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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.15 by pippijn, Sat Jan 6 14:42:28 2007 UTC vs.
Revision 1.20 by root, Fri Feb 9 01:52:09 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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>
23*/ 23 */
24 24
25/* This file contains animation related code. */ 25/* This file contains animation related code. */
26 26
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
51 int 51 int
52 num_frames = 0, faces[MAX_ANIMATIONS], i; 52 num_frames = 0, faces[MAX_ANIMATIONS], i;
53 53
54 if (anim_init) 54 if (anim_init)
55 return; 55 return;
56
56 num_animations = 0; 57 num_animations = 0;
57 /* Make a default. New animations start at one, so if something 58 /* Make a default. New animations start at one, so if something
58 * thinks it is animated but hasn't set the animation_id properly, 59 * thinks it is animated but hasn't set the animation_id properly,
59 * it will have a default value that should be pretty obvious. 60 * it will have a default value that should be pretty obvious.
60 */ 61 */
61 /* set the name so we don't try to dereferance null. 62 /* set the name so we don't try to dereferance null.
62 * Put # at start so it will be first in alphabetical 63 * Put # at start so it will be first in alphabetical
63 * order. 64 * order.
64 */ 65 */
65 { 66 {
66 Animations anim0; 67 animation anim0;
67 68
68 anim0.name = "###none"; 69 anim0.name = "###none";
69 anim0.num_animations = 1; 70 anim0.num_animations = 1;
70 anim0.faces = (uint16 *)malloc (sizeof (uint16)); 71 anim0.faces = (uint16 *)malloc (sizeof (uint16));
71 anim0.faces[0] = 0; 72 anim0.faces[0] = 0;
74 animations.push_back (anim0); 75 animations.push_back (anim0);
75 } 76 }
76 77
77 sprintf (buf, "%s/animations", settings.datadir); 78 sprintf (buf, "%s/animations", settings.datadir);
78 LOG (llevDebug, "Reading animations from %s...\n", buf); 79 LOG (llevDebug, "Reading animations from %s...\n", buf);
80
79 if ((fp = fopen (buf, "r")) == NULL) 81 if ((fp = fopen (buf, "r")) == NULL)
80 { 82 {
81 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno)); 83 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
82 exit (-1); 84 exit (-1);
83 } 85 }
86
84 while (fgets (buf, MAX_BUF - 1, fp) != NULL) 87 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
85 { 88 {
86 if (*buf == '#') 89 if (*buf == '#')
87 continue; 90 continue;
91
88 /* Kill the newline */ 92 /* Kill the newline */
89 buf[strlen (buf) - 1] = '\0'; 93 buf[strlen (buf) - 1] = '\0';
90 if (!strncmp (buf, "anim ", 5)) 94 if (!strncmp (buf, "anim ", 5))
91 { 95 {
92 if (num_frames) 96 if (num_frames)
93 { 97 {
94 LOG (llevError, "Didn't get a mina before %s\n", buf); 98 LOG (llevError, "Didn't get a mina before %s\n", buf);
95 num_frames = 0; 99 num_frames = 0;
96 } 100 }
101
97 num_animations++; 102 num_animations++;
98 103
99 Animations anim; 104 animation anim;
100 105
101 anim.name = buf + 5; 106 anim.name = buf + 5;
102 anim.num = num_animations; /* for bsearch */ 107 anim.num = num_animations; /* for bsearch */
103 anim.facings = 1; 108 anim.facings = 1;
104 animations.push_back (anim); 109 animations.push_back (anim);
105 } 110 }
106 else if (!strncmp (buf, "mina", 4)) 111 else if (!strncmp (buf, "mina", 4))
107 { 112 {
108 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames); 113 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
114
109 for (i = 0; i < num_frames; i++) 115 for (i = 0; i < num_frames; i++)
110 animations[num_animations].faces[i] = faces[i]; 116 animations[num_animations].faces[i] = faces[i];
117
111 animations[num_animations].num_animations = num_frames; 118 animations[num_animations].num_animations = num_frames;
112 if (num_frames % animations[num_animations].facings) 119 if (num_frames % animations[num_animations].facings)
113 { 120 {
114 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",
115 &animations[num_animations].name, num_frames, animations[num_animations].facings); 122 &animations[num_animations].name, num_frames, animations[num_animations].facings);
129 { 136 {
130 if (!(faces[num_frames++] = FindFace (buf, 0))) 137 if (!(faces[num_frames++] = FindFace (buf, 0)))
131 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name); 138 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
132 } 139 }
133 } 140 }
141
134 fclose (fp); 142 fclose (fp);
135 LOG (llevDebug, "done. got (%d)\n", num_animations); 143 LOG (llevDebug, "done. got (%d)\n", num_animations);
136} 144}
137 145
138static int 146static int
139anim_compare (const Animations * a, const Animations * b) 147anim_compare (const animation *a, const animation *b)
140{ 148{
141 return strcmp (a->name, b->name); 149 return std::strcmp (a->name, b->name);
142} 150}
143 151
144/* Tries to find the animation id that matches name. Returns an integer match 152/* Tries to find the animation id that matches name. Returns an integer match
145 * 0 if no match found (animation 0 is initialised as the 'bug' face 153 * 0 if no match found (animation 0 is initialised as the 'bug' face
146 */ 154 */
147int 155int
148find_animation (const char *name) 156find_animation (const char *name)
149{ 157{
150 Animations 158 animation search, *match;
151 search, *
152 match;
153 159
154 search.name = name; 160 search.name = name;
155 161
156 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1), 162 match = (animation *) bsearch (&search, &animations[0], (num_animations + 1),
157 sizeof (Animations), (int (*)(const void *, const void *)) anim_compare); 163 sizeof (animation), (int (*)(const void *, const void *)) anim_compare);
158 164
159 165
160 if (match) 166 if (match)
161 return match->num; 167 return match->num;
168
162 LOG (llevError, "Unable to find animation %s\n", name); 169 LOG (llevError, "Unable to find animation %s\n", name);
170
163 return 0; 171 return 0;
164} 172}
165 173
166/* 174/*
167 * animate_object(object) updates the face-variable of an object. 175 * animate_object(object) updates the face-variable of an object.
170 * dir is the direction the object is facing. This is generally same as 178 * dir is the direction the object is facing. This is generally same as
171 * op->direction, but in some cases, op->facing is used instead - the 179 * op->direction, but in some cases, op->facing is used instead - the
172 * caller has a better idea which one it really wants to be using, 180 * caller has a better idea which one it really wants to be using,
173 * so let it pass along the right one. 181 * so let it pass along the right one.
174 */ 182 */
175
176void 183void
177animate_object (object *op, int dir) 184animate_object (object *op, int dir)
178{ 185{
179 int max_state; /* Max animation state object should be drawn in */ 186 int max_state; /* Max animation state object should be drawn in */
180 int base_state; /* starting index # to draw from */ 187 int base_state; /* starting index # to draw from */
181 188
182 if (!op->animation_id || !NUM_ANIMATIONS (op)) 189 if (!op->animation_id || !NUM_ANIMATIONS (op))
183 { 190 {
184 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); 191 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
192 CLEAR_FLAG (op, FLAG_ANIMATE);
185 return; 193 return;
186 } 194 }
187 195
188 if (op->head) 196 if (op->head)
189 { 197 {
200 /* If object is turning, then max animation state is half through the 208 /* If object is turning, then max animation state is half through the
201 * animations. Otherwise, we can use all the animations. 209 * animations. Otherwise, we can use all the animations.
202 */ 210 */
203 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); 211 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
204 base_state = 0; 212 base_state = 0;
205 /* at least in the older aniamtions that used is_turning, the first half 213 /* at least in the older animations that used is_turning, the first half
206 * of the animations were left facing, the second half right facing. 214 * of the animations were left facing, the second half right facing.
207 * Note in old the is_turning, it was set so that the animation for a monster 215 * Note in old the is_turning, it was set so that the animation for a monster
208 * was always towards the enemy - now it is whatever direction the monster 216 * was always towards the enemy - now it is whatever direction the monster
209 * is facing. 217 * is facing.
210 */ 218 */
237 245
238 SET_ANIMATION (op, op->state + base_state); 246 SET_ANIMATION (op, op->state + base_state);
239 247
240 if (op->face == blank_face) 248 if (op->face == blank_face)
241 op->invisible = 1; 249 op->invisible = 1;
242
243 /* This block covers monsters (eg, pixies) which are supposed to 250 /* This block covers monsters (eg, pixies) which are supposed to
244 * cycle from visible to invisible and back to being visible. 251 * cycle from visible to invisible and back to being visible.
245 * as such, disable it for players, as then players would become 252 * as such, disable it for players, as then players would become
246 * visible. 253 * visible.
247 */ 254 */
248 else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE)) 255 else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE])
249 { 256 {
250 if (op->face->number == 0) 257 if (op->face->number == 0)
251 { 258 {
252 op->invisible = 1; 259 op->invisible = 1;
253 CLEAR_FLAG (op, FLAG_ALIVE); 260 CLEAR_FLAG (op, FLAG_ALIVE);

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