--- deliantra/server/common/anim.C 2006/12/26 20:04:09 1.12 +++ deliantra/server/common/anim.C 2007/02/09 01:52:09 1.20 @@ -1,25 +1,26 @@ /* - 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, 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 + */ /* This file contains animation related code. */ @@ -52,6 +53,7 @@ if (anim_init) return; + 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, @@ -62,7 +64,7 @@ * order. */ { - Animations anim0; + animation anim0; anim0.name = "###none"; anim0.num_animations = 1; @@ -74,16 +76,19 @@ } sprintf (buf, "%s/animations", settings.datadir); - LOG (llevDebug, "Reading animations from %s...", buf); + LOG (llevDebug, "Reading animations from %s...\n", buf); + if ((fp = fopen (buf, "r")) == NULL) { LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (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)) @@ -93,9 +98,10 @@ LOG (llevError, "Didn't get a mina before %s\n", buf); num_frames = 0; } + num_animations++; - Animations anim; + animation anim; anim.name = buf + 5; anim.num = num_animations; /* for bsearch */ @@ -105,8 +111,10 @@ else if (!strncmp (buf, "mina", 4)) { animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames); + for (i = 0; i < num_frames; i++) animations[num_animations].faces[i] = faces[i]; + animations[num_animations].num_animations = num_frames; if (num_frames % animations[num_animations].facings) { @@ -130,35 +138,36 @@ LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name); } } + fclose (fp); LOG (llevDebug, "done. got (%d)\n", num_animations); } static int -anim_compare (const Animations * a, const Animations * b) +anim_compare (const animation *a, const animation *b) { - return strcmp (a->name, b->name); + 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) { - Animations - search, * - match; + animation search, *match; search.name = name; - match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1), - sizeof (Animations), (int (*)(const void *, const void *)) anim_compare); + match = (animation *) bsearch (&search, &animations[0], (num_animations + 1), + sizeof (animation), (int (*)(const void *, const void *)) anim_compare); if (match) return match->num; + LOG (llevError, "Unable to find animation %s\n", name); + return 0; } @@ -171,7 +180,6 @@ * 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) { @@ -181,6 +189,7 @@ if (!op->animation_id || !NUM_ANIMATIONS (op)) { LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); + CLEAR_FLAG (op, FLAG_ANIMATE); return; } @@ -201,7 +210,7 @@ */ max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); base_state = 0; - /* at least in the older aniamtions that used is_turning, the first half + /* at least in the older animations 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 @@ -238,13 +247,12 @@ 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)) + else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE]) { if (op->face->number == 0) {