1 | |
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2 | /* |
1 | /* |
3 | * static char *rcsid_anim_c = |
2 | * CrossFire, A Multiplayer game for X-windows |
4 | * "$Id: anim.C,v 1.7 2006/09/10 16:00:23 root Exp $"; |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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5 | * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (C) 1992 Frank Tore Johansen |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation; either version 2 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
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22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
5 | */ |
23 | */ |
6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
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11 | Copyright (C) 1992 Frank Tore Johansen |
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12 | |
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13 | This program is free software; you can redistribute it and/or modify |
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14 | it under the terms of the GNU General Public License as published by |
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15 | the Free Software Foundation; either version 2 of the License, or |
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16 | (at your option) any later version. |
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17 | |
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18 | This program is distributed in the hope that it will be useful, |
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19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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21 | GNU General Public License for more details. |
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22 | |
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23 | You should have received a copy of the GNU General Public License |
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24 | along with this program; if not, write to the Free Software |
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25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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26 | |
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27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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28 | */ |
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29 | |
24 | |
30 | /* This file contains animation related code. */ |
25 | /* This file contains animation related code. */ |
31 | |
26 | |
32 | #include <global.h> |
27 | #include <global.h> |
33 | #include <stdio.h> |
28 | #include <stdio.h> |
34 | |
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35 | std::vector < Animations > animations; |
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36 | |
29 | |
37 | void |
30 | void |
38 | free_all_anim (void) |
31 | free_all_anim (void) |
39 | { |
32 | { |
40 | for (int i = 0; i <= num_animations; i++) |
33 | for (int i = 0; i <= num_animations; i++) |
… | |
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58 | int |
51 | int |
59 | num_frames = 0, faces[MAX_ANIMATIONS], i; |
52 | num_frames = 0, faces[MAX_ANIMATIONS], i; |
60 | |
53 | |
61 | if (anim_init) |
54 | if (anim_init) |
62 | return; |
55 | return; |
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56 | |
63 | num_animations = 0; |
57 | num_animations = 0; |
64 | /* Make a default. New animations start at one, so if something |
58 | /* Make a default. New animations start at one, so if something |
65 | * 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, |
66 | * it will have a default value that should be pretty obvious. |
60 | * it will have a default value that should be pretty obvious. |
67 | */ |
61 | */ |
68 | /* set the name so we don't try to dereferance null. |
62 | /* set the name so we don't try to dereferance null. |
69 | * Put # at start so it will be first in alphabetical |
63 | * Put # at start so it will be first in alphabetical |
70 | * order. |
64 | * order. |
71 | */ |
65 | */ |
72 | { |
66 | { |
73 | Animations |
67 | animation anim0; |
74 | anim0; |
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75 | |
68 | |
76 | anim0.name = "###none"; |
69 | anim0.name = "###none"; |
77 | anim0.num_animations = 1; |
70 | anim0.num_animations = 1; |
78 | anim0.faces = (Fontindex *) malloc (sizeof (Fontindex)); |
71 | anim0.faces = (uint16 *)malloc (sizeof (uint16)); |
79 | anim0.faces[0] = 0; |
72 | anim0.faces[0] = 0; |
80 | anim0.facings = 0; |
73 | anim0.facings = 0; |
81 | |
74 | |
82 | animations.push_back (anim0); |
75 | animations.push_back (anim0); |
83 | } |
76 | } |
84 | |
77 | |
85 | sprintf (buf, "%s/animations", settings.datadir); |
78 | sprintf (buf, "%s/animations", settings.datadir); |
86 | LOG (llevDebug, "Reading animations from %s...", buf); |
79 | LOG (llevDebug, "Reading animations from %s...\n", buf); |
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80 | |
87 | if ((fp = fopen (buf, "r")) == NULL) |
81 | if ((fp = fopen (buf, "r")) == NULL) |
88 | { |
82 | { |
89 | 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)); |
90 | exit (-1); |
84 | exit (-1); |
91 | } |
85 | } |
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86 | |
92 | while (fgets (buf, MAX_BUF - 1, fp) != NULL) |
87 | while (fgets (buf, MAX_BUF - 1, fp) != NULL) |
93 | { |
88 | { |
94 | if (*buf == '#') |
89 | if (*buf == '#') |
95 | continue; |
90 | continue; |
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91 | |
96 | /* Kill the newline */ |
92 | /* Kill the newline */ |
97 | buf[strlen (buf) - 1] = '\0'; |
93 | buf[strlen (buf) - 1] = '\0'; |
98 | if (!strncmp (buf, "anim ", 5)) |
94 | if (!strncmp (buf, "anim ", 5)) |
99 | { |
95 | { |
100 | if (num_frames) |
96 | if (num_frames) |
101 | { |
97 | { |
102 | LOG (llevError, "Didn't get a mina before %s\n", buf); |
98 | LOG (llevError, "Didn't get a mina before %s\n", buf); |
103 | num_frames = 0; |
99 | num_frames = 0; |
104 | } |
100 | } |
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101 | |
105 | num_animations++; |
102 | num_animations++; |
106 | |
103 | |
107 | Animations |
104 | animation anim; |
108 | anim; |
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109 | |
105 | |
110 | anim.name = buf + 5; |
106 | anim.name = buf + 5; |
111 | anim.num = num_animations; /* for bsearch */ |
107 | anim.num = num_animations; /* for bsearch */ |
112 | anim.facings = 1; |
108 | anim.facings = 1; |
113 | animations.push_back (anim); |
109 | animations.push_back (anim); |
114 | } |
110 | } |
115 | else if (!strncmp (buf, "mina", 4)) |
111 | else if (!strncmp (buf, "mina", 4)) |
116 | { |
112 | { |
117 | animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames); |
113 | animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames); |
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114 | |
118 | for (i = 0; i < num_frames; i++) |
115 | for (i = 0; i < num_frames; i++) |
119 | animations[num_animations].faces[i] = faces[i]; |
116 | animations[num_animations].faces[i] = faces[i]; |
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117 | |
120 | animations[num_animations].num_animations = num_frames; |
118 | animations[num_animations].num_animations = num_frames; |
121 | if (num_frames % animations[num_animations].facings) |
119 | if (num_frames % animations[num_animations].facings) |
122 | { |
120 | { |
123 | 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", |
124 | &animations[num_animations].name, num_frames, animations[num_animations].facings); |
122 | &animations[num_animations].name, num_frames, animations[num_animations].facings); |
… | |
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138 | { |
136 | { |
139 | if (!(faces[num_frames++] = FindFace (buf, 0))) |
137 | if (!(faces[num_frames++] = FindFace (buf, 0))) |
140 | 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); |
141 | } |
139 | } |
142 | } |
140 | } |
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141 | |
143 | fclose (fp); |
142 | fclose (fp); |
144 | LOG (llevDebug, "done. got (%d)\n", num_animations); |
143 | LOG (llevDebug, "done. got (%d)\n", num_animations); |
145 | } |
144 | } |
146 | |
145 | |
147 | static int |
146 | static int |
148 | anim_compare (const Animations * a, const Animations * b) |
147 | anim_compare (const animation *a, const animation *b) |
149 | { |
148 | { |
150 | return strcmp (a->name, b->name); |
149 | return std::strcmp (a->name, b->name); |
151 | } |
150 | } |
152 | |
151 | |
153 | /* 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 |
154 | * 0 if no match found (animation 0 is initialized as the 'bug' face |
153 | * 0 if no match found (animation 0 is initialised as the 'bug' face |
155 | */ |
154 | */ |
156 | int |
155 | int |
157 | find_animation (const char *name) |
156 | find_animation (const char *name) |
158 | { |
157 | { |
159 | Animations |
158 | animation search, *match; |
160 | search, * |
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161 | match; |
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162 | |
159 | |
163 | search.name = name; |
160 | search.name = name; |
164 | |
161 | |
165 | match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1), |
162 | match = (animation *) bsearch (&search, &animations[0], (num_animations + 1), |
166 | sizeof (Animations), (int (*)(const void *, const void *)) anim_compare); |
163 | sizeof (animation), (int (*)(const void *, const void *)) anim_compare); |
167 | |
164 | |
168 | |
165 | |
169 | if (match) |
166 | if (match) |
170 | return match->num; |
167 | return match->num; |
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168 | |
171 | LOG (llevError, "Unable to find animation %s\n", name); |
169 | LOG (llevError, "Unable to find animation %s\n", name); |
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170 | |
172 | return 0; |
171 | return 0; |
173 | } |
172 | } |
174 | |
173 | |
175 | /* |
174 | /* |
176 | * animate_object(object) updates the face-variable of an object. |
175 | * animate_object(object) updates the face-variable of an object. |
… | |
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179 | * 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 |
180 | * 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 |
181 | * 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, |
182 | * so let it pass along the right one. |
181 | * so let it pass along the right one. |
183 | */ |
182 | */ |
184 | |
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185 | void |
183 | void |
186 | animate_object (object *op, int dir) |
184 | animate_object (object *op, int dir) |
187 | { |
185 | { |
188 | int |
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189 | max_state; /* Max animation state object should be drawn in */ |
186 | int max_state; /* Max animation state object should be drawn in */ |
190 | int |
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191 | base_state; /* starting index # to draw from */ |
187 | int base_state; /* starting index # to draw from */ |
192 | |
188 | |
193 | if (!op->animation_id || !NUM_ANIMATIONS (op)) |
189 | if (!op->animation_id || !NUM_ANIMATIONS (op)) |
194 | { |
190 | { |
195 | LOG (llevError, "Object lacks animation.\n"); |
191 | LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); |
196 | dump_object (op); |
192 | CLEAR_FLAG (op, FLAG_ANIMATE); |
197 | return; |
193 | return; |
198 | } |
194 | } |
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195 | |
199 | if (op->head) |
196 | if (op->head) |
200 | { |
197 | { |
201 | dir = op->head->direction; |
198 | dir = op->head->direction; |
202 | |
199 | |
203 | if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) |
200 | if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) |
204 | op->state = op->head->state; |
201 | op->state = op->head->state; |
205 | else |
202 | else |
206 | ++op->state; |
203 | ++op->state; |
207 | } |
204 | } |
208 | else |
205 | else |
209 | { |
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210 | ++op->state; /* increase draw state */ |
206 | ++op->state; /* increase draw state */ |
211 | } |
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212 | |
207 | |
213 | /* 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 |
214 | * animations. Otherwise, we can use all the animations. |
209 | * animations. Otherwise, we can use all the animations. |
215 | */ |
210 | */ |
216 | max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); |
211 | max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); |
217 | base_state = 0; |
212 | base_state = 0; |
218 | /* 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 |
219 | * of the animations were left facing, the second half right facing. |
214 | * of the animations were left facing, the second half right facing. |
220 | * 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 |
221 | * 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 |
222 | * is facing. |
217 | * is facing. |
223 | */ |
218 | */ |
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219 | |
224 | if (NUM_FACINGS (op) == 2) |
220 | if (NUM_FACINGS (op) == 2) |
225 | { |
221 | { |
226 | if (dir < 5) |
222 | if (dir < 5) |
227 | base_state = 0; |
223 | base_state = 0; |
228 | else |
224 | else |
… | |
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249 | |
245 | |
250 | SET_ANIMATION (op, op->state + base_state); |
246 | SET_ANIMATION (op, op->state + base_state); |
251 | |
247 | |
252 | if (op->face == blank_face) |
248 | if (op->face == blank_face) |
253 | op->invisible = 1; |
249 | op->invisible = 1; |
254 | |
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255 | /* This block covers monsters (eg, pixies) which are supposed to |
250 | /* This block covers monsters (eg, pixies) which are supposed to |
256 | * cycle from visible to invisible and back to being visible. |
251 | * cycle from visible to invisible and back to being visible. |
257 | * as such, disable it for players, as then players would become |
252 | * as such, disable it for players, as then players would become |
258 | * visible. |
253 | * visible. |
259 | */ |
254 | */ |
260 | else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE)) |
255 | else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE]) |
261 | { |
256 | { |
262 | if (op->face->number == 0) |
257 | if (op->face->number == 0) |
263 | { |
258 | { |
264 | op->invisible = 1; |
259 | op->invisible = 1; |
265 | CLEAR_FLAG (op, FLAG_ALIVE); |
260 | CLEAR_FLAG (op, FLAG_ALIVE); |