1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
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> |
29 | |
29 | |
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30 | static animhash_t animhash; |
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31 | std::vector<animation> animations; |
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32 | |
30 | void |
33 | void |
31 | free_all_anim (void) |
34 | animation::resize (int new_size) |
32 | { |
35 | { |
33 | for (int i = 0; i <= num_animations; i++) |
36 | sfree<faceidx> (faces, num_animations); |
34 | { |
37 | num_animations = new_size; |
35 | animations[i].name = 0; |
38 | faces = salloc<faceidx> (num_animations); |
36 | free (animations[i].faces); |
39 | } |
37 | } |
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38 | |
40 | |
39 | 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]; |
40 | } |
69 | } |
41 | |
70 | |
42 | void |
71 | void |
43 | init_anim (void) |
72 | init_anim () |
44 | { |
73 | { |
45 | char |
74 | animation &anim0 = animation::create ("none", 1, 0); |
46 | buf[MAX_BUF]; |
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47 | FILE * |
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48 | fp; |
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49 | static int |
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50 | anim_init = 0; |
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51 | int |
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52 | num_frames = 0, faces[MAX_ANIMATIONS], i; |
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53 | |
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54 | if (anim_init) |
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55 | return; |
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56 | |
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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 | animation 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 = (uint16 *)malloc (sizeof (uint16)); |
|
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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...\n", buf); |
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80 | |
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81 | if ((fp = fopen (buf, "r")) == NULL) |
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82 | { |
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83 | LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno)); |
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84 | exit (-1); |
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85 | } |
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86 | |
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87 | while (fgets (buf, MAX_BUF - 1, fp) != NULL) |
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88 | { |
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89 | if (*buf == '#') |
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90 | continue; |
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91 | |
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92 | /* Kill the newline */ |
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93 | buf[strlen (buf) - 1] = '\0'; |
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94 | if (!strncmp (buf, "anim ", 5)) |
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95 | { |
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96 | if (num_frames) |
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97 | { |
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98 | LOG (llevError, "Didn't get a mina before %s\n", buf); |
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99 | num_frames = 0; |
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100 | } |
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101 | |
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102 | num_animations++; |
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103 | |
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104 | animation anim; |
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105 | |
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106 | anim.name = buf + 5; |
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107 | anim.num = num_animations; /* for bsearch */ |
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108 | anim.facings = 1; |
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109 | animations.push_back (anim); |
|
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110 | } |
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111 | else if (!strncmp (buf, "mina", 4)) |
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112 | { |
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113 | animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames); |
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114 | |
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115 | for (i = 0; i < num_frames; i++) |
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116 | animations[num_animations].faces[i] = faces[i]; |
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117 | |
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118 | animations[num_animations].num_animations = num_frames; |
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119 | if (num_frames % animations[num_animations].facings) |
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120 | { |
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121 | LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", |
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122 | &animations[num_animations].name, num_frames, animations[num_animations].facings); |
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123 | } |
|
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124 | num_frames = 0; |
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125 | } |
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126 | else if (!strncmp (buf, "facings", 7)) |
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127 | { |
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128 | if (!(animations[num_animations].facings = atoi (buf + 7))) |
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129 | { |
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130 | LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf); |
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131 | animations[num_animations].facings = 1; |
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132 | } |
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133 | |
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134 | } |
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135 | else |
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136 | { |
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137 | if (!(faces[num_frames++] = FindFace (buf, 0))) |
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138 | LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name); |
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139 | } |
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140 | } |
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141 | |
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142 | fclose (fp); |
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143 | LOG (llevDebug, "done. got (%d)\n", num_animations); |
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144 | } |
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145 | |
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146 | static int |
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147 | anim_compare (const animation *a, const animation *b) |
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148 | { |
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149 | return std::strcmp (a->name, b->name); |
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150 | } |
76 | } |
151 | |
77 | |
152 | /* 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 |
153 | * 0 if no match found (animation 0 is initialised as the 'bug' face |
79 | * 0 if no match found (animation 0 is initialised as the 'bug' face |
154 | */ |
80 | */ |
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81 | //TODO: nuke this function and replace all occurences by animations::find |
155 | int |
82 | int |
156 | find_animation (const char *name) |
83 | find_animation (const char *name) |
157 | { |
84 | { |
158 | animation search, *match; |
85 | return animation::find (name).number; |
159 | |
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160 | search.name = name; |
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161 | |
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162 | match = (animation *) bsearch (&search, &animations[0], (num_animations + 1), |
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163 | sizeof (animation), (int (*)(const void *, const void *)) anim_compare); |
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164 | |
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165 | |
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166 | if (match) |
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167 | return match->num; |
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168 | |
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169 | LOG (llevError, "Unable to find animation %s\n", name); |
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170 | |
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171 | return 0; |
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172 | } |
86 | } |
173 | |
87 | |
174 | /* |
88 | /* |
175 | * animate_object(object) updates the face-variable of an object. |
89 | * animate_object(object) updates the face-variable of an object. |
176 | * 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. |
… | |
… | |
191 | LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); |
105 | LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); |
192 | CLEAR_FLAG (op, FLAG_ANIMATE); |
106 | CLEAR_FLAG (op, FLAG_ANIMATE); |
193 | return; |
107 | return; |
194 | } |
108 | } |
195 | |
109 | |
196 | if (op->head) |
110 | if (op->head_ () != op) |
197 | { |
111 | { |
198 | dir = op->head->direction; |
112 | dir = op->head->direction; |
199 | |
113 | |
200 | if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) |
114 | if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) |
201 | op->state = op->head->state; |
115 | op->state = op->head->state; |
… | |
… | |
215 | * 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 |
216 | * 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 |
217 | * is facing. |
131 | * is facing. |
218 | */ |
132 | */ |
219 | |
133 | |
|
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134 | if (dir > 0) |
220 | if (NUM_FACINGS (op) == 2) |
135 | switch (NUM_FACINGS (op)) |
221 | { |
136 | { |
222 | if (dir < 5) |
137 | case 2: base_state = ((dir - 1) / (8 / 2)) * (NUM_ANIMATIONS (op) / 2); break; |
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138 | case 4: base_state = ((dir - 1) / (8 / 4)) * (NUM_ANIMATIONS (op) / 4); break; |
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139 | case 8: base_state = ((dir - 1) / (8 / 8)) * (NUM_ANIMATIONS (op) / 8); break; |
|
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140 | } |
|
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141 | else |
223 | base_state = 0; |
142 | base_state = 0; |
224 | else |
|
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225 | base_state = NUM_ANIMATIONS (op) / 2; |
|
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226 | } |
|
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227 | else if (NUM_FACINGS (op) == 4) |
|
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228 | { |
|
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229 | if (dir == 0) |
|
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230 | base_state = 0; |
|
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231 | else |
|
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232 | base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4); |
|
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233 | } |
|
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234 | else if (NUM_FACINGS (op) == 8) |
|
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235 | { |
|
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236 | if (dir == 0) |
|
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237 | base_state = 0; |
|
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238 | else |
|
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239 | base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8); |
|
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240 | } |
|
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241 | |
143 | |
242 | /* If beyond drawable states, reset */ |
144 | /* If beyond drawable states, reset */ |
243 | if (op->state >= max_state) |
145 | if (op->state >= max_state) |
244 | op->state = 0; |
146 | op->state = 0; |
245 | |
147 | |
246 | SET_ANIMATION (op, op->state + base_state); |
148 | SET_ANIMATION (op, op->state + base_state); |
247 | |
149 | |
248 | if (op->face == blank_face) |
150 | if (op->face == blank_face) |
249 | op->invisible = 1; |
151 | op->invisible = 1; |
|
|
152 | |
250 | /* This block covers monsters (eg, pixies) which are supposed to |
153 | /* This block covers monsters (eg, pixies) which are supposed to |
251 | * cycle from visible to invisible and back to being visible. |
154 | * cycle from visible to invisible and back to being visible. |
252 | * as such, disable it for players, as then players would become |
155 | * as such, disable it for players, as then players would become |
253 | * visible. |
156 | * visible. |
254 | */ |
157 | */ |
255 | else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE]) |
158 | else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE]) |
256 | { |
159 | { |
257 | if (op->face->number == 0) |
160 | if (op->face == 0) |
258 | { |
161 | { |
259 | op->invisible = 1; |
162 | op->invisible = 1; |
260 | CLEAR_FLAG (op, FLAG_ALIVE); |
163 | CLEAR_FLAG (op, FLAG_ALIVE); |
261 | } |
164 | } |
262 | else |
165 | else |
… | |
… | |
271 | |
174 | |
272 | /* update_object will also recursively update all the pieces. |
175 | /* update_object will also recursively update all the pieces. |
273 | * as such, we call it last, and only call it for the head |
176 | * as such, we call it last, and only call it for the head |
274 | * piece, and not for the other tail pieces. |
177 | * piece, and not for the other tail pieces. |
275 | */ |
178 | */ |
276 | if (!op->head) |
179 | if (op->head_ () == op) |
277 | update_object (op, UP_OBJ_FACE); |
180 | update_object (op, UP_OBJ_FACE); |
278 | } |
181 | } |
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182 | |