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 1.8 2006/09/11 20:28:37 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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72 | { |
64 | { |
73 | Animations anim0; |
65 | Animations anim0; |
74 | |
66 | |
75 | anim0.name = "###none"; |
67 | anim0.name = "###none"; |
76 | anim0.num_animations = 1; |
68 | anim0.num_animations = 1; |
77 | anim0.faces = (Fontindex *) malloc (sizeof (Fontindex)); |
69 | anim0.faces = (uint16 *)malloc (sizeof (uint16)); |
78 | anim0.faces[0] = 0; |
70 | anim0.faces[0] = 0; |
79 | anim0.facings = 0; |
71 | anim0.facings = 0; |
80 | |
72 | |
81 | animations.push_back (anim0); |
73 | animations.push_back (anim0); |
82 | } |
74 | } |
83 | |
75 | |
84 | sprintf (buf, "%s/animations", settings.datadir); |
76 | sprintf (buf, "%s/animations", settings.datadir); |
85 | LOG (llevDebug, "Reading animations from %s...", buf); |
77 | LOG (llevDebug, "Reading animations from %s...\n", buf); |
86 | if ((fp = fopen (buf, "r")) == NULL) |
78 | if ((fp = fopen (buf, "r")) == NULL) |
87 | { |
79 | { |
88 | 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)); |
89 | exit (-1); |
81 | exit (-1); |
90 | } |
82 | } |
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110 | anim.facings = 1; |
102 | anim.facings = 1; |
111 | animations.push_back (anim); |
103 | animations.push_back (anim); |
112 | } |
104 | } |
113 | else if (!strncmp (buf, "mina", 4)) |
105 | else if (!strncmp (buf, "mina", 4)) |
114 | { |
106 | { |
115 | animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames); |
107 | animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames); |
116 | for (i = 0; i < num_frames; i++) |
108 | for (i = 0; i < num_frames; i++) |
117 | animations[num_animations].faces[i] = faces[i]; |
109 | animations[num_animations].faces[i] = faces[i]; |
118 | animations[num_animations].num_animations = num_frames; |
110 | animations[num_animations].num_animations = num_frames; |
119 | if (num_frames % animations[num_animations].facings) |
111 | if (num_frames % animations[num_animations].facings) |
120 | { |
112 | { |
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147 | { |
139 | { |
148 | return strcmp (a->name, b->name); |
140 | return strcmp (a->name, b->name); |
149 | } |
141 | } |
150 | |
142 | |
151 | /* 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 |
152 | * 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 |
153 | */ |
145 | */ |
154 | int |
146 | int |
155 | find_animation (const char *name) |
147 | find_animation (const char *name) |
156 | { |
148 | { |
157 | Animations |
149 | Animations |
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181 | */ |
173 | */ |
182 | |
174 | |
183 | void |
175 | void |
184 | animate_object (object *op, int dir) |
176 | animate_object (object *op, int dir) |
185 | { |
177 | { |
186 | int |
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187 | max_state; /* Max animation state object should be drawn in */ |
178 | int max_state; /* Max animation state object should be drawn in */ |
188 | int |
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189 | base_state; /* starting index # to draw from */ |
179 | int base_state; /* starting index # to draw from */ |
190 | |
180 | |
191 | if (!op->animation_id || !NUM_ANIMATIONS (op)) |
181 | if (!op->animation_id || !NUM_ANIMATIONS (op)) |
192 | { |
182 | { |
193 | LOG (llevError, "Object lacks animation.\n"); |
183 | LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); |
194 | dump_object (op); |
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195 | return; |
184 | return; |
196 | } |
185 | } |
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186 | |
197 | if (op->head) |
187 | if (op->head) |
198 | { |
188 | { |
199 | dir = op->head->direction; |
189 | dir = op->head->direction; |
200 | |
190 | |
201 | if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) |
191 | if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) |
202 | op->state = op->head->state; |
192 | op->state = op->head->state; |
203 | else |
193 | else |
204 | ++op->state; |
194 | ++op->state; |
205 | } |
195 | } |
206 | else |
196 | else |
207 | { |
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208 | ++op->state; /* increase draw state */ |
197 | ++op->state; /* increase draw state */ |
209 | } |
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210 | |
198 | |
211 | /* 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 |
212 | * animations. Otherwise, we can use all the animations. |
200 | * animations. Otherwise, we can use all the animations. |
213 | */ |
201 | */ |
214 | max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); |
202 | max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); |
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217 | * of the animations were left facing, the second half right facing. |
205 | * of the animations were left facing, the second half right facing. |
218 | * 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 |
219 | * 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 |
220 | * is facing. |
208 | * is facing. |
221 | */ |
209 | */ |
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210 | |
222 | if (NUM_FACINGS (op) == 2) |
211 | if (NUM_FACINGS (op) == 2) |
223 | { |
212 | { |
224 | if (dir < 5) |
213 | if (dir < 5) |
225 | base_state = 0; |
214 | base_state = 0; |
226 | else |
215 | else |