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 | |
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4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
10 | Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
6 | Copyright (C) 1992 Frank Tore Johansen |
12 | |
7 | |
13 | This program is free software; you can redistribute it and/or modify |
8 | 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 |
9 | it under the terms of the GNU General Public License as published by |
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22 | |
17 | |
23 | You should have received a copy of the GNU General Public License |
18 | You should have received a copy of the GNU General Public License |
24 | along with this program; if not, write to the Free Software |
19 | along with this program; if not, write to the Free Software |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 | |
21 | |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
28 | */ |
23 | */ |
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 | |
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35 | std::vector < Animations > animations; |
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36 | |
29 | |
37 | void |
30 | void |
38 | free_all_anim (void) |
31 | free_all_anim (void) |
39 | { |
32 | { |
40 | for (int i = 0; i <= num_animations; i++) |
33 | for (int i = 0; i <= num_animations; i++) |
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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 | Animations anim0; |
74 | anim0; |
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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 | } |
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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 | Animations anim; |
108 | anim; |
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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 | { |
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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 | */ |
156 | int |
147 | int |
157 | find_animation (const char *name) |
148 | find_animation (const char *name) |
158 | { |
149 | { |
159 | Animations |
150 | Animations search, *match; |
160 | search, * |
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161 | match; |
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162 | |
151 | |
163 | search.name = name; |
152 | search.name = name; |
164 | |
153 | |
165 | match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1), |
154 | match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1), |
166 | sizeof (Animations), (int (*)(const void *, const void *)) anim_compare); |
155 | sizeof (Animations), (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; |
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160 | |
171 | LOG (llevError, "Unable to find animation %s\n", name); |
161 | LOG (llevError, "Unable to find animation %s\n", name); |
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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. |
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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 | |
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185 | void |
175 | void |
186 | animate_object (object *op, int dir) |
176 | animate_object (object *op, int dir) |
187 | { |
177 | { |
188 | int |
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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 |
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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 | } |
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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 | { |
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210 | ++op->state; /* increase draw state */ |
198 | ++op->state; /* increase draw state */ |
211 | } |
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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); |
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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 | */ |
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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 |