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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 1.20 by root, Fri Feb 9 01:52:09 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{
45 char
48 char buf[MAX_BUF]; 46 buf[MAX_BUF];
49 FILE *fp; 47 FILE *
50 static int anim_init=0; 48 fp;
49 static int
50 anim_init = 0;
51 int
51 int num_frames=0,faces[MAX_ANIMATIONS],i; 52 num_frames = 0, faces[MAX_ANIMATIONS], i;
52 53
53 if (anim_init) return; 54 if (anim_init)
55 return;
56
54 num_animations=0; 57 num_animations = 0;
55 /* Make a default. New animations start at one, so if something 58 /* Make a default. New animations start at one, so if something
56 * thinks it is animated but hasn't set the animation_id properly, 59 * thinks it is animated but hasn't set the animation_id properly,
57 * it will have a default value that should be pretty obvious. 60 * it will have a default value that should be pretty obvious.
58 */ 61 */
59 /* set the name so we don't try to dereferance null. 62 /* set the name so we don't try to dereferance null.
60 * Put # at start so it will be first in alphabetical 63 * Put # at start so it will be first in alphabetical
61 * order. 64 * order.
62 */ 65 */
66 {
67 animation anim0;
68
63 animations[0].name = "###none"; 69 anim0.name = "###none";
64 animations[0].num_animations=1; 70 anim0.num_animations = 1;
65 animations[0].faces = (Fontindex *) malloc(sizeof(Fontindex)); 71 anim0.faces = (uint16 *)malloc (sizeof (uint16));
66 animations[0].faces[0]=0; 72 anim0.faces[0] = 0;
67 animations[0].facings=0; 73 anim0.facings = 0;
68 74
75 animations.push_back (anim0);
76 }
77
69 sprintf(buf,"%s/animations", settings.datadir); 78 sprintf (buf, "%s/animations", settings.datadir);
70 LOG(llevDebug,"Reading animations from %s...", buf); 79 LOG (llevDebug, "Reading animations from %s...\n", buf);
80
71 if ((fp=fopen(buf,"r")) ==NULL) { 81 if ((fp = fopen (buf, "r")) == NULL)
82 {
72 LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno)); 83 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
73 exit(-1); 84 exit (-1);
74 } 85 }
86
75 while (fgets(buf, MAX_BUF-1, fp)!=NULL) { 87 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
76 if (*buf=='#') continue; 88 {
89 if (*buf == '#')
90 continue;
91
77 /* Kill the newline */ 92 /* Kill the newline */
78 buf[strlen(buf)-1] = '\0'; 93 buf[strlen (buf) - 1] = '\0';
79 if (!strncmp(buf,"anim ", 5)) { 94 if (!strncmp (buf, "anim ", 5))
95 {
80 if (num_frames) { 96 if (num_frames)
97 {
81 LOG(llevError,"Didn't get a mina before %s\n", buf); 98 LOG (llevError, "Didn't get a mina before %s\n", buf);
82 num_frames=0; 99 num_frames = 0;
83 } 100 }
101
84 num_animations++; 102 num_animations++;
85 103
86 animations.resize (num_animations + 1); 104 animation anim;
87 animations[num_animations].name = buf + 5; 105
106 anim.name = buf + 5;
88 animations[num_animations].num = num_animations; /* for bsearch */ 107 anim.num = num_animations; /* for bsearch */
89 animations[num_animations].facings = 1; 108 anim.facings = 1;
109 animations.push_back (anim);
90 } 110 }
91 else if (!strncmp(buf,"mina",4)) { 111 else if (!strncmp (buf, "mina", 4))
112 {
92 animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); 113 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
114
93 for (i=0; i<num_frames; i++) 115 for (i = 0; i < num_frames; i++)
94 animations[num_animations].faces[i]=faces[i]; 116 animations[num_animations].faces[i] = faces[i];
117
95 animations[num_animations].num_animations = num_frames; 118 animations[num_animations].num_animations = num_frames;
96 if (num_frames % animations[num_animations].facings) { 119 if (num_frames % animations[num_animations].facings)
120 {
97 LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", 121 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); 122 &animations[num_animations].name, num_frames, animations[num_animations].facings);
99 } 123 }
100 num_frames=0; 124 num_frames = 0;
101 } 125 }
102 else if (!strncmp(buf,"facings",7)) { 126 else if (!strncmp (buf, "facings", 7))
127 {
103 if (!(animations[num_animations].facings = atoi(buf+7))) { 128 if (!(animations[num_animations].facings = atoi (buf + 7)))
129 {
104 LOG(llevDebug,"Animation %s has 0 facings, line=%s\n", 130 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
105 &animations[num_animations].name, buf);
106 animations[num_animations].facings=1; 131 animations[num_animations].facings = 1;
107 } 132 }
108 133
134 }
109 } else { 135 else
136 {
110 if (!(faces[num_frames++] = FindFace(buf,0))) 137 if (!(faces[num_frames++] = FindFace (buf, 0)))
111 LOG(llevDebug,"Could not find face %s for animation %s\n", 138 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
112 buf, &animations[num_animations].name);
113 } 139 }
114 } 140 }
141
115 fclose(fp); 142 fclose (fp);
116 LOG(llevDebug,"done. got (%d)\n", num_animations); 143 LOG (llevDebug, "done. got (%d)\n", num_animations);
117} 144}
118 145
146static int
119static int anim_compare(const Animations *a, const Animations *b) { 147anim_compare (const animation *a, const animation *b)
148{
120 return strcmp(a->name, b->name); 149 return std::strcmp (a->name, b->name);
121} 150}
122 151
123/* Tries to find the animation id that matches name. Returns an integer match 152/* 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 153 * 0 if no match found (animation 0 is initialised as the 'bug' face
125 */ 154 */
155int
126int find_animation(const char *name) 156find_animation (const char *name)
127{ 157{
128 Animations search, *match; 158 animation search, *match;
129 159
130 search.name = name; 160 search.name = name;
131 161
132 match = (Animations*)bsearch(&search, animations, (num_animations+1), 162 match = (animation *) bsearch (&search, &animations[0], (num_animations + 1),
133 sizeof(Animations), (int (*)(const void*, const void*))anim_compare); 163 sizeof (animation), (int (*)(const void *, const void *)) anim_compare);
134 164
135 165
166 if (match)
136 if (match) return match->num; 167 return match->num;
168
137 LOG(llevError,"Unable to find animation %s\n", name); 169 LOG (llevError, "Unable to find animation %s\n", name);
170
138 return 0; 171 return 0;
139} 172}
140 173
141/* 174/*
142 * animate_object(object) updates the face-variable of an object. 175 * 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. 176 * 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 178 * 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 179 * 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, 180 * caller has a better idea which one it really wants to be using,
148 * so let it pass along the right one. 181 * so let it pass along the right one.
149 */ 182 */
150 183void
151void animate_object(object *op, int dir) { 184animate_object (object *op, int dir)
185{
152 int max_state; /* Max animation state object should be drawn in */ 186 int max_state; /* Max animation state object should be drawn in */
153 int base_state; /* starting index # to draw from */ 187 int base_state; /* starting index # to draw from */
154 188
155 if(!op->animation_id || !NUM_ANIMATIONS(op)) { 189 if (!op->animation_id || !NUM_ANIMATIONS (op))
190 {
156 LOG(llevError,"Object lacks animation.\n"); 191 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
157 dump_object(op); 192 CLEAR_FLAG (op, FLAG_ANIMATE);
158 return; 193 return;
159 } 194 }
195
160 if (op->head) { 196 if (op->head)
197 {
161 dir=op->head->direction; 198 dir = op->head->direction;
162 199
163 if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) 200 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
164 op->state = op->head->state; 201 op->state = op->head->state;
165 else 202 else
166 ++op->state; 203 ++op->state;
167 } 204 }
168 else { 205 else
169 ++op->state; /* increase draw state */ 206 ++op->state; /* increase draw state */
170 }
171 207
172 /* If object is turning, then max animation state is half through the 208 /* If object is turning, then max animation state is half through the
173 * animations. Otherwise, we can use all the animations. 209 * animations. Otherwise, we can use all the animations.
174 */ 210 */
175 max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op); 211 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
176 base_state=0; 212 base_state = 0;
177 /* at least in the older aniamtions that used is_turning, the first half 213 /* 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. 214 * 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 215 * 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 216 * was always towards the enemy - now it is whatever direction the monster
181 * is facing. 217 * is facing.
182 */ 218 */
219
183 if (NUM_FACINGS(op)==2) { 220 if (NUM_FACINGS (op) == 2)
221 {
222 if (dir < 5)
184 if (dir<5) base_state=0; 223 base_state = 0;
224 else
185 else base_state=NUM_ANIMATIONS(op)/2; 225 base_state = NUM_ANIMATIONS (op) / 2;
186 } 226 }
187 else if (NUM_FACINGS(op)==4) { 227 else if (NUM_FACINGS (op) == 4)
228 {
229 if (dir == 0)
188 if (dir==0) base_state=0; 230 base_state = 0;
231 else
189 else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); 232 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
190 } 233 }
191 else if (NUM_FACINGS(op)==8) { 234 else if (NUM_FACINGS (op) == 8)
235 {
236 if (dir == 0)
192 if (dir==0) base_state=0; 237 base_state = 0;
238 else
193 else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); 239 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
194 } 240 }
195 241
196 /* If beyond drawable states, reset */ 242 /* If beyond drawable states, reset */
197 if (op->state>=max_state) op->state=0; 243 if (op->state >= max_state)
244 op->state = 0;
198 245
199 SET_ANIMATION(op, op->state + base_state); 246 SET_ANIMATION (op, op->state + base_state);
200 247
201 if(op->face==blank_face) 248 if (op->face == blank_face)
202 op->invisible=1; 249 op->invisible = 1;
203
204 /* This block covers monsters (eg, pixies) which are supposed to 250 /* This block covers monsters (eg, pixies) which are supposed to
205 * cycle from visible to invisible and back to being visible. 251 * cycle from visible to invisible and back to being visible.
206 * as such, disable it for players, as then players would become 252 * as such, disable it for players, as then players would become
207 * visible. 253 * visible.
208 */ 254 */
209 else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { 255 else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE])
256 {
210 if(op->face->number==0) { 257 if (op->face->number == 0)
258 {
211 op->invisible=1; 259 op->invisible = 1;
212 CLEAR_FLAG(op, FLAG_ALIVE); 260 CLEAR_FLAG (op, FLAG_ALIVE);
261 }
213 } else { 262 else
263 {
214 op->invisible=0; 264 op->invisible = 0;
215 SET_FLAG(op, FLAG_ALIVE); 265 SET_FLAG (op, FLAG_ALIVE);
216 } 266 }
217 } 267 }
218 268
219 if(op->more) 269 if (op->more)
220 animate_object(op->more, dir); 270 animate_object (op->more, dir);
221 271
222 /* update_object will also recursively update all the pieces. 272 /* update_object will also recursively update all the pieces.
223 * as such, we call it last, and only call it for the head 273 * as such, we call it last, and only call it for the head
224 * piece, and not for the other tail pieces. 274 * piece, and not for the other tail pieces.
225 */ 275 */
226 if (!op->head) 276 if (!op->head)
227 update_object(op, UP_OBJ_FACE); 277 update_object (op, UP_OBJ_FACE);
228} 278}
229

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