1 | /* |
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2 | * static char *rcsid_anim_c = |
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3 | * "$Id: anim.C,v 1.6 2006/09/03 08:05:39 root Exp $"; |
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4 | */ |
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5 | |
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6 | /* |
1 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
8 | |
3 | |
9 | Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
4 | Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
… | |
… | |
21 | |
16 | |
22 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
23 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
25 | |
20 | |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
27 | */ |
22 | */ |
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 | |
34 | std::vector<Animations> animations; |
29 | void |
35 | |
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36 | void free_all_anim(void) |
30 | free_all_anim (void) |
37 | { |
31 | { |
38 | for (int i=0; i<=num_animations; i++) |
32 | for (int i = 0; i <= num_animations; i++) |
39 | { |
33 | { |
40 | animations[i].name = 0; |
34 | animations[i].name = 0; |
41 | free (animations[i].faces); |
35 | free (animations[i].faces); |
42 | } |
36 | } |
43 | |
37 | |
44 | animations.clear (); |
38 | animations.clear (); |
45 | } |
39 | } |
46 | |
40 | |
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41 | void |
47 | void init_anim(void) { |
42 | init_anim (void) |
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43 | { |
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44 | char |
48 | char buf[MAX_BUF]; |
45 | buf[MAX_BUF]; |
49 | FILE *fp; |
46 | FILE * |
50 | static int anim_init=0; |
47 | fp; |
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48 | static int |
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49 | anim_init = 0; |
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50 | int |
51 | int num_frames=0,faces[MAX_ANIMATIONS],i; |
51 | num_frames = 0, faces[MAX_ANIMATIONS], i; |
52 | |
52 | |
53 | if (anim_init) return; |
53 | if (anim_init) |
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54 | return; |
54 | num_animations=0; |
55 | num_animations = 0; |
55 | /* Make a default. New animations start at one, so if something |
56 | /* Make a default. New animations start at one, so if something |
56 | * thinks it is animated but hasn't set the animation_id properly, |
57 | * thinks it is animated but hasn't set the animation_id properly, |
57 | * it will have a default value that should be pretty obvious. |
58 | * it will have a default value that should be pretty obvious. |
58 | */ |
59 | */ |
59 | /* set the name so we don't try to dereferance null. |
60 | /* set the name so we don't try to dereferance null. |
60 | * Put # at start so it will be first in alphabetical |
61 | * Put # at start so it will be first in alphabetical |
61 | * order. |
62 | * order. |
62 | */ |
63 | */ |
63 | { |
64 | { |
64 | Animations anim0; |
65 | Animations anim0; |
65 | |
66 | |
66 | anim0.name = "###none"; |
67 | anim0.name = "###none"; |
67 | anim0.num_animations=1; |
68 | anim0.num_animations = 1; |
68 | anim0.faces = (Fontindex *) malloc(sizeof(Fontindex)); |
69 | anim0.faces = (uint16 *)malloc (sizeof (uint16)); |
69 | anim0.faces[0]=0; |
70 | anim0.faces[0] = 0; |
70 | anim0.facings=0; |
71 | anim0.facings = 0; |
71 | |
72 | |
72 | animations.push_back (anim0); |
73 | animations.push_back (anim0); |
73 | } |
74 | } |
74 | |
75 | |
75 | sprintf(buf,"%s/animations", settings.datadir); |
76 | sprintf (buf, "%s/animations", settings.datadir); |
76 | LOG(llevDebug,"Reading animations from %s...", buf); |
77 | LOG (llevDebug, "Reading animations from %s...\n", buf); |
77 | if ((fp=fopen(buf,"r")) ==NULL) { |
78 | if ((fp = fopen (buf, "r")) == NULL) |
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79 | { |
78 | LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno)); |
80 | LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno)); |
79 | exit(-1); |
81 | exit (-1); |
80 | } |
82 | } |
81 | while (fgets(buf, MAX_BUF-1, fp)!=NULL) { |
83 | while (fgets (buf, MAX_BUF - 1, fp) != NULL) |
82 | if (*buf=='#') continue; |
84 | { |
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85 | if (*buf == '#') |
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86 | continue; |
83 | /* Kill the newline */ |
87 | /* Kill the newline */ |
84 | buf[strlen(buf)-1] = '\0'; |
88 | buf[strlen (buf) - 1] = '\0'; |
85 | if (!strncmp(buf,"anim ", 5)) { |
89 | if (!strncmp (buf, "anim ", 5)) |
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90 | { |
86 | if (num_frames) { |
91 | if (num_frames) |
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92 | { |
87 | LOG(llevError,"Didn't get a mina before %s\n", buf); |
93 | LOG (llevError, "Didn't get a mina before %s\n", buf); |
88 | num_frames=0; |
94 | num_frames = 0; |
89 | } |
95 | } |
90 | num_animations++; |
96 | num_animations++; |
91 | |
97 | |
92 | Animations anim; |
98 | Animations anim; |
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99 | |
93 | anim.name = buf + 5; |
100 | anim.name = buf + 5; |
94 | anim.num = num_animations; /* for bsearch */ |
101 | anim.num = num_animations; /* for bsearch */ |
95 | anim.facings = 1; |
102 | anim.facings = 1; |
96 | animations.push_back (anim); |
103 | animations.push_back (anim); |
97 | } |
104 | } |
98 | else if (!strncmp(buf,"mina",4)) { |
105 | else if (!strncmp (buf, "mina", 4)) |
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106 | { |
99 | animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); |
107 | animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames); |
100 | for (i=0; i<num_frames; i++) |
108 | for (i = 0; i < num_frames; i++) |
101 | animations[num_animations].faces[i]=faces[i]; |
109 | animations[num_animations].faces[i] = faces[i]; |
102 | animations[num_animations].num_animations = num_frames; |
110 | animations[num_animations].num_animations = num_frames; |
103 | if (num_frames % animations[num_animations].facings) { |
111 | if (num_frames % animations[num_animations].facings) |
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112 | { |
104 | LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", |
113 | LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", |
105 | &animations[num_animations].name, num_frames, animations[num_animations].facings); |
114 | &animations[num_animations].name, num_frames, animations[num_animations].facings); |
106 | } |
115 | } |
107 | num_frames=0; |
116 | num_frames = 0; |
108 | } |
117 | } |
109 | else if (!strncmp(buf,"facings",7)) { |
118 | else if (!strncmp (buf, "facings", 7)) |
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119 | { |
110 | if (!(animations[num_animations].facings = atoi(buf+7))) { |
120 | if (!(animations[num_animations].facings = atoi (buf + 7))) |
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121 | { |
111 | LOG(llevDebug,"Animation %s has 0 facings, line=%s\n", |
122 | LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf); |
112 | &animations[num_animations].name, buf); |
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113 | animations[num_animations].facings=1; |
123 | animations[num_animations].facings = 1; |
114 | } |
124 | } |
115 | |
125 | |
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126 | } |
116 | } else { |
127 | else |
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128 | { |
117 | if (!(faces[num_frames++] = FindFace(buf,0))) |
129 | if (!(faces[num_frames++] = FindFace (buf, 0))) |
118 | LOG(llevDebug,"Could not find face %s for animation %s\n", |
130 | LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name); |
119 | buf, &animations[num_animations].name); |
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120 | } |
131 | } |
121 | } |
132 | } |
122 | fclose(fp); |
133 | fclose (fp); |
123 | LOG(llevDebug,"done. got (%d)\n", num_animations); |
134 | LOG (llevDebug, "done. got (%d)\n", num_animations); |
124 | } |
135 | } |
125 | |
136 | |
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137 | static int |
126 | static int anim_compare(const Animations *a, const Animations *b) { |
138 | anim_compare (const Animations * a, const Animations * b) |
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139 | { |
127 | return strcmp(a->name, b->name); |
140 | return strcmp (a->name, b->name); |
128 | } |
141 | } |
129 | |
142 | |
130 | /* Tries to find the animation id that matches name. Returns an integer match |
143 | /* 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 |
144 | * 0 if no match found (animation 0 is initialised as the 'bug' face |
132 | */ |
145 | */ |
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146 | int |
133 | int find_animation(const char *name) |
147 | find_animation (const char *name) |
134 | { |
148 | { |
135 | Animations search, *match; |
149 | Animations |
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150 | search, * |
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151 | match; |
136 | |
152 | |
137 | search.name = name; |
153 | search.name = name; |
138 | |
154 | |
139 | match = (Animations*)bsearch(&search, &animations [0], (num_animations+1), |
155 | match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1), |
140 | sizeof(Animations), (int (*)(const void*, const void*))anim_compare); |
156 | sizeof (Animations), (int (*)(const void *, const void *)) anim_compare); |
141 | |
157 | |
142 | |
158 | |
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159 | if (match) |
143 | if (match) return match->num; |
160 | return match->num; |
144 | LOG(llevError,"Unable to find animation %s\n", name); |
161 | LOG (llevError, "Unable to find animation %s\n", name); |
145 | return 0; |
162 | return 0; |
146 | } |
163 | } |
147 | |
164 | |
148 | /* |
165 | /* |
149 | * animate_object(object) updates the face-variable of an object. |
166 | * 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. |
167 | * If the object is the head of a multi-object, all objects are animated. |
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153 | * op->direction, but in some cases, op->facing is used instead - the |
170 | * 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, |
171 | * caller has a better idea which one it really wants to be using, |
155 | * so let it pass along the right one. |
172 | * so let it pass along the right one. |
156 | */ |
173 | */ |
157 | |
174 | |
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175 | void |
158 | void animate_object(object *op, int dir) { |
176 | animate_object (object *op, int dir) |
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177 | { |
159 | int max_state; /* Max animation state object should be drawn in */ |
178 | int max_state; /* Max animation state object should be drawn in */ |
160 | int base_state; /* starting index # to draw from */ |
179 | int base_state; /* starting index # to draw from */ |
161 | |
180 | |
162 | if(!op->animation_id || !NUM_ANIMATIONS(op)) { |
181 | if (!op->animation_id || !NUM_ANIMATIONS (op)) |
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182 | { |
163 | LOG(llevError,"Object lacks animation.\n"); |
183 | LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); |
164 | dump_object(op); |
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165 | return; |
184 | return; |
166 | } |
185 | } |
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186 | |
167 | if (op->head) { |
187 | if (op->head) |
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188 | { |
168 | dir=op->head->direction; |
189 | dir = op->head->direction; |
169 | |
190 | |
170 | if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) |
191 | if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) |
171 | op->state = op->head->state; |
192 | op->state = op->head->state; |
172 | else |
193 | else |
173 | ++op->state; |
194 | ++op->state; |
174 | } |
195 | } |
175 | else { |
196 | else |
176 | ++op->state; /* increase draw state */ |
197 | ++op->state; /* increase draw state */ |
177 | } |
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178 | |
198 | |
179 | /* If object is turning, then max animation state is half through the |
199 | /* If object is turning, then max animation state is half through the |
180 | * animations. Otherwise, we can use all the animations. |
200 | * animations. Otherwise, we can use all the animations. |
181 | */ |
201 | */ |
182 | max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op); |
202 | max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); |
183 | base_state=0; |
203 | base_state = 0; |
184 | /* at least in the older aniamtions that used is_turning, the first half |
204 | /* at least in the older aniamtions that used is_turning, the first half |
185 | * of the animations were left facing, the second half right facing. |
205 | * of the animations were left facing, the second half right facing. |
186 | * Note in old the is_turning, it was set so that the animation for a monster |
206 | * Note in old the is_turning, it was set so that the animation for a monster |
187 | * was always towards the enemy - now it is whatever direction the monster |
207 | * was always towards the enemy - now it is whatever direction the monster |
188 | * is facing. |
208 | * is facing. |
189 | */ |
209 | */ |
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210 | |
190 | if (NUM_FACINGS(op)==2) { |
211 | if (NUM_FACINGS (op) == 2) |
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212 | { |
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213 | if (dir < 5) |
191 | if (dir<5) base_state=0; |
214 | base_state = 0; |
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215 | else |
192 | else base_state=NUM_ANIMATIONS(op)/2; |
216 | base_state = NUM_ANIMATIONS (op) / 2; |
193 | } |
217 | } |
194 | else if (NUM_FACINGS(op)==4) { |
218 | else if (NUM_FACINGS (op) == 4) |
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219 | { |
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220 | if (dir == 0) |
195 | if (dir==0) base_state=0; |
221 | base_state = 0; |
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222 | else |
196 | else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); |
223 | base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4); |
197 | } |
224 | } |
198 | else if (NUM_FACINGS(op)==8) { |
225 | else if (NUM_FACINGS (op) == 8) |
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226 | { |
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227 | if (dir == 0) |
199 | if (dir==0) base_state=0; |
228 | base_state = 0; |
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229 | else |
200 | else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); |
230 | base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8); |
201 | } |
231 | } |
202 | |
232 | |
203 | /* If beyond drawable states, reset */ |
233 | /* If beyond drawable states, reset */ |
204 | if (op->state>=max_state) op->state=0; |
234 | if (op->state >= max_state) |
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235 | op->state = 0; |
205 | |
236 | |
206 | SET_ANIMATION(op, op->state + base_state); |
237 | SET_ANIMATION (op, op->state + base_state); |
207 | |
238 | |
208 | if(op->face==blank_face) |
239 | if (op->face == blank_face) |
209 | op->invisible=1; |
240 | op->invisible = 1; |
210 | |
241 | |
211 | /* This block covers monsters (eg, pixies) which are supposed to |
242 | /* This block covers monsters (eg, pixies) which are supposed to |
212 | * cycle from visible to invisible and back to being visible. |
243 | * cycle from visible to invisible and back to being visible. |
213 | * as such, disable it for players, as then players would become |
244 | * as such, disable it for players, as then players would become |
214 | * visible. |
245 | * visible. |
215 | */ |
246 | */ |
216 | else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { |
247 | else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE)) |
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248 | { |
217 | if(op->face->number==0) { |
249 | if (op->face->number == 0) |
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250 | { |
218 | op->invisible=1; |
251 | op->invisible = 1; |
219 | CLEAR_FLAG(op, FLAG_ALIVE); |
252 | CLEAR_FLAG (op, FLAG_ALIVE); |
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253 | } |
220 | } else { |
254 | else |
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255 | { |
221 | op->invisible=0; |
256 | op->invisible = 0; |
222 | SET_FLAG(op, FLAG_ALIVE); |
257 | SET_FLAG (op, FLAG_ALIVE); |
223 | } |
258 | } |
224 | } |
259 | } |
225 | |
260 | |
226 | if(op->more) |
261 | if (op->more) |
227 | animate_object(op->more, dir); |
262 | animate_object (op->more, dir); |
228 | |
263 | |
229 | /* update_object will also recursively update all the pieces. |
264 | /* update_object will also recursively update all the pieces. |
230 | * as such, we call it last, and only call it for the head |
265 | * as such, we call it last, and only call it for the head |
231 | * piece, and not for the other tail pieces. |
266 | * piece, and not for the other tail pieces. |
232 | */ |
267 | */ |
233 | if (!op->head) |
268 | if (!op->head) |
234 | update_object(op, UP_OBJ_FACE); |
269 | update_object (op, UP_OBJ_FACE); |
235 | } |
270 | } |
236 | |
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