1 | /* |
1 | /* |
2 | * static char *rcsid_anim_c = |
2 | * static char *rcsid_anim_c = |
3 | * "$Id: anim.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; |
3 | * "$Id: anim.C,v 1.4 2006/09/03 00:18:39 root Exp $"; |
4 | */ |
4 | */ |
5 | |
5 | |
6 | /* |
6 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
7 | CrossFire, A Multiplayer game for X-windows |
8 | |
8 | |
… | |
… | |
29 | /* This file contains animation related code. */ |
29 | /* This file contains animation related code. */ |
30 | |
30 | |
31 | #include <global.h> |
31 | #include <global.h> |
32 | #include <stdio.h> |
32 | #include <stdio.h> |
33 | |
33 | |
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|
34 | std::vector<Animations> animations; |
|
|
35 | |
34 | void free_all_anim(void) { |
36 | void free_all_anim(void) |
35 | int i; |
37 | { |
36 | |
|
|
37 | for (i=0; i<=num_animations; i++) { |
38 | for (int i=0; i<=num_animations; i++) |
38 | free_string(animations[i].name); |
39 | { |
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|
40 | animations[i].name = 0; |
39 | free(animations[i].faces); |
41 | free (animations[i].faces); |
40 | } |
42 | } |
41 | free(animations); |
43 | |
|
|
44 | animations.clear (); |
42 | } |
45 | } |
43 | |
46 | |
44 | void init_anim(void) { |
47 | void init_anim(void) { |
45 | char buf[MAX_BUF]; |
48 | char buf[MAX_BUF]; |
46 | FILE *fp; |
49 | FILE *fp; |
47 | static int anim_init=0; |
50 | static int anim_init=0; |
48 | int num_frames=0,faces[MAX_ANIMATIONS],i; |
51 | int num_frames=0,faces[MAX_ANIMATIONS],i; |
49 | |
52 | |
50 | if (anim_init) return; |
53 | if (anim_init) return; |
51 | animations_allocated=9; |
|
|
52 | num_animations=0; |
54 | num_animations=0; |
53 | /* Make a default. New animations start at one, so if something |
55 | /* Make a default. New animations start at one, so if something |
54 | * thinks it is animated but hasn't set the animation_id properly, |
56 | * thinks it is animated but hasn't set the animation_id properly, |
55 | * it will have a default value that should be pretty obvious. |
57 | * it will have a default value that should be pretty obvious. |
56 | */ |
58 | */ |
57 | animations = (Animations *) malloc(10*sizeof(Animations)); |
|
|
58 | /* set the name so we don't try to dereferance null. |
59 | /* set the name so we don't try to dereferance null. |
59 | * Put # at start so it will be first in alphabetical |
60 | * Put # at start so it will be first in alphabetical |
60 | * order. |
61 | * order. |
61 | */ |
62 | */ |
62 | animations[0].name=add_string("###none"); |
63 | animations[0].name = "###none"; |
63 | animations[0].num_animations=1; |
64 | animations[0].num_animations=1; |
64 | animations[0].faces = (Fontindex *) malloc(sizeof(Fontindex)); |
65 | animations[0].faces = (Fontindex *) malloc(sizeof(Fontindex)); |
65 | animations[0].faces[0]=0; |
66 | animations[0].faces[0]=0; |
66 | animations[0].facings=0; |
67 | animations[0].facings=0; |
67 | |
68 | |
68 | sprintf(buf,"%s/animations", settings.datadir); |
69 | sprintf(buf,"%s/animations", settings.datadir); |
69 | LOG(llevDebug,"Reading animations from %s...", buf); |
70 | LOG(llevDebug,"Reading animations from %s...", buf); |
70 | if ((fp=fopen(buf,"r")) ==NULL) { |
71 | if ((fp=fopen(buf,"r")) ==NULL) { |
71 | LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror_local(errno)); |
72 | LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno)); |
72 | exit(-1); |
73 | exit(-1); |
73 | } |
74 | } |
74 | while (fgets(buf, MAX_BUF-1, fp)!=NULL) { |
75 | while (fgets(buf, MAX_BUF-1, fp)!=NULL) { |
75 | if (*buf=='#') continue; |
76 | if (*buf=='#') continue; |
76 | /* Kill the newline */ |
77 | /* Kill the newline */ |
77 | buf[strlen(buf)-1] = '\0'; |
78 | buf[strlen(buf)-1] = '\0'; |
78 | if (!strncmp(buf,"anim ", 5)) { |
79 | if (!strncmp(buf,"anim ", 5)) { |
79 | if (num_frames) { |
80 | if (num_frames) { |
80 | LOG(llevError,"Didn't get a mina before %s\n", buf); |
81 | LOG(llevError,"Didn't get a mina before %s\n", buf); |
81 | num_frames=0; |
82 | num_frames=0; |
82 | } |
83 | } |
83 | num_animations++; |
84 | num_animations++; |
84 | if (num_animations==animations_allocated) { |
85 | |
85 | animations= (Animations *) realloc(animations, sizeof(Animations)*(animations_allocated+10)); |
86 | animations.resize (num_animations + 1); |
86 | animations_allocated+=10; |
|
|
87 | } |
|
|
88 | animations[num_animations].name = add_string(buf+5); |
87 | animations[num_animations].name = buf + 5; |
89 | animations[num_animations].num = num_animations; /* for bsearch */ |
88 | animations[num_animations].num = num_animations; /* for bsearch */ |
90 | animations[num_animations].facings = 1; |
89 | animations[num_animations].facings = 1; |
91 | } |
90 | } |
92 | else if (!strncmp(buf,"mina",4)) { |
91 | else if (!strncmp(buf,"mina",4)) { |
93 | animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); |
92 | animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); |
94 | for (i=0; i<num_frames; i++) |
93 | for (i=0; i<num_frames; i++) |
95 | animations[num_animations].faces[i]=faces[i]; |
94 | animations[num_animations].faces[i]=faces[i]; |
96 | animations[num_animations].num_animations = num_frames; |
95 | animations[num_animations].num_animations = num_frames; |
97 | if (num_frames % animations[num_animations].facings) { |
96 | if (num_frames % animations[num_animations].facings) { |
98 | LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", |
97 | LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", |
99 | animations[num_animations].name, num_frames, animations[num_animations].facings); |
98 | &animations[num_animations].name, num_frames, animations[num_animations].facings); |
100 | } |
99 | } |
101 | num_frames=0; |
100 | num_frames=0; |
102 | } |
101 | } |
103 | else if (!strncmp(buf,"facings",7)) { |
102 | else if (!strncmp(buf,"facings",7)) { |
104 | if (!(animations[num_animations].facings = atoi(buf+7))) { |
103 | if (!(animations[num_animations].facings = atoi(buf+7))) { |
105 | LOG(llevDebug,"Animation %s has 0 facings, line=%s\n", |
104 | LOG(llevDebug,"Animation %s has 0 facings, line=%s\n", |
106 | animations[num_animations].name, buf); |
105 | &animations[num_animations].name, buf); |
107 | animations[num_animations].facings=1; |
106 | animations[num_animations].facings=1; |
108 | } |
107 | } |
109 | |
108 | |
110 | } else { |
109 | } else { |
111 | if (!(faces[num_frames++] = FindFace(buf,0))) |
110 | if (!(faces[num_frames++] = FindFace(buf,0))) |
112 | LOG(llevDebug,"Could not find face %s for animation %s\n", |
111 | LOG(llevDebug,"Could not find face %s for animation %s\n", |
113 | buf, animations[num_animations].name); |
112 | buf, &animations[num_animations].name); |
114 | } |
113 | } |
115 | } |
114 | } |
116 | fclose(fp); |
115 | fclose(fp); |
117 | LOG(llevDebug,"done. got (%d)\n", num_animations); |
116 | LOG(llevDebug,"done. got (%d)\n", num_animations); |
118 | } |
117 | } |
119 | |
118 | |
… | |
… | |
129 | Animations search, *match; |
128 | Animations search, *match; |
130 | |
129 | |
131 | search.name = name; |
130 | search.name = name; |
132 | |
131 | |
133 | match = (Animations*)bsearch(&search, animations, (num_animations+1), |
132 | match = (Animations*)bsearch(&search, animations, (num_animations+1), |
134 | sizeof(Animations), (int (*)(const void*, const void*))anim_compare); |
133 | sizeof(Animations), (int (*)(const void*, const void*))anim_compare); |
135 | |
134 | |
136 | |
135 | |
137 | if (match) return match->num; |
136 | if (match) return match->num; |
138 | LOG(llevError,"Unable to find animation %s\n", name); |
137 | LOG(llevError,"Unable to find animation %s\n", name); |
139 | return 0; |
138 | return 0; |
… | |
… | |
152 | void animate_object(object *op, int dir) { |
151 | void animate_object(object *op, int dir) { |
153 | int max_state; /* Max animation state object should be drawn in */ |
152 | int max_state; /* Max animation state object should be drawn in */ |
154 | int base_state; /* starting index # to draw from */ |
153 | int base_state; /* starting index # to draw from */ |
155 | |
154 | |
156 | if(!op->animation_id || !NUM_ANIMATIONS(op)) { |
155 | if(!op->animation_id || !NUM_ANIMATIONS(op)) { |
157 | LOG(llevError,"Object lacks animation.\n"); |
156 | LOG(llevError,"Object lacks animation.\n"); |
158 | dump_object(op); |
157 | dump_object(op); |
159 | return; |
158 | return; |
160 | } |
159 | } |
161 | if (op->head) { |
160 | if (op->head) { |
162 | dir=op->head->direction; |
161 | dir=op->head->direction; |
163 | |
162 | |
164 | if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) |
163 | if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) |
165 | op->state = op->head->state; |
164 | op->state = op->head->state; |
166 | else |
165 | else |
167 | ++op->state; |
166 | ++op->state; |
168 | } |
167 | } |
169 | else { |
168 | else { |
170 | ++op->state; /* increase draw state */ |
169 | ++op->state; /* increase draw state */ |
171 | } |
170 | } |
172 | |
171 | |
173 | /* If object is turning, then max animation state is half through the |
172 | /* If object is turning, then max animation state is half through the |
174 | * animations. Otherwise, we can use all the animations. |
173 | * animations. Otherwise, we can use all the animations. |
175 | */ |
174 | */ |
… | |
… | |
180 | * Note in old the is_turning, it was set so that the animation for a monster |
179 | * Note in old the is_turning, it was set so that the animation for a monster |
181 | * was always towards the enemy - now it is whatever direction the monster |
180 | * was always towards the enemy - now it is whatever direction the monster |
182 | * is facing. |
181 | * is facing. |
183 | */ |
182 | */ |
184 | if (NUM_FACINGS(op)==2) { |
183 | if (NUM_FACINGS(op)==2) { |
185 | if (dir<5) base_state=0; |
184 | if (dir<5) base_state=0; |
186 | else base_state=NUM_ANIMATIONS(op)/2; |
185 | else base_state=NUM_ANIMATIONS(op)/2; |
187 | } |
186 | } |
188 | else if (NUM_FACINGS(op)==4) { |
187 | else if (NUM_FACINGS(op)==4) { |
189 | if (dir==0) base_state=0; |
188 | if (dir==0) base_state=0; |
190 | else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); |
189 | else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); |
191 | } |
190 | } |
192 | else if (NUM_FACINGS(op)==8) { |
191 | else if (NUM_FACINGS(op)==8) { |
193 | if (dir==0) base_state=0; |
192 | if (dir==0) base_state=0; |
194 | else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); |
193 | else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); |
195 | } |
194 | } |
196 | |
195 | |
197 | /* If beyond drawable states, reset */ |
196 | /* If beyond drawable states, reset */ |
198 | if (op->state>=max_state) op->state=0; |
197 | if (op->state>=max_state) op->state=0; |
199 | |
198 | |
200 | SET_ANIMATION(op, op->state + base_state); |
199 | SET_ANIMATION(op, op->state + base_state); |
201 | |
200 | |
202 | if(op->face==blank_face) |
201 | if(op->face==blank_face) |
203 | op->invisible=1; |
202 | op->invisible=1; |
204 | |
203 | |
205 | /* This block covers monsters (eg, pixies) which are supposed to |
204 | /* This block covers monsters (eg, pixies) which are supposed to |
206 | * cycle from visible to invisible and back to being visible. |
205 | * cycle from visible to invisible and back to being visible. |
207 | * as such, disable it for players, as then players would become |
206 | * as such, disable it for players, as then players would become |
208 | * visible. |
207 | * visible. |
209 | */ |
208 | */ |
210 | else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { |
209 | else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { |
211 | if(op->face->number==0) { |
210 | if(op->face->number==0) { |
212 | op->invisible=1; |
211 | op->invisible=1; |
213 | CLEAR_FLAG(op, FLAG_ALIVE); |
212 | CLEAR_FLAG(op, FLAG_ALIVE); |
214 | } else { |
213 | } else { |
215 | op->invisible=0; |
214 | op->invisible=0; |
216 | SET_FLAG(op, FLAG_ALIVE); |
215 | SET_FLAG(op, FLAG_ALIVE); |
217 | } |
216 | } |
218 | } |
217 | } |
219 | |
218 | |
220 | if(op->more) |
219 | if(op->more) |
221 | animate_object(op->more, dir); |
220 | animate_object(op->more, dir); |
222 | |
221 | |
223 | /* update_object will also recursively update all the pieces. |
222 | /* update_object will also recursively update all the pieces. |
224 | * as such, we call it last, and only call it for the head |
223 | * as such, we call it last, and only call it for the head |
225 | * piece, and not for the other tail pieces. |
224 | * piece, and not for the other tail pieces. |
226 | */ |
225 | */ |
227 | if (!op->head) |
226 | if (!op->head) |
228 | update_object(op, UP_OBJ_FACE); |
227 | update_object(op, UP_OBJ_FACE); |
229 | } |
228 | } |
230 | |
229 | |