llevError,"Unable to find animation %s\n", name); |
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145 | return 0; |
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146 | } |
85 | } |
147 | |
86 | |
148 | /* |
87 | /* |
149 | * animate_object(object) updates the face-variable of an object. |
88 | * animate_object(object) updates the face-variable of an object. |
150 | * If the object is the head of a multi-object, all objects are animated. |
89 | * If the object is the head of a multi-object, all objects are animated. |
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… | |
152 | * dir is the direction the object is facing. This is generally same as |
91 | * dir is the direction the object is facing. This is generally same as |
153 | * op->direction, but in some cases, op->facing is used instead - the |
92 | * op->direction, but in some cases, op->facing is used instead - the |
154 | * caller has a better idea which one it really wants to be using, |
93 | * caller has a better idea which one it really wants to be using, |
155 | * so let it pass along the right one. |
94 | * so let it pass along the right one. |
156 | */ |
95 | */ |
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96 | void |
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97 | animate_object (object *op, int dir) |
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98 | { |
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99 | int max_state; /* Max animation state object should be drawn in */ |
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100 | int base_state; /* starting index # to draw from */ |
157 | |
101 | |
158 | void animate_object(object *op, int dir) { |
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159 | int max_state; /* Max animation state object should be drawn in */ |
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160 | int base_state; /* starting index # to draw from */ |
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161 | |
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162 | if(!op->animation_id || !NUM_ANIMATIONS(op)) { |
102 | if (!op->animation_id || !NUM_ANIMATIONS (op)) |
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103 | { |
163 | LOG(llevError,"Object lacks animation.\n"); |
104 | LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); |
164 | dump_object(op); |
105 | CLEAR_FLAG (op, FLAG_ANIMATE); |
165 | return; |
106 | return; |
166 | } |
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167 | if (op->head) { |
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168 | dir=op->head->direction; |
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169 | |
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170 | if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) |
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171 | op->state = op->head->state; |
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172 | else |
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173 | ++op->state; |
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174 | } |
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175 | else { |
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176 | ++op->state; /* increase draw state */ |
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177 | } |
107 | } |
178 | |
108 | |
179 | /* If object is turning, then max animation state is half through the |
109 | if (op->head_ () != op) |
180 | * animations. Otherwise, we can use all the animations. |
110 | { |
181 | */ |
111 | dir = op->head->direction; |
182 | max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op); |
112 | |
183 | base_state=0; |
113 | if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) |
184 | /* at least in the older aniamtions that used is_turning, the first half |
114 | op->state = op->head->state; |
185 | * of the animations were left facing, the second half right facing. |
115 | else |
186 | * Note in old the is_turning, it was set so that the animation for a monster |
116 | ++op->state; |
187 | * was always towards the enemy - now it is whatever direction the monster |
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188 | * is facing. |
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189 | */ |
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190 | if (NUM_FACINGS(op)==2) { |
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191 | if (dir<5) base_state=0; |
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192 | else base_state=NUM_ANIMATIONS(op)/2; |
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193 | } |
117 | } |
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118 | else |
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119 | ++op->state; /* increase draw state */ |
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120 | |
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121 | /* If object is turning, then max animation state is half through the |
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122 | * animations. Otherwise, we can use all the animations. |
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123 | */ |
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124 | max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); |
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125 | base_state = 0; |
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126 | /* at least in the older animations that used is_turning, the first half |
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127 | * of the animations were left facing, the second half right facing. |
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128 | * Note in old the is_turning, it was set so that the animation for a monster |
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129 | * was always towards the enemy - now it is whatever direction the monster |
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130 | * is facing. |
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131 | */ |
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132 | |
194 | else if (NUM_FACINGS(op)==4) { |
133 | if (NUM_FACINGS (op) == 2) |
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134 | { |
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135 | if (dir < 5) |
195 | if (dir==0) base_state=0; |
136 | base_state = 0; |
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137 | else |
196 | else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); |
138 | base_state = NUM_ANIMATIONS (op) / 2; |
197 | } |
139 | } |
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140 | else if (NUM_FACINGS (op) == 4) |
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141 | { |
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142 | if (dir == 0) |
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143 | base_state = 0; |
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144 | else |
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145 | base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4); |
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146 | } |
198 | else if (NUM_FACINGS(op)==8) { |
147 | else if (NUM_FACINGS (op) == 8) |
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148 | { |
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149 | if (dir == 0) |
199 | if (dir==0) base_state=0; |
150 | base_state = 0; |
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151 | else |
200 | else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); |
152 | base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8); |
201 | } |
153 | } |
202 | |
154 | |
203 | /* If beyond drawable states, reset */ |
155 | /* If beyond drawable states, reset */ |
204 | if (op->state>=max_state) op->state=0; |
156 | if (op->state >= max_state) |
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157 | op->state = 0; |
205 | |
158 | |
206 | SET_ANIMATION(op, op->state + base_state); |
159 | SET_ANIMATION (op, op->state + base_state); |
207 | |
160 | |
208 | if(op->face==blank_face) |
161 | if (op->face == blank_face) |
209 | op->invisible=1; |
162 | op->invisible = 1; |
210 | |
163 | |
211 | /* This block covers monsters (eg, pixies) which are supposed to |
164 | /* This block covers monsters (eg, pixies) which are supposed to |
212 | * cycle from visible to invisible and back to being visible. |
165 | * cycle from visible to invisible and back to being visible. |
213 | * as such, disable it for players, as then players would become |
166 | * as such, disable it for players, as then players would become |
214 | * visible. |
167 | * visible. |
215 | */ |
168 | */ |
216 | else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { |
169 | else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE]) |
217 | if(op->face->number==0) { |
170 | { |
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171 | if (op->face == 0) |
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172 | { |
218 | op->invisible=1; |
173 | op->invisible = 1; |
219 | CLEAR_FLAG(op, FLAG_ALIVE); |
174 | CLEAR_FLAG (op, FLAG_ALIVE); |
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175 | } |
220 | } else { |
176 | else |
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177 | { |
221 | op->invisible=0; |
178 | op->invisible = 0; |
222 | SET_FLAG(op, FLAG_ALIVE); |
179 | SET_FLAG (op, FLAG_ALIVE); |
223 | } |
180 | } |
224 | } |
181 | } |
225 | |
182 | |
226 | if(op->more) |
183 | if (op->more) |
227 | animate_object(op->more, dir); |
184 | animate_object (op->more, dir); |
228 | |
185 | |
229 | /* update_object will also recursively update all the pieces. |
186 | /* update_object will also recursively update all the pieces. |
230 | * as such, we call it last, and only call it for the head |
187 | * as such, we call it last, and only call it for the head |
231 | * piece, and not for the other tail pieces. |
188 | * piece, and not for the other tail pieces. |
232 | */ |
189 | */ |
233 | if (!op->head) |
190 | if (op->head_ () == op) |
234 | update_object(op, UP_OBJ_FACE); |
191 | update_object (op, UP_OBJ_FACE); |
235 | } |
192 | } |
236 | |
193 | |