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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.7 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.18 by root, Fri Jan 19 17:50:10 2007 UTC

1
2/* 1/*
3 * static char *rcsid_anim_c = 2 * CrossFire, A Multiplayer game for X-windows
4 * "$Id: anim.C,v 1.7 2006/09/10 16:00:23 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>
5 */ 23 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30/* This file contains animation related code. */ 25/* This file contains animation related code. */
31 26
32#include <global.h> 27#include <global.h>
33#include <stdio.h> 28#include <stdio.h>
34
35std::vector < Animations > animations;
36 29
37void 30void
38free_all_anim (void) 31free_all_anim (void)
39{ 32{
40 for (int i = 0; i <= num_animations; i++) 33 for (int i = 0; i <= num_animations; i++)
68 /* set the name so we don't try to dereferance null. 61 /* set the name so we don't try to dereferance null.
69 * Put # at start so it will be first in alphabetical 62 * Put # at start so it will be first in alphabetical
70 * order. 63 * order.
71 */ 64 */
72 { 65 {
73 Animations 66 animation anim0;
74 anim0;
75 67
76 anim0.name = "###none"; 68 anim0.name = "###none";
77 anim0.num_animations = 1; 69 anim0.num_animations = 1;
78 anim0.faces = (Fontindex *) malloc (sizeof (Fontindex)); 70 anim0.faces = (uint16 *)malloc (sizeof (uint16));
79 anim0.faces[0] = 0; 71 anim0.faces[0] = 0;
80 anim0.facings = 0; 72 anim0.facings = 0;
81 73
82 animations.push_back (anim0); 74 animations.push_back (anim0);
83 } 75 }
84 76
85 sprintf (buf, "%s/animations", settings.datadir); 77 sprintf (buf, "%s/animations", settings.datadir);
86 LOG (llevDebug, "Reading animations from %s...", buf); 78 LOG (llevDebug, "Reading animations from %s...\n", buf);
87 if ((fp = fopen (buf, "r")) == NULL) 79 if ((fp = fopen (buf, "r")) == NULL)
88 { 80 {
89 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));
90 exit (-1); 82 exit (-1);
91 } 83 }
102 LOG (llevError, "Didn't get a mina before %s\n", buf); 94 LOG (llevError, "Didn't get a mina before %s\n", buf);
103 num_frames = 0; 95 num_frames = 0;
104 } 96 }
105 num_animations++; 97 num_animations++;
106 98
107 Animations 99 animation anim;
108 anim;
109 100
110 anim.name = buf + 5; 101 anim.name = buf + 5;
111 anim.num = num_animations; /* for bsearch */ 102 anim.num = num_animations; /* for bsearch */
112 anim.facings = 1; 103 anim.facings = 1;
113 animations.push_back (anim); 104 animations.push_back (anim);
114 } 105 }
115 else if (!strncmp (buf, "mina", 4)) 106 else if (!strncmp (buf, "mina", 4))
116 { 107 {
117 animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames); 108 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
118 for (i = 0; i < num_frames; i++) 109 for (i = 0; i < num_frames; i++)
119 animations[num_animations].faces[i] = faces[i]; 110 animations[num_animations].faces[i] = faces[i];
120 animations[num_animations].num_animations = num_frames; 111 animations[num_animations].num_animations = num_frames;
121 if (num_frames % animations[num_animations].facings) 112 if (num_frames % animations[num_animations].facings)
122 { 113 {
143 fclose (fp); 134 fclose (fp);
144 LOG (llevDebug, "done. got (%d)\n", num_animations); 135 LOG (llevDebug, "done. got (%d)\n", num_animations);
145} 136}
146 137
147static int 138static int
148anim_compare (const Animations * a, const Animations * b) 139anim_compare (const animation * a, const animation * b)
149{ 140{
150 return strcmp (a->name, b->name); 141 return strcmp (a->name, b->name);
151} 142}
152 143
153/* 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
154 * 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
155 */ 146 */
156int 147int
157find_animation (const char *name) 148find_animation (const char *name)
158{ 149{
159 Animations 150 animation search, *match;
160 search, *
161 match;
162 151
163 search.name = name; 152 search.name = name;
164 153
165 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1), 154 match = (animation *) bsearch (&search, &animations[0], (num_animations + 1),
166 sizeof (Animations), (int (*)(const void *, const void *)) anim_compare); 155 sizeof (animation), (int (*)(const void *, const void *)) anim_compare);
167 156
168 157
169 if (match) 158 if (match)
170 return match->num; 159 return match->num;
160
171 LOG (llevError, "Unable to find animation %s\n", name); 161 LOG (llevError, "Unable to find animation %s\n", name);
162
172 return 0; 163 return 0;
173} 164}
174 165
175/* 166/*
176 * animate_object(object) updates the face-variable of an object. 167 * animate_object(object) updates the face-variable of an object.
179 * 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
180 * 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
181 * 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,
182 * so let it pass along the right one. 173 * so let it pass along the right one.
183 */ 174 */
184
185void 175void
186animate_object (object *op, int dir) 176animate_object (object *op, int dir)
187{ 177{
188 int
189 max_state; /* Max animation state object should be drawn in */ 178 int max_state; /* Max animation state object should be drawn in */
190 int
191 base_state; /* starting index # to draw from */ 179 int base_state; /* starting index # to draw from */
192 180
193 if (!op->animation_id || !NUM_ANIMATIONS (op)) 181 if (!op->animation_id || !NUM_ANIMATIONS (op))
194 { 182 {
195 LOG (llevError, "Object lacks animation.\n"); 183 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
196 dump_object (op); 184 CLEAR_FLAG (op, FLAG_ANIMATE);
197 return; 185 return;
198 } 186 }
187
199 if (op->head) 188 if (op->head)
200 { 189 {
201 dir = op->head->direction; 190 dir = op->head->direction;
202 191
203 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) 192 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
204 op->state = op->head->state; 193 op->state = op->head->state;
205 else 194 else
206 ++op->state; 195 ++op->state;
207 } 196 }
208 else 197 else
209 {
210 ++op->state; /* increase draw state */ 198 ++op->state; /* increase draw state */
211 }
212 199
213 /* 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
214 * animations. Otherwise, we can use all the animations. 201 * animations. Otherwise, we can use all the animations.
215 */ 202 */
216 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); 203 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
219 * of the animations were left facing, the second half right facing. 206 * of the animations were left facing, the second half right facing.
220 * 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
221 * 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
222 * is facing. 209 * is facing.
223 */ 210 */
211
224 if (NUM_FACINGS (op) == 2) 212 if (NUM_FACINGS (op) == 2)
225 { 213 {
226 if (dir < 5) 214 if (dir < 5)
227 base_state = 0; 215 base_state = 0;
228 else 216 else

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