1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
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> |
… | |
… | |
39 | } |
40 | } |
40 | |
41 | |
41 | void |
42 | void |
42 | init_anim (void) |
43 | init_anim (void) |
43 | { |
44 | { |
44 | char |
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45 | buf[MAX_BUF]; |
45 | char buf[MAX_BUF]; |
46 | FILE * |
46 | FILE * fp; |
47 | fp; |
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48 | static int |
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49 | anim_init = 0; |
47 | static int anim_init = 0; |
50 | int |
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51 | num_frames = 0, faces[MAX_ANIMATIONS], i; |
48 | int num_frames = 0, faces[MAX_ANIMATIONS], i; |
52 | |
49 | |
53 | if (anim_init) |
50 | if (anim_init) |
54 | return; |
51 | return; |
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52 | |
55 | num_animations = 0; |
53 | num_animations = 0; |
56 | /* Make a default. New animations start at one, so if something |
54 | /* Make a default. New animations start at one, so if something |
57 | * thinks it is animated but hasn't set the animation_id properly, |
55 | * thinks it is animated but hasn't set the animation_id properly, |
58 | * it will have a default value that should be pretty obvious. |
56 | * it will have a default value that should be pretty obvious. |
59 | */ |
57 | */ |
60 | /* set the name so we don't try to dereferance null. |
58 | /* set the name so we don't try to dereferance null. |
61 | * Put # at start so it will be first in alphabetical |
59 | * Put # at start so it will be first in alphabetical |
62 | * order. |
60 | * order. |
63 | */ |
61 | */ |
64 | { |
62 | { |
65 | Animations anim0; |
63 | animation anim0; |
66 | |
64 | |
67 | anim0.name = "###none"; |
65 | anim0.name = "###none"; |
68 | anim0.num_animations = 1; |
66 | anim0.num_animations = 1; |
69 | anim0.faces = (uint16 *)malloc (sizeof (uint16)); |
67 | anim0.faces = (uint16 *)malloc (sizeof (uint16)); |
70 | anim0.faces[0] = 0; |
68 | anim0.faces[0] = 0; |
… | |
… | |
72 | |
70 | |
73 | animations.push_back (anim0); |
71 | animations.push_back (anim0); |
74 | } |
72 | } |
75 | |
73 | |
76 | sprintf (buf, "%s/animations", settings.datadir); |
74 | sprintf (buf, "%s/animations", settings.datadir); |
77 | LOG (llevDebug, "Reading animations from %s...", buf); |
75 | LOG (llevDebug, "Reading animations from %s...\n", buf); |
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76 | |
78 | if ((fp = fopen (buf, "r")) == NULL) |
77 | if ((fp = fopen (buf, "r")) == NULL) |
79 | { |
78 | { |
80 | LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno)); |
79 | LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno)); |
81 | exit (-1); |
80 | exit (-1); |
82 | } |
81 | } |
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82 | |
83 | while (fgets (buf, MAX_BUF - 1, fp) != NULL) |
83 | while (fgets (buf, MAX_BUF - 1, fp) != NULL) |
84 | { |
84 | { |
85 | if (*buf == '#') |
85 | if (*buf == '#') |
86 | continue; |
86 | continue; |
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87 | |
87 | /* Kill the newline */ |
88 | /* Kill the newline */ |
88 | buf[strlen (buf) - 1] = '\0'; |
89 | buf[strlen (buf) - 1] = '\0'; |
89 | if (!strncmp (buf, "anim ", 5)) |
90 | if (!strncmp (buf, "anim ", 5)) |
90 | { |
91 | { |
91 | if (num_frames) |
92 | if (num_frames) |
92 | { |
93 | { |
93 | LOG (llevError, "Didn't get a mina before %s\n", buf); |
94 | LOG (llevError, "Didn't get a mina before %s\n", buf); |
94 | num_frames = 0; |
95 | num_frames = 0; |
95 | } |
96 | } |
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97 | |
96 | num_animations++; |
98 | num_animations++; |
97 | |
99 | |
98 | Animations anim; |
100 | animation anim; |
99 | |
101 | |
100 | anim.name = buf + 5; |
102 | anim.name = buf + 5; |
101 | anim.num = num_animations; /* for bsearch */ |
103 | anim.num = num_animations; /* for bsearch */ |
102 | anim.facings = 1; |
104 | anim.facings = 1; |
103 | animations.push_back (anim); |
105 | animations.push_back (anim); |
104 | } |
106 | } |
105 | else if (!strncmp (buf, "mina", 4)) |
107 | else if (!strncmp (buf, "mina", 4)) |
106 | { |
108 | { |
107 | animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames); |
109 | animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames); |
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110 | |
108 | for (i = 0; i < num_frames; i++) |
111 | for (i = 0; i < num_frames; i++) |
109 | animations[num_animations].faces[i] = faces[i]; |
112 | animations[num_animations].faces[i] = faces[i]; |
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113 | |
110 | animations[num_animations].num_animations = num_frames; |
114 | animations[num_animations].num_animations = num_frames; |
111 | if (num_frames % animations[num_animations].facings) |
115 | if (num_frames % animations[num_animations].facings) |
112 | { |
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113 | LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", |
116 | LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", |
114 | &animations[num_animations].name, num_frames, animations[num_animations].facings); |
117 | &animations[num_animations].name, num_frames, animations[num_animations].facings); |
115 | } |
118 | |
116 | num_frames = 0; |
119 | num_frames = 0; |
117 | } |
120 | } |
118 | else if (!strncmp (buf, "facings", 7)) |
121 | else if (!strncmp (buf, "facings ", 8)) |
119 | { |
122 | { |
120 | if (!(animations[num_animations].facings = atoi (buf + 7))) |
123 | if (!(animations[num_animations].facings = atoi (buf + 8))) |
121 | { |
124 | { |
122 | LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf); |
125 | LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf); |
123 | animations[num_animations].facings = 1; |
126 | animations[num_animations].facings = 1; |
124 | } |
127 | } |
125 | |
128 | |
126 | } |
129 | } |
127 | else |
130 | else |
128 | { |
131 | { |
129 | if (!(faces[num_frames++] = FindFace (buf, 0))) |
132 | if (!(faces[num_frames++] = face_find (buf))) |
130 | LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name); |
133 | LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name); |
131 | } |
134 | } |
132 | } |
135 | } |
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136 | |
133 | fclose (fp); |
137 | fclose (fp); |
134 | LOG (llevDebug, "done. got (%d)\n", num_animations); |
138 | LOG (llevDebug, "done. got (%d)\n", num_animations); |
135 | } |
139 | } |
136 | |
140 | |
137 | static int |
141 | static int |
138 | anim_compare (const Animations * a, const Animations * b) |
142 | anim_compare (const animation *a, const animation *b) |
139 | { |
143 | { |
140 | return strcmp (a->name, b->name); |
144 | return std::strcmp (a->name, b->name); |
141 | } |
145 | } |
142 | |
146 | |
143 | /* Tries to find the animation id that matches name. Returns an integer match |
147 | /* Tries to find the animation id that matches name. Returns an integer match |
144 | * 0 if no match found (animation 0 is initialized as the 'bug' face |
148 | * 0 if no match found (animation 0 is initialised as the 'bug' face |
145 | */ |
149 | */ |
146 | int |
150 | int |
147 | find_animation (const char *name) |
151 | find_animation (const char *name) |
148 | { |
152 | { |
149 | Animations |
153 | animation search, *match; |
150 | search, * |
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151 | match; |
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152 | |
154 | |
153 | search.name = name; |
155 | search.name = name; |
154 | |
156 | |
155 | match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1), |
157 | match = (animation *) bsearch (&search, &animations[0], (num_animations + 1), |
156 | sizeof (Animations), (int (*)(const void *, const void *)) anim_compare); |
158 | sizeof (animation), (int (*)(const void *, const void *)) anim_compare); |
157 | |
159 | |
158 | |
160 | |
159 | if (match) |
161 | if (match) |
160 | return match->num; |
162 | return match->num; |
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163 | |
161 | LOG (llevError, "Unable to find animation %s\n", name); |
164 | LOG (llevError, "Unable to find animation %s\n", name); |
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165 | |
162 | return 0; |
166 | return 0; |
163 | } |
167 | } |
164 | |
168 | |
165 | /* |
169 | /* |
166 | * animate_object(object) updates the face-variable of an object. |
170 | * animate_object(object) updates the face-variable of an object. |
… | |
… | |
169 | * dir is the direction the object is facing. This is generally same as |
173 | * dir is the direction the object is facing. This is generally same as |
170 | * op->direction, but in some cases, op->facing is used instead - the |
174 | * op->direction, but in some cases, op->facing is used instead - the |
171 | * caller has a better idea which one it really wants to be using, |
175 | * caller has a better idea which one it really wants to be using, |
172 | * so let it pass along the right one. |
176 | * so let it pass along the right one. |
173 | */ |
177 | */ |
174 | |
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175 | void |
178 | void |
176 | animate_object (object *op, int dir) |
179 | animate_object (object *op, int dir) |
177 | { |
180 | { |
178 | int max_state; /* Max animation state object should be drawn in */ |
181 | int max_state; /* Max animation state object should be drawn in */ |
179 | int base_state; /* starting index # to draw from */ |
182 | int base_state; /* starting index # to draw from */ |
180 | |
183 | |
181 | if (!op->animation_id || !NUM_ANIMATIONS (op)) |
184 | if (!op->animation_id || !NUM_ANIMATIONS (op)) |
182 | { |
185 | { |
183 | LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); |
186 | LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); |
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187 | CLEAR_FLAG (op, FLAG_ANIMATE); |
184 | return; |
188 | return; |
185 | } |
189 | } |
186 | |
190 | |
187 | if (op->head) |
191 | if (op->head) |
188 | { |
192 | { |
… | |
… | |
199 | /* If object is turning, then max animation state is half through the |
203 | /* If object is turning, then max animation state is half through the |
200 | * animations. Otherwise, we can use all the animations. |
204 | * animations. Otherwise, we can use all the animations. |
201 | */ |
205 | */ |
202 | max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); |
206 | max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); |
203 | base_state = 0; |
207 | base_state = 0; |
204 | /* at least in the older aniamtions that used is_turning, the first half |
208 | /* at least in the older animations that used is_turning, the first half |
205 | * of the animations were left facing, the second half right facing. |
209 | * of the animations were left facing, the second half right facing. |
206 | * Note in old the is_turning, it was set so that the animation for a monster |
210 | * Note in old the is_turning, it was set so that the animation for a monster |
207 | * was always towards the enemy - now it is whatever direction the monster |
211 | * was always towards the enemy - now it is whatever direction the monster |
208 | * is facing. |
212 | * is facing. |
209 | */ |
213 | */ |
… | |
… | |
242 | /* This block covers monsters (eg, pixies) which are supposed to |
246 | /* This block covers monsters (eg, pixies) which are supposed to |
243 | * cycle from visible to invisible and back to being visible. |
247 | * cycle from visible to invisible and back to being visible. |
244 | * as such, disable it for players, as then players would become |
248 | * as such, disable it for players, as then players would become |
245 | * visible. |
249 | * visible. |
246 | */ |
250 | */ |
247 | else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE)) |
251 | else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE]) |
248 | { |
252 | { |
249 | if (op->face->number == 0) |
253 | if (op->face == 0) |
250 | { |
254 | { |
251 | op->invisible = 1; |
255 | op->invisible = 1; |
252 | CLEAR_FLAG (op, FLAG_ALIVE); |
256 | CLEAR_FLAG (op, FLAG_ALIVE); |
253 | } |
257 | } |
254 | else |
258 | else |