1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | 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 |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* This file contains animation related code. */ |
25 | /* This file contains animation related code. */ |
25 | |
26 | |
26 | #include <global.h> |
27 | #include <global.h> |
27 | #include <stdio.h> |
28 | #include <stdio.h> |
28 | |
29 | |
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30 | animhash_t animhash; |
29 | std::vector<Animations> animations; |
31 | std::vector<animation> animations; |
30 | |
32 | |
31 | void |
33 | void |
32 | free_all_anim (void) |
34 | animation::resize (int new_size) |
33 | { |
35 | { |
34 | for (int i = 0; i <= num_animations; i++) |
36 | sfree <faceidx> (faces, num_animations); |
35 | { |
37 | num_animations = new_size; |
36 | animations[i].name = 0; |
38 | faces = salloc<faceidx> (num_animations); |
37 | free (animations[i].faces); |
39 | } |
38 | } |
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39 | |
40 | |
40 | animations.clear (); |
41 | animation & |
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42 | animation::create (const char *name, uint8 frames, uint8 facings) |
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43 | { |
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44 | if (animations.size () == MAXANIMNUM) |
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45 | cleanup ("trying to create new animation, but MAXANIMNUM animations in use."); |
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46 | |
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47 | animations.push_back (animation ()); |
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48 | animation &anim = animations.back (); |
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49 | |
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50 | anim.number = animations.size () - 1; |
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51 | anim.name = name; |
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52 | anim.num_animations = frames; |
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53 | anim.facings = facings; |
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54 | anim.faces = salloc<faceidx> (frames); |
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55 | |
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56 | animhash.insert (std::make_pair (anim.name, anim.number)); |
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57 | |
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58 | return anim; |
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59 | } |
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60 | |
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61 | animation & |
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62 | animation::find (const char *name) |
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63 | { |
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64 | if (!name) |
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65 | return animations [0]; |
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66 | |
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67 | animhash_t::iterator i = animhash.find (name); |
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68 | return animations [i == animhash.end () ? 0 : i->second]; |
41 | } |
69 | } |
42 | |
70 | |
43 | void |
71 | void |
44 | init_anim (void) |
72 | init_anim (void) |
45 | { |
73 | { |
46 | char |
74 | animation &anim0 = animation::create ("none", 1, 0); |
47 | buf[MAX_BUF]; |
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48 | FILE * |
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49 | fp; |
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50 | static int |
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51 | anim_init = 0; |
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52 | int |
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53 | num_frames = 0, faces[MAX_ANIMATIONS], i; |
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54 | |
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55 | if (anim_init) |
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56 | return; |
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57 | num_animations = 0; |
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58 | /* Make a default. New animations start at one, so if something |
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59 | * thinks it is animated but hasn't set the animation_id properly, |
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60 | * it will have a default value that should be pretty obvious. |
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61 | */ |
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62 | /* set the name so we don't try to dereferance null. |
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63 | * Put # at start so it will be first in alphabetical |
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64 | * order. |
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65 | */ |
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66 | { |
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67 | Animations anim0; |
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68 | |
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69 | anim0.name = "###none"; |
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70 | anim0.num_animations = 1; |
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71 | anim0.faces = (Fontindex *) malloc (sizeof (Fontindex)); |
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72 | anim0.faces[0] = 0; |
75 | anim0.faces [0] = 0; |
73 | anim0.facings = 0; |
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74 | |
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75 | animations.push_back (anim0); |
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76 | } |
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77 | |
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78 | sprintf (buf, "%s/animations", settings.datadir); |
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79 | LOG (llevDebug, "Reading animations from %s...", buf); |
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80 | if ((fp = fopen (buf, "r")) == NULL) |
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81 | { |
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82 | LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno)); |
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83 | exit (-1); |
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84 | } |
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85 | while (fgets (buf, MAX_BUF - 1, fp) != NULL) |
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86 | { |
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87 | if (*buf == '#') |
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88 | continue; |
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89 | /* Kill the newline */ |
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90 | buf[strlen (buf) - 1] = '\0'; |
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91 | if (!strncmp (buf, "anim ", 5)) |
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92 | { |
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93 | if (num_frames) |
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94 | { |
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95 | LOG (llevError, "Didn't get a mina before %s\n", buf); |
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96 | num_frames = 0; |
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97 | } |
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98 | num_animations++; |
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99 | |
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100 | Animations anim; |
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101 | |
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102 | anim.name = buf + 5; |
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103 | anim.num = num_animations; /* for bsearch */ |
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104 | anim.facings = 1; |
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105 | animations.push_back (anim); |
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106 | } |
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107 | else if (!strncmp (buf, "mina", 4)) |
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108 | { |
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109 | animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames); |
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110 | for (i = 0; i < num_frames; i++) |
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111 | animations[num_animations].faces[i] = faces[i]; |
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112 | animations[num_animations].num_animations = num_frames; |
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113 | if (num_frames % animations[num_animations].facings) |
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114 | { |
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115 | LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", |
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116 | &animations[num_animations].name, num_frames, animations[num_animations].facings); |
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117 | } |
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118 | num_frames = 0; |
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119 | } |
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120 | else if (!strncmp (buf, "facings", 7)) |
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121 | { |
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122 | if (!(animations[num_animations].facings = atoi (buf + 7))) |
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123 | { |
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124 | LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf); |
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125 | animations[num_animations].facings = 1; |
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126 | } |
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127 | |
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128 | } |
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129 | else |
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130 | { |
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131 | if (!(faces[num_frames++] = FindFace (buf, 0))) |
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132 | LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name); |
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133 | } |
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134 | } |
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135 | fclose (fp); |
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136 | LOG (llevDebug, "done. got (%d)\n", num_animations); |
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137 | } |
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138 | |
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139 | static int |
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140 | anim_compare (const Animations * a, const Animations * b) |
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141 | { |
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142 | return strcmp (a->name, b->name); |
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143 | } |
76 | } |
144 | |
77 | |
145 | /* Tries to find the animation id that matches name. Returns an integer match |
78 | /* Tries to find the animation id that matches name. Returns an integer match |
146 | * 0 if no match found (animation 0 is initialized as the 'bug' face |
79 | * 0 if no match found (animation 0 is initialised as the 'bug' face |
147 | */ |
80 | */ |
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81 | //TODO: nuke this function and replace all occurences by animations::find |
148 | int |
82 | int |
149 | find_animation (const char *name) |
83 | find_animation (const char *name) |
150 | { |
84 | { |
151 | Animations |
85 | return animation::find (name).number; |
152 | search, * |
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153 | match; |
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154 | |
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155 | search.name = name; |
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156 | |
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157 | match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1), |
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158 | sizeof (Animations), (int (*)(const void *, const void *)) anim_compare); |
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159 | |
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160 | |
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161 | if (match) |
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162 | return match->num; |
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163 | LOG (llevError, "Unable to find animation %s\n", name); |
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164 | return 0; |
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165 | } |
86 | } |
166 | |
87 | |
167 | /* |
88 | /* |
168 | * animate_object(object) updates the face-variable of an object. |
89 | * animate_object(object) updates the face-variable of an object. |
169 | * If the object is the head of a multi-object, all objects are animated. |
90 | * If the object is the head of a multi-object, all objects are animated. |
… | |
… | |
171 | * dir is the direction the object is facing. This is generally same as |
92 | * dir is the direction the object is facing. This is generally same as |
172 | * op->direction, but in some cases, op->facing is used instead - the |
93 | * op->direction, but in some cases, op->facing is used instead - the |
173 | * caller has a better idea which one it really wants to be using, |
94 | * caller has a better idea which one it really wants to be using, |
174 | * so let it pass along the right one. |
95 | * so let it pass along the right one. |
175 | */ |
96 | */ |
176 | |
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177 | void |
97 | void |
178 | animate_object (object *op, int dir) |
98 | animate_object (object *op, int dir) |
179 | { |
99 | { |
180 | int |
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181 | max_state; /* Max animation state object should be drawn in */ |
100 | int max_state; /* Max animation state object should be drawn in */ |
182 | int |
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183 | base_state; /* starting index # to draw from */ |
101 | int base_state; /* starting index # to draw from */ |
184 | |
102 | |
185 | if (!op->animation_id || !NUM_ANIMATIONS (op)) |
103 | if (!op->animation_id || !NUM_ANIMATIONS (op)) |
186 | { |
104 | { |
187 | LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); |
105 | LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); |
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106 | CLEAR_FLAG (op, FLAG_ANIMATE); |
188 | return; |
107 | return; |
189 | } |
108 | } |
190 | |
109 | |
191 | if (op->head) |
110 | if (op->head_ () != op) |
192 | { |
111 | { |
193 | dir = op->head->direction; |
112 | dir = op->head->direction; |
194 | |
113 | |
195 | if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) |
114 | if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) |
196 | op->state = op->head->state; |
115 | op->state = op->head->state; |
… | |
… | |
203 | /* If object is turning, then max animation state is half through the |
122 | /* If object is turning, then max animation state is half through the |
204 | * animations. Otherwise, we can use all the animations. |
123 | * animations. Otherwise, we can use all the animations. |
205 | */ |
124 | */ |
206 | max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); |
125 | max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); |
207 | base_state = 0; |
126 | base_state = 0; |
208 | /* at least in the older aniamtions that used is_turning, the first half |
127 | /* at least in the older animations that used is_turning, the first half |
209 | * of the animations were left facing, the second half right facing. |
128 | * of the animations were left facing, the second half right facing. |
210 | * Note in old the is_turning, it was set so that the animation for a monster |
129 | * Note in old the is_turning, it was set so that the animation for a monster |
211 | * was always towards the enemy - now it is whatever direction the monster |
130 | * was always towards the enemy - now it is whatever direction the monster |
212 | * is facing. |
131 | * is facing. |
213 | */ |
132 | */ |
… | |
… | |
246 | /* This block covers monsters (eg, pixies) which are supposed to |
165 | /* This block covers monsters (eg, pixies) which are supposed to |
247 | * cycle from visible to invisible and back to being visible. |
166 | * cycle from visible to invisible and back to being visible. |
248 | * as such, disable it for players, as then players would become |
167 | * as such, disable it for players, as then players would become |
249 | * visible. |
168 | * visible. |
250 | */ |
169 | */ |
251 | else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE)) |
170 | else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE]) |
252 | { |
171 | { |
253 | if (op->face->number == 0) |
172 | if (op->face == 0) |
254 | { |
173 | { |
255 | op->invisible = 1; |
174 | op->invisible = 1; |
256 | CLEAR_FLAG (op, FLAG_ALIVE); |
175 | CLEAR_FLAG (op, FLAG_ALIVE); |
257 | } |
176 | } |
258 | else |
177 | else |
… | |
… | |
267 | |
186 | |
268 | /* update_object will also recursively update all the pieces. |
187 | /* update_object will also recursively update all the pieces. |
269 | * as such, we call it last, and only call it for the head |
188 | * as such, we call it last, and only call it for the head |
270 | * piece, and not for the other tail pieces. |
189 | * piece, and not for the other tail pieces. |
271 | */ |
190 | */ |
272 | if (!op->head) |
191 | if (op->head_ () == op) |
273 | update_object (op, UP_OBJ_FACE); |
192 | update_object (op, UP_OBJ_FACE); |
274 | } |
193 | } |
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194 | |