|
|
1 | |
1 | /* |
2 | /* |
2 | * static char *rcsid_anim_c = |
3 | * static char *rcsid_anim_c = |
3 | * "$Id: anim.C,v 1.5 2006/09/03 07:57:54 root Exp $"; |
4 | * "$Id: anim.C,v 1.8 2006/09/11 20:28:37 root Exp $"; |
4 | */ |
5 | */ |
5 | |
6 | |
6 | /* |
7 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
8 | CrossFire, A Multiplayer game for X-windows |
8 | |
9 | |
… | |
… | |
29 | /* This file contains animation related code. */ |
30 | /* This file contains animation related code. */ |
30 | |
31 | |
31 | #include <global.h> |
32 | #include <global.h> |
32 | #include <stdio.h> |
33 | #include <stdio.h> |
33 | |
34 | |
34 | std::vector<Animations> animations; |
35 | std::vector < Animations > animations; |
35 | |
36 | |
|
|
37 | void |
36 | void free_all_anim(void) |
38 | free_all_anim (void) |
37 | { |
39 | { |
38 | for (int i=0; i<=num_animations; i++) |
40 | for (int i = 0; i <= num_animations; i++) |
39 | { |
41 | { |
40 | animations[i].name = 0; |
42 | animations[i].name = 0; |
41 | free (animations[i].faces); |
43 | free (animations[i].faces); |
42 | } |
44 | } |
43 | |
45 | |
44 | animations.clear (); |
46 | animations.clear (); |
45 | } |
47 | } |
46 | |
48 | |
|
|
49 | void |
47 | void init_anim(void) { |
50 | init_anim (void) |
|
|
51 | { |
|
|
52 | char |
48 | char buf[MAX_BUF]; |
53 | buf[MAX_BUF]; |
49 | FILE *fp; |
54 | FILE * |
50 | static int anim_init=0; |
55 | fp; |
|
|
56 | static int |
|
|
57 | anim_init = 0; |
|
|
58 | int |
51 | int num_frames=0,faces[MAX_ANIMATIONS],i; |
59 | num_frames = 0, faces[MAX_ANIMATIONS], i; |
52 | |
60 | |
53 | if (anim_init) return; |
61 | if (anim_init) |
|
|
62 | return; |
54 | num_animations=0; |
63 | num_animations = 0; |
55 | /* Make a default. New animations start at one, so if something |
64 | /* Make a default. New animations start at one, so if something |
56 | * thinks it is animated but hasn't set the animation_id properly, |
65 | * thinks it is animated but hasn't set the animation_id properly, |
57 | * it will have a default value that should be pretty obvious. |
66 | * it will have a default value that should be pretty obvious. |
58 | */ |
67 | */ |
59 | /* set the name so we don't try to dereferance null. |
68 | /* set the name so we don't try to dereferance null. |
60 | * Put # at start so it will be first in alphabetical |
69 | * Put # at start so it will be first in alphabetical |
61 | * order. |
70 | * order. |
62 | */ |
71 | */ |
|
|
72 | { |
|
|
73 | Animations anim0; |
|
|
74 | |
63 | animations[0].name = "###none"; |
75 | anim0.name = "###none"; |
64 | animations[0].num_animations=1; |
76 | anim0.num_animations = 1; |
65 | animations[0].faces = (Fontindex *) malloc(sizeof(Fontindex)); |
77 | anim0.faces = (Fontindex *) malloc (sizeof (Fontindex)); |
66 | animations[0].faces[0]=0; |
78 | anim0.faces[0] = 0; |
67 | animations[0].facings=0; |
79 | anim0.facings = 0; |
68 | |
80 | |
|
|
81 | animations.push_back (anim0); |
|
|
82 | } |
|
|
83 | |
69 | sprintf(buf,"%s/animations", settings.datadir); |
84 | sprintf (buf, "%s/animations", settings.datadir); |
70 | LOG(llevDebug,"Reading animations from %s...", buf); |
85 | LOG (llevDebug, "Reading animations from %s...", buf); |
71 | if ((fp=fopen(buf,"r")) ==NULL) { |
86 | if ((fp = fopen (buf, "r")) == NULL) |
|
|
87 | { |
72 | LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno)); |
88 | LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno)); |
73 | exit(-1); |
89 | exit (-1); |
74 | } |
90 | } |
75 | while (fgets(buf, MAX_BUF-1, fp)!=NULL) { |
91 | while (fgets (buf, MAX_BUF - 1, fp) != NULL) |
76 | if (*buf=='#') continue; |
92 | { |
|
|
93 | if (*buf == '#') |
|
|
94 | continue; |
77 | /* Kill the newline */ |
95 | /* Kill the newline */ |
78 | buf[strlen(buf)-1] = '\0'; |
96 | buf[strlen (buf) - 1] = '\0'; |
79 | if (!strncmp(buf,"anim ", 5)) { |
97 | if (!strncmp (buf, "anim ", 5)) |
|
|
98 | { |
80 | if (num_frames) { |
99 | if (num_frames) |
|
|
100 | { |
81 | LOG(llevError,"Didn't get a mina before %s\n", buf); |
101 | LOG (llevError, "Didn't get a mina before %s\n", buf); |
82 | num_frames=0; |
102 | num_frames = 0; |
83 | } |
103 | } |
84 | num_animations++; |
104 | num_animations++; |
85 | |
105 | |
86 | Animations &anim = animations.at (num_animations); |
106 | Animations anim; |
|
|
107 | |
87 | anim.name = buf + 5; |
108 | anim.name = buf + 5; |
88 | anim.num = num_animations; /* for bsearch */ |
109 | anim.num = num_animations; /* for bsearch */ |
89 | anim.facings = 1; |
110 | anim.facings = 1; |
|
|
111 | animations.push_back (anim); |
90 | } |
112 | } |
91 | else if (!strncmp(buf,"mina",4)) { |
113 | else if (!strncmp (buf, "mina", 4)) |
|
|
114 | { |
92 | animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); |
115 | animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames); |
93 | for (i=0; i<num_frames; i++) |
116 | for (i = 0; i < num_frames; i++) |
94 | animations[num_animations].faces[i]=faces[i]; |
117 | animations[num_animations].faces[i] = faces[i]; |
95 | animations[num_animations].num_animations = num_frames; |
118 | animations[num_animations].num_animations = num_frames; |
96 | if (num_frames % animations[num_animations].facings) { |
119 | if (num_frames % animations[num_animations].facings) |
|
|
120 | { |
97 | LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", |
121 | LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", |
98 | &animations[num_animations].name, num_frames, animations[num_animations].facings); |
122 | &animations[num_animations].name, num_frames, animations[num_animations].facings); |
99 | } |
123 | } |
100 | num_frames=0; |
124 | num_frames = 0; |
101 | } |
125 | } |
102 | else if (!strncmp(buf,"facings",7)) { |
126 | else if (!strncmp (buf, "facings", 7)) |
|
|
127 | { |
103 | if (!(animations[num_animations].facings = atoi(buf+7))) { |
128 | if (!(animations[num_animations].facings = atoi (buf + 7))) |
|
|
129 | { |
104 | LOG(llevDebug,"Animation %s has 0 facings, line=%s\n", |
130 | LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf); |
105 | &animations[num_animations].name, buf); |
|
|
106 | animations[num_animations].facings=1; |
131 | animations[num_animations].facings = 1; |
107 | } |
132 | } |
108 | |
133 | |
|
|
134 | } |
109 | } else { |
135 | else |
|
|
136 | { |
110 | if (!(faces[num_frames++] = FindFace(buf,0))) |
137 | if (!(faces[num_frames++] = FindFace (buf, 0))) |
111 | LOG(llevDebug,"Could not find face %s for animation %s\n", |
138 | LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name); |
112 | buf, &animations[num_animations].name); |
|
|
113 | } |
139 | } |
114 | } |
140 | } |
115 | fclose(fp); |
141 | fclose (fp); |
116 | LOG(llevDebug,"done. got (%d)\n", num_animations); |
142 | LOG (llevDebug, "done. got (%d)\n", num_animations); |
117 | } |
143 | } |
118 | |
144 | |
|
|
145 | static int |
119 | static int anim_compare(const Animations *a, const Animations *b) { |
146 | anim_compare (const Animations * a, const Animations * b) |
|
|
147 | { |
120 | return strcmp(a->name, b->name); |
148 | return strcmp (a->name, b->name); |
121 | } |
149 | } |
122 | |
150 | |
123 | /* Tries to find the animation id that matches name. Returns an integer match |
151 | /* Tries to find the animation id that matches name. Returns an integer match |
124 | * 0 if no match found (animation 0 is initialized as the 'bug' face |
152 | * 0 if no match found (animation 0 is initialized as the 'bug' face |
125 | */ |
153 | */ |
|
|
154 | int |
126 | int find_animation(const char *name) |
155 | find_animation (const char *name) |
127 | { |
156 | { |
128 | Animations search, *match; |
157 | Animations |
|
|
158 | search, * |
|
|
159 | match; |
129 | |
160 | |
130 | search.name = name; |
161 | search.name = name; |
131 | |
162 | |
132 | match = (Animations*)bsearch(&search, &animations [0], (num_animations+1), |
163 | match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1), |
133 | sizeof(Animations), (int (*)(const void*, const void*))anim_compare); |
164 | sizeof (Animations), (int (*)(const void *, const void *)) anim_compare); |
134 | |
165 | |
135 | |
166 | |
|
|
167 | if (match) |
136 | if (match) return match->num; |
168 | return match->num; |
137 | LOG(llevError,"Unable to find animation %s\n", name); |
169 | LOG (llevError, "Unable to find animation %s\n", name); |
138 | return 0; |
170 | return 0; |
139 | } |
171 | } |
140 | |
172 | |
141 | /* |
173 | /* |
142 | * animate_object(object) updates the face-variable of an object. |
174 | * animate_object(object) updates the face-variable of an object. |
143 | * If the object is the head of a multi-object, all objects are animated. |
175 | * If the object is the head of a multi-object, all objects are animated. |
… | |
… | |
146 | * op->direction, but in some cases, op->facing is used instead - the |
178 | * op->direction, but in some cases, op->facing is used instead - the |
147 | * caller has a better idea which one it really wants to be using, |
179 | * caller has a better idea which one it really wants to be using, |
148 | * so let it pass along the right one. |
180 | * so let it pass along the right one. |
149 | */ |
181 | */ |
150 | |
182 | |
|
|
183 | void |
151 | void animate_object(object *op, int dir) { |
184 | animate_object (object *op, int dir) |
|
|
185 | { |
|
|
186 | int |
152 | int max_state; /* Max animation state object should be drawn in */ |
187 | max_state; /* Max animation state object should be drawn in */ |
|
|
188 | int |
153 | int base_state; /* starting index # to draw from */ |
189 | base_state; /* starting index # to draw from */ |
154 | |
190 | |
155 | if(!op->animation_id || !NUM_ANIMATIONS(op)) { |
191 | if (!op->animation_id || !NUM_ANIMATIONS (op)) |
|
|
192 | { |
156 | LOG(llevError,"Object lacks animation.\n"); |
193 | LOG (llevError, "Object lacks animation.\n"); |
157 | dump_object(op); |
194 | dump_object (op); |
158 | return; |
195 | return; |
159 | } |
196 | } |
160 | if (op->head) { |
197 | if (op->head) |
|
|
198 | { |
161 | dir=op->head->direction; |
199 | dir = op->head->direction; |
162 | |
200 | |
163 | if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) |
201 | if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) |
164 | op->state = op->head->state; |
202 | op->state = op->head->state; |
165 | else |
203 | else |
166 | ++op->state; |
204 | ++op->state; |
|
|
205 | } |
|
|
206 | else |
167 | } |
207 | { |
168 | else { |
|
|
169 | ++op->state; /* increase draw state */ |
208 | ++op->state; /* increase draw state */ |
170 | } |
209 | } |
171 | |
210 | |
172 | /* If object is turning, then max animation state is half through the |
211 | /* If object is turning, then max animation state is half through the |
173 | * animations. Otherwise, we can use all the animations. |
212 | * animations. Otherwise, we can use all the animations. |
174 | */ |
213 | */ |
175 | max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op); |
214 | max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); |
176 | base_state=0; |
215 | base_state = 0; |
177 | /* at least in the older aniamtions that used is_turning, the first half |
216 | /* at least in the older aniamtions that used is_turning, the first half |
178 | * of the animations were left facing, the second half right facing. |
217 | * of the animations were left facing, the second half right facing. |
179 | * Note in old the is_turning, it was set so that the animation for a monster |
218 | * Note in old the is_turning, it was set so that the animation for a monster |
180 | * was always towards the enemy - now it is whatever direction the monster |
219 | * was always towards the enemy - now it is whatever direction the monster |
181 | * is facing. |
220 | * is facing. |
182 | */ |
221 | */ |
183 | if (NUM_FACINGS(op)==2) { |
222 | if (NUM_FACINGS (op) == 2) |
|
|
223 | { |
|
|
224 | if (dir < 5) |
184 | if (dir<5) base_state=0; |
225 | base_state = 0; |
|
|
226 | else |
185 | else base_state=NUM_ANIMATIONS(op)/2; |
227 | base_state = NUM_ANIMATIONS (op) / 2; |
186 | } |
228 | } |
187 | else if (NUM_FACINGS(op)==4) { |
229 | else if (NUM_FACINGS (op) == 4) |
|
|
230 | { |
|
|
231 | if (dir == 0) |
188 | if (dir==0) base_state=0; |
232 | base_state = 0; |
|
|
233 | else |
189 | else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); |
234 | base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4); |
190 | } |
235 | } |
191 | else if (NUM_FACINGS(op)==8) { |
236 | else if (NUM_FACINGS (op) == 8) |
|
|
237 | { |
|
|
238 | if (dir == 0) |
192 | if (dir==0) base_state=0; |
239 | base_state = 0; |
|
|
240 | else |
193 | else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); |
241 | base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8); |
194 | } |
242 | } |
195 | |
243 | |
196 | /* If beyond drawable states, reset */ |
244 | /* If beyond drawable states, reset */ |
197 | if (op->state>=max_state) op->state=0; |
245 | if (op->state >= max_state) |
|
|
246 | op->state = 0; |
198 | |
247 | |
199 | SET_ANIMATION(op, op->state + base_state); |
248 | SET_ANIMATION (op, op->state + base_state); |
200 | |
249 | |
201 | if(op->face==blank_face) |
250 | if (op->face == blank_face) |
202 | op->invisible=1; |
251 | op->invisible = 1; |
203 | |
252 | |
204 | /* This block covers monsters (eg, pixies) which are supposed to |
253 | /* This block covers monsters (eg, pixies) which are supposed to |
205 | * cycle from visible to invisible and back to being visible. |
254 | * cycle from visible to invisible and back to being visible. |
206 | * as such, disable it for players, as then players would become |
255 | * as such, disable it for players, as then players would become |
207 | * visible. |
256 | * visible. |
208 | */ |
257 | */ |
209 | else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { |
258 | else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE)) |
|
|
259 | { |
210 | if(op->face->number==0) { |
260 | if (op->face->number == 0) |
|
|
261 | { |
211 | op->invisible=1; |
262 | op->invisible = 1; |
212 | CLEAR_FLAG(op, FLAG_ALIVE); |
263 | CLEAR_FLAG (op, FLAG_ALIVE); |
|
|
264 | } |
213 | } else { |
265 | else |
|
|
266 | { |
214 | op->invisible=0; |
267 | op->invisible = 0; |
215 | SET_FLAG(op, FLAG_ALIVE); |
268 | SET_FLAG (op, FLAG_ALIVE); |
216 | } |
269 | } |
217 | } |
270 | } |
218 | |
271 | |
219 | if(op->more) |
272 | if (op->more) |
220 | animate_object(op->more, dir); |
273 | animate_object (op->more, dir); |
221 | |
274 | |
222 | /* update_object will also recursively update all the pieces. |
275 | /* update_object will also recursively update all the pieces. |
223 | * as such, we call it last, and only call it for the head |
276 | * as such, we call it last, and only call it for the head |
224 | * piece, and not for the other tail pieces. |
277 | * piece, and not for the other tail pieces. |
225 | */ |
278 | */ |
226 | if (!op->head) |
279 | if (!op->head) |
227 | update_object(op, UP_OBJ_FACE); |
280 | update_object (op, UP_OBJ_FACE); |
228 | } |
281 | } |
229 | |
|
|