ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/anim.C
(Generate patch)

Comparing deliantra/server/common/anim.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.14 by pippijn, Wed Jan 3 00:21:34 2007 UTC

1/*
2 * static char *rcsid_anim_c =
3 * "$Id: anim.C,v 1.1 2006/08/13 17:16:00 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* This file contains animation related code. */ 24/* This file contains animation related code. */
30 25
31#include <global.h> 26#include <global.h>
32#include <stdio.h> 27#include <stdio.h>
33 28
29void
34void free_all_anim(void) { 30free_all_anim (void)
35 int i; 31{
36
37 for (i=0; i<=num_animations; i++) { 32 for (int i = 0; i <= num_animations; i++)
38 free_string(animations[i].name); 33 {
34 animations[i].name = 0;
39 free(animations[i].faces); 35 free (animations[i].faces);
40 } 36 }
41 free(animations);
42}
43 37
38 animations.clear ();
39}
40
41void
44void init_anim(void) { 42init_anim (void)
43{
44 char
45 char buf[MAX_BUF]; 45 buf[MAX_BUF];
46 FILE *fp; 46 FILE *
47 static int anim_init=0; 47 fp;
48 static int
49 anim_init = 0;
50 int
48 int num_frames=0,faces[MAX_ANIMATIONS],i; 51 num_frames = 0, faces[MAX_ANIMATIONS], i;
49 52
50 if (anim_init) return; 53 if (anim_init)
51 animations_allocated=9; 54 return;
52 num_animations=0; 55 num_animations = 0;
53 /* Make a default. New animations start at one, so if something 56 /* Make a default. New animations start at one, so if something
54 * thinks it is animated but hasn't set the animation_id properly, 57 * thinks it is animated but hasn't set the animation_id properly,
55 * it will have a default value that should be pretty obvious. 58 * it will have a default value that should be pretty obvious.
56 */ 59 */
57 animations = (Animations *) malloc(10*sizeof(Animations));
58 /* set the name so we don't try to dereferance null. 60 /* set the name so we don't try to dereferance null.
59 * Put # at start so it will be first in alphabetical 61 * Put # at start so it will be first in alphabetical
60 * order. 62 * order.
61 */ 63 */
62 animations[0].name=add_string("###none"); 64 {
65 Animations anim0;
66
67 anim0.name = "###none";
63 animations[0].num_animations=1; 68 anim0.num_animations = 1;
64 animations[0].faces = (Fontindex *) malloc(sizeof(Fontindex)); 69 anim0.faces = (uint16 *)malloc (sizeof (uint16));
65 animations[0].faces[0]=0; 70 anim0.faces[0] = 0;
66 animations[0].facings=0; 71 anim0.facings = 0;
67 72
73 animations.push_back (anim0);
74 }
75
68 sprintf(buf,"%s/animations", settings.datadir); 76 sprintf (buf, "%s/animations", settings.datadir);
69 LOG(llevDebug,"Reading animations from %s...", buf); 77 LOG (llevDebug, "Reading animations from %s...\n", buf);
70 if ((fp=fopen(buf,"r")) ==NULL) { 78 if ((fp = fopen (buf, "r")) == NULL)
79 {
71 LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror_local(errno)); 80 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
72 exit(-1); 81 exit (-1);
73 }
74 while (fgets(buf, MAX_BUF-1, fp)!=NULL) {
75 if (*buf=='#') continue;
76 /* Kill the newline */
77 buf[strlen(buf)-1] = '\0';
78 if (!strncmp(buf,"anim ", 5)) {
79 if (num_frames) {
80 LOG(llevError,"Didn't get a mina before %s\n", buf);
81 num_frames=0;
82 } 82 }
83 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
84 {
85 if (*buf == '#')
86 continue;
87 /* Kill the newline */
88 buf[strlen (buf) - 1] = '\0';
89 if (!strncmp (buf, "anim ", 5))
90 {
91 if (num_frames)
92 {
93 LOG (llevError, "Didn't get a mina before %s\n", buf);
94 num_frames = 0;
95 }
83 num_animations++; 96 num_animations++;
84 if (num_animations==animations_allocated) { 97
85 animations= (Animations *) realloc(animations, sizeof(Animations)*(animations_allocated+10)); 98 Animations anim;
86 animations_allocated+=10; 99
87 } 100 anim.name = buf + 5;
88 animations[num_animations].name = add_string(buf+5); 101 anim.num = num_animations; /* for bsearch */
89 animations[num_animations].num = num_animations; /* for bsearch */ 102 anim.facings = 1;
90 animations[num_animations].facings = 1; 103 animations.push_back (anim);
91 } 104 }
92 else if (!strncmp(buf,"mina",4)) { 105 else if (!strncmp (buf, "mina", 4))
106 {
93 animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); 107 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
94 for (i=0; i<num_frames; i++) 108 for (i = 0; i < num_frames; i++)
95 animations[num_animations].faces[i]=faces[i]; 109 animations[num_animations].faces[i] = faces[i];
96 animations[num_animations].num_animations = num_frames; 110 animations[num_animations].num_animations = num_frames;
97 if (num_frames % animations[num_animations].facings) { 111 if (num_frames % animations[num_animations].facings)
112 {
98 LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", 113 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
99 animations[num_animations].name, num_frames, animations[num_animations].facings); 114 &animations[num_animations].name, num_frames, animations[num_animations].facings);
100 } 115 }
101 num_frames=0; 116 num_frames = 0;
102 } 117 }
103 else if (!strncmp(buf,"facings",7)) { 118 else if (!strncmp (buf, "facings", 7))
119 {
104 if (!(animations[num_animations].facings = atoi(buf+7))) { 120 if (!(animations[num_animations].facings = atoi (buf + 7)))
105 LOG(llevDebug,"Animation %s has 0 facings, line=%s\n", 121 {
106 animations[num_animations].name, buf); 122 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
107 animations[num_animations].facings=1; 123 animations[num_animations].facings = 1;
108 } 124 }
109 125
110 } else { 126 }
127 else
128 {
111 if (!(faces[num_frames++] = FindFace(buf,0))) 129 if (!(faces[num_frames++] = FindFace (buf, 0)))
112 LOG(llevDebug,"Could not find face %s for animation %s\n", 130 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
113 buf, animations[num_animations].name); 131 }
114 }
115 } 132 }
116 fclose(fp); 133 fclose (fp);
117 LOG(llevDebug,"done. got (%d)\n", num_animations); 134 LOG (llevDebug, "done. got (%d)\n", num_animations);
118} 135}
119 136
137static int
120static int anim_compare(const Animations *a, const Animations *b) { 138anim_compare (const Animations * a, const Animations * b)
139{
121 return strcmp(a->name, b->name); 140 return strcmp (a->name, b->name);
122} 141}
123 142
124/* Tries to find the animation id that matches name. Returns an integer match 143/* Tries to find the animation id that matches name. Returns an integer match
125 * 0 if no match found (animation 0 is initialized as the 'bug' face 144 * 0 if no match found (animation 0 is initialised as the 'bug' face
126 */ 145 */
146int
127int find_animation(const char *name) 147find_animation (const char *name)
128{ 148{
129 Animations search, *match; 149 Animations
150 search, *
151 match;
130 152
131 search.name = name; 153 search.name = name;
132 154
133 match = (Animations*)bsearch(&search, animations, (num_animations+1), 155 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
134 sizeof(Animations), (int (*)(const void*, const void*))anim_compare); 156 sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
135 157
136 158
159 if (match)
137 if (match) return match->num; 160 return match->num;
138 LOG(llevError,"Unable to find animation %s\n", name); 161 LOG (llevError, "Unable to find animation %s\n", name);
139 return 0; 162 return 0;
140} 163}
141 164
142/* 165/*
143 * animate_object(object) updates the face-variable of an object. 166 * animate_object(object) updates the face-variable of an object.
144 * If the object is the head of a multi-object, all objects are animated. 167 * If the object is the head of a multi-object, all objects are animated.
147 * op->direction, but in some cases, op->facing is used instead - the 170 * op->direction, but in some cases, op->facing is used instead - the
148 * caller has a better idea which one it really wants to be using, 171 * caller has a better idea which one it really wants to be using,
149 * so let it pass along the right one. 172 * so let it pass along the right one.
150 */ 173 */
151 174
175void
152void animate_object(object *op, int dir) { 176animate_object (object *op, int dir)
177{
153 int max_state; /* Max animation state object should be drawn in */ 178 int max_state; /* Max animation state object should be drawn in */
154 int base_state; /* starting index # to draw from */ 179 int base_state; /* starting index # to draw from */
155 180
156 if(!op->animation_id || !NUM_ANIMATIONS(op)) { 181 if (!op->animation_id || !NUM_ANIMATIONS (op))
157 LOG(llevError,"Object lacks animation.\n");
158 dump_object(op);
159 return;
160 } 182 {
183 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
184 return;
185 }
186
161 if (op->head) { 187 if (op->head)
188 {
162 dir=op->head->direction; 189 dir = op->head->direction;
163 190
164 if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) 191 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
165 op->state = op->head->state; 192 op->state = op->head->state;
166 else 193 else
167 ++op->state; 194 ++op->state;
168 } 195 }
169 else { 196 else
170 ++op->state; /* increase draw state */ 197 ++op->state; /* increase draw state */
171 }
172 198
173 /* If object is turning, then max animation state is half through the 199 /* If object is turning, then max animation state is half through the
174 * animations. Otherwise, we can use all the animations. 200 * animations. Otherwise, we can use all the animations.
175 */ 201 */
176 max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op); 202 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
177 base_state=0; 203 base_state = 0;
178 /* at least in the older aniamtions that used is_turning, the first half 204 /* at least in the older aniamtions that used is_turning, the first half
179 * of the animations were left facing, the second half right facing. 205 * of the animations were left facing, the second half right facing.
180 * Note in old the is_turning, it was set so that the animation for a monster 206 * Note in old the is_turning, it was set so that the animation for a monster
181 * was always towards the enemy - now it is whatever direction the monster 207 * was always towards the enemy - now it is whatever direction the monster
182 * is facing. 208 * is facing.
183 */ 209 */
210
184 if (NUM_FACINGS(op)==2) { 211 if (NUM_FACINGS (op) == 2)
185 if (dir<5) base_state=0;
186 else base_state=NUM_ANIMATIONS(op)/2;
187 } 212 {
213 if (dir < 5)
214 base_state = 0;
215 else
216 base_state = NUM_ANIMATIONS (op) / 2;
217 }
188 else if (NUM_FACINGS(op)==4) { 218 else if (NUM_FACINGS (op) == 4)
189 if (dir==0) base_state=0; 219 {
220 if (dir == 0)
221 base_state = 0;
222 else
190 else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); 223 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
191 } 224 }
192 else if (NUM_FACINGS(op)==8) { 225 else if (NUM_FACINGS (op) == 8)
193 if (dir==0) base_state=0; 226 {
227 if (dir == 0)
228 base_state = 0;
229 else
194 else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); 230 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
195 } 231 }
196 232
197 /* If beyond drawable states, reset */ 233 /* If beyond drawable states, reset */
198 if (op->state>=max_state) op->state=0; 234 if (op->state >= max_state)
235 op->state = 0;
199 236
200 SET_ANIMATION(op, op->state + base_state); 237 SET_ANIMATION (op, op->state + base_state);
201 238
202 if(op->face==blank_face) 239 if (op->face == blank_face)
203 op->invisible=1; 240 op->invisible = 1;
204 241
205 /* This block covers monsters (eg, pixies) which are supposed to 242 /* This block covers monsters (eg, pixies) which are supposed to
206 * cycle from visible to invisible and back to being visible. 243 * cycle from visible to invisible and back to being visible.
207 * as such, disable it for players, as then players would become 244 * as such, disable it for players, as then players would become
208 * visible. 245 * visible.
209 */ 246 */
210 else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { 247 else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE))
248 {
211 if(op->face->number==0) { 249 if (op->face->number == 0)
250 {
212 op->invisible=1; 251 op->invisible = 1;
213 CLEAR_FLAG(op, FLAG_ALIVE); 252 CLEAR_FLAG (op, FLAG_ALIVE);
214 } else { 253 }
254 else
255 {
215 op->invisible=0; 256 op->invisible = 0;
216 SET_FLAG(op, FLAG_ALIVE); 257 SET_FLAG (op, FLAG_ALIVE);
217 } 258 }
218 } 259 }
219 260
220 if(op->more) 261 if (op->more)
221 animate_object(op->more, dir); 262 animate_object (op->more, dir);
222 263
223 /* update_object will also recursively update all the pieces. 264 /* update_object will also recursively update all the pieces.
224 * as such, we call it last, and only call it for the head 265 * as such, we call it last, and only call it for the head
225 * piece, and not for the other tail pieces. 266 * piece, and not for the other tail pieces.
226 */ 267 */
227 if (!op->head) 268 if (!op->head)
228 update_object(op, UP_OBJ_FACE); 269 update_object (op, UP_OBJ_FACE);
229} 270}
230

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines