1 | |
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2 | /* |
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3 | * static char *rcsid_anim_c = |
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4 | * "$Id: anim.C,v 1.7 2006/09/10 16:00:23 root Exp $"; |
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5 | */ |
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6 | |
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7 | /* |
1 | /* |
8 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
9 | |
3 | |
10 | Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
4 | Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
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22 | |
16 | |
23 | 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 |
24 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 | |
20 | |
27 | 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> |
28 | */ |
22 | */ |
29 | |
23 | |
30 | /* This file contains animation related code. */ |
24 | /* This file contains animation related code. */ |
31 | |
25 | |
32 | #include <global.h> |
26 | #include <global.h> |
33 | #include <stdio.h> |
27 | #include <stdio.h> |
34 | |
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35 | std::vector < Animations > animations; |
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36 | |
28 | |
37 | void |
29 | void |
38 | free_all_anim (void) |
30 | free_all_anim (void) |
39 | { |
31 | { |
40 | for (int i = 0; i <= num_animations; i++) |
32 | for (int i = 0; i <= num_animations; i++) |
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68 | /* set the name so we don't try to dereferance null. |
60 | /* set the name so we don't try to dereferance null. |
69 | * Put # at start so it will be first in alphabetical |
61 | * Put # at start so it will be first in alphabetical |
70 | * order. |
62 | * order. |
71 | */ |
63 | */ |
72 | { |
64 | { |
73 | Animations |
65 | Animations anim0; |
74 | anim0; |
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75 | |
66 | |
76 | anim0.name = "###none"; |
67 | anim0.name = "###none"; |
77 | anim0.num_animations = 1; |
68 | anim0.num_animations = 1; |
78 | anim0.faces = (Fontindex *) malloc (sizeof (Fontindex)); |
69 | anim0.faces = (uint16 *)malloc (sizeof (uint16)); |
79 | anim0.faces[0] = 0; |
70 | anim0.faces[0] = 0; |
80 | anim0.facings = 0; |
71 | anim0.facings = 0; |
81 | |
72 | |
82 | animations.push_back (anim0); |
73 | animations.push_back (anim0); |
83 | } |
74 | } |
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102 | LOG (llevError, "Didn't get a mina before %s\n", buf); |
93 | LOG (llevError, "Didn't get a mina before %s\n", buf); |
103 | num_frames = 0; |
94 | num_frames = 0; |
104 | } |
95 | } |
105 | num_animations++; |
96 | num_animations++; |
106 | |
97 | |
107 | Animations |
98 | Animations anim; |
108 | anim; |
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109 | |
99 | |
110 | anim.name = buf + 5; |
100 | anim.name = buf + 5; |
111 | anim.num = num_animations; /* for bsearch */ |
101 | anim.num = num_animations; /* for bsearch */ |
112 | anim.facings = 1; |
102 | anim.facings = 1; |
113 | animations.push_back (anim); |
103 | animations.push_back (anim); |
114 | } |
104 | } |
115 | else if (!strncmp (buf, "mina", 4)) |
105 | else if (!strncmp (buf, "mina", 4)) |
116 | { |
106 | { |
117 | animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames); |
107 | animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames); |
118 | for (i = 0; i < num_frames; i++) |
108 | for (i = 0; i < num_frames; i++) |
119 | animations[num_animations].faces[i] = faces[i]; |
109 | animations[num_animations].faces[i] = faces[i]; |
120 | animations[num_animations].num_animations = num_frames; |
110 | animations[num_animations].num_animations = num_frames; |
121 | if (num_frames % animations[num_animations].facings) |
111 | if (num_frames % animations[num_animations].facings) |
122 | { |
112 | { |
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190 | int |
180 | int |
191 | base_state; /* starting index # to draw from */ |
181 | base_state; /* starting index # to draw from */ |
192 | |
182 | |
193 | if (!op->animation_id || !NUM_ANIMATIONS (op)) |
183 | if (!op->animation_id || !NUM_ANIMATIONS (op)) |
194 | { |
184 | { |
195 | LOG (llevError, "Object lacks animation.\n"); |
185 | LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); |
196 | dump_object (op); |
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197 | return; |
186 | return; |
198 | } |
187 | } |
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188 | |
199 | if (op->head) |
189 | if (op->head) |
200 | { |
190 | { |
201 | dir = op->head->direction; |
191 | dir = op->head->direction; |
202 | |
192 | |
203 | if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) |
193 | if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) |
204 | op->state = op->head->state; |
194 | op->state = op->head->state; |
205 | else |
195 | else |
206 | ++op->state; |
196 | ++op->state; |
207 | } |
197 | } |
208 | else |
198 | else |
209 | { |
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210 | ++op->state; /* increase draw state */ |
199 | ++op->state; /* increase draw state */ |
211 | } |
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212 | |
200 | |
213 | /* If object is turning, then max animation state is half through the |
201 | /* If object is turning, then max animation state is half through the |
214 | * animations. Otherwise, we can use all the animations. |
202 | * animations. Otherwise, we can use all the animations. |
215 | */ |
203 | */ |
216 | max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); |
204 | max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); |
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219 | * of the animations were left facing, the second half right facing. |
207 | * 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 |
208 | * 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 |
209 | * was always towards the enemy - now it is whatever direction the monster |
222 | * is facing. |
210 | * is facing. |
223 | */ |
211 | */ |
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212 | |
224 | if (NUM_FACINGS (op) == 2) |
213 | if (NUM_FACINGS (op) == 2) |
225 | { |
214 | { |
226 | if (dir < 5) |
215 | if (dir < 5) |
227 | base_state = 0; |
216 | base_state = 0; |
228 | else |
217 | else |