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/cvs/deliantra/server/common/anim.C
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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.2 by root, Tue Aug 29 08:01:35 2006 UTC

1/* 1/*
2 * static char *rcsid_anim_c = 2 * static char *rcsid_anim_c =
3 * "$Id: anim.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; 3 * "$Id: anim.C,v 1.2 2006/08/29 08:01:35 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
33 33
34void free_all_anim(void) { 34void free_all_anim(void) {
35 int i; 35 int i;
36 36
37 for (i=0; i<=num_animations; i++) { 37 for (i=0; i<=num_animations; i++) {
38 free_string(animations[i].name); 38 free_string(animations[i].name);
39 free(animations[i].faces); 39 free(animations[i].faces);
40 } 40 }
41 free(animations); 41 free(animations);
42} 42}
43 43
44void init_anim(void) { 44void init_anim(void) {
66 animations[0].facings=0; 66 animations[0].facings=0;
67 67
68 sprintf(buf,"%s/animations", settings.datadir); 68 sprintf(buf,"%s/animations", settings.datadir);
69 LOG(llevDebug,"Reading animations from %s...", buf); 69 LOG(llevDebug,"Reading animations from %s...", buf);
70 if ((fp=fopen(buf,"r")) ==NULL) { 70 if ((fp=fopen(buf,"r")) ==NULL) {
71 LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror_local(errno)); 71 LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror_local(errno));
72 exit(-1); 72 exit(-1);
73 } 73 }
74 while (fgets(buf, MAX_BUF-1, fp)!=NULL) { 74 while (fgets(buf, MAX_BUF-1, fp)!=NULL) {
75 if (*buf=='#') continue; 75 if (*buf=='#') continue;
76 /* Kill the newline */ 76 /* Kill the newline */
77 buf[strlen(buf)-1] = '\0'; 77 buf[strlen(buf)-1] = '\0';
78 if (!strncmp(buf,"anim ", 5)) { 78 if (!strncmp(buf,"anim ", 5)) {
79 if (num_frames) { 79 if (num_frames) {
80 LOG(llevError,"Didn't get a mina before %s\n", buf); 80 LOG(llevError,"Didn't get a mina before %s\n", buf);
81 num_frames=0; 81 num_frames=0;
82 } 82 }
83 num_animations++; 83 num_animations++;
84 if (num_animations==animations_allocated) { 84 if (num_animations==animations_allocated) {
85 animations= (Animations *) realloc(animations, sizeof(Animations)*(animations_allocated+10)); 85 animations= (Animations *) realloc(animations, sizeof(Animations)*(animations_allocated+10));
86 animations_allocated+=10; 86 animations_allocated+=10;
87 } 87 }
88 animations[num_animations].name = add_string(buf+5); 88 animations[num_animations].name = add_string(buf+5);
89 animations[num_animations].num = num_animations; /* for bsearch */ 89 animations[num_animations].num = num_animations; /* for bsearch */
90 animations[num_animations].facings = 1; 90 animations[num_animations].facings = 1;
91 } 91 }
92 else if (!strncmp(buf,"mina",4)) { 92 else if (!strncmp(buf,"mina",4)) {
93 animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); 93 animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames);
94 for (i=0; i<num_frames; i++) 94 for (i=0; i<num_frames; i++)
95 animations[num_animations].faces[i]=faces[i]; 95 animations[num_animations].faces[i]=faces[i];
96 animations[num_animations].num_animations = num_frames; 96 animations[num_animations].num_animations = num_frames;
97 if (num_frames % animations[num_animations].facings) { 97 if (num_frames % animations[num_animations].facings) {
98 LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", 98 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); 99 animations[num_animations].name, num_frames, animations[num_animations].facings);
100 } 100 }
101 num_frames=0; 101 num_frames=0;
102 } 102 }
103 else if (!strncmp(buf,"facings",7)) { 103 else if (!strncmp(buf,"facings",7)) {
104 if (!(animations[num_animations].facings = atoi(buf+7))) { 104 if (!(animations[num_animations].facings = atoi(buf+7))) {
105 LOG(llevDebug,"Animation %s has 0 facings, line=%s\n", 105 LOG(llevDebug,"Animation %s has 0 facings, line=%s\n",
106 animations[num_animations].name, buf); 106 animations[num_animations].name, buf);
107 animations[num_animations].facings=1; 107 animations[num_animations].facings=1;
108 } 108 }
109 109
110 } else { 110 } else {
111 if (!(faces[num_frames++] = FindFace(buf,0))) 111 if (!(faces[num_frames++] = FindFace(buf,0)))
112 LOG(llevDebug,"Could not find face %s for animation %s\n", 112 LOG(llevDebug,"Could not find face %s for animation %s\n",
113 buf, animations[num_animations].name); 113 buf, animations[num_animations].name);
114 } 114 }
115 } 115 }
116 fclose(fp); 116 fclose(fp);
117 LOG(llevDebug,"done. got (%d)\n", num_animations); 117 LOG(llevDebug,"done. got (%d)\n", num_animations);
118} 118}
119 119
129 Animations search, *match; 129 Animations search, *match;
130 130
131 search.name = name; 131 search.name = name;
132 132
133 match = (Animations*)bsearch(&search, animations, (num_animations+1), 133 match = (Animations*)bsearch(&search, animations, (num_animations+1),
134 sizeof(Animations), (int (*)(const void*, const void*))anim_compare); 134 sizeof(Animations), (int (*)(const void*, const void*))anim_compare);
135 135
136 136
137 if (match) return match->num; 137 if (match) return match->num;
138 LOG(llevError,"Unable to find animation %s\n", name); 138 LOG(llevError,"Unable to find animation %s\n", name);
139 return 0; 139 return 0;
152void animate_object(object *op, int dir) { 152void animate_object(object *op, int dir) {
153 int max_state; /* Max animation state object should be drawn in */ 153 int max_state; /* Max animation state object should be drawn in */
154 int base_state; /* starting index # to draw from */ 154 int base_state; /* starting index # to draw from */
155 155
156 if(!op->animation_id || !NUM_ANIMATIONS(op)) { 156 if(!op->animation_id || !NUM_ANIMATIONS(op)) {
157 LOG(llevError,"Object lacks animation.\n"); 157 LOG(llevError,"Object lacks animation.\n");
158 dump_object(op); 158 dump_object(op);
159 return; 159 return;
160 } 160 }
161 if (op->head) { 161 if (op->head) {
162 dir=op->head->direction; 162 dir=op->head->direction;
163 163
164 if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) 164 if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head))
165 op->state = op->head->state; 165 op->state = op->head->state;
166 else 166 else
167 ++op->state; 167 ++op->state;
168 } 168 }
169 else { 169 else {
170 ++op->state; /* increase draw state */ 170 ++op->state; /* increase draw state */
171 } 171 }
172 172
173 /* If object is turning, then max animation state is half through the 173 /* If object is turning, then max animation state is half through the
174 * animations. Otherwise, we can use all the animations. 174 * animations. Otherwise, we can use all the animations.
175 */ 175 */
180 * Note in old the is_turning, it was set so that the animation for a monster 180 * 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 181 * was always towards the enemy - now it is whatever direction the monster
182 * is facing. 182 * is facing.
183 */ 183 */
184 if (NUM_FACINGS(op)==2) { 184 if (NUM_FACINGS(op)==2) {
185 if (dir<5) base_state=0; 185 if (dir<5) base_state=0;
186 else base_state=NUM_ANIMATIONS(op)/2; 186 else base_state=NUM_ANIMATIONS(op)/2;
187 } 187 }
188 else if (NUM_FACINGS(op)==4) { 188 else if (NUM_FACINGS(op)==4) {
189 if (dir==0) base_state=0; 189 if (dir==0) base_state=0;
190 else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); 190 else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4);
191 } 191 }
192 else if (NUM_FACINGS(op)==8) { 192 else if (NUM_FACINGS(op)==8) {
193 if (dir==0) base_state=0; 193 if (dir==0) base_state=0;
194 else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); 194 else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8);
195 } 195 }
196 196
197 /* If beyond drawable states, reset */ 197 /* If beyond drawable states, reset */
198 if (op->state>=max_state) op->state=0; 198 if (op->state>=max_state) op->state=0;
199 199
200 SET_ANIMATION(op, op->state + base_state); 200 SET_ANIMATION(op, op->state + base_state);
201 201
202 if(op->face==blank_face) 202 if(op->face==blank_face)
203 op->invisible=1; 203 op->invisible=1;
204 204
205 /* This block covers monsters (eg, pixies) which are supposed to 205 /* This block covers monsters (eg, pixies) which are supposed to
206 * cycle from visible to invisible and back to being visible. 206 * cycle from visible to invisible and back to being visible.
207 * as such, disable it for players, as then players would become 207 * as such, disable it for players, as then players would become
208 * visible. 208 * visible.
209 */ 209 */
210 else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { 210 else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) {
211 if(op->face->number==0) { 211 if(op->face->number==0) {
212 op->invisible=1; 212 op->invisible=1;
213 CLEAR_FLAG(op, FLAG_ALIVE); 213 CLEAR_FLAG(op, FLAG_ALIVE);
214 } else { 214 } else {
215 op->invisible=0; 215 op->invisible=0;
216 SET_FLAG(op, FLAG_ALIVE); 216 SET_FLAG(op, FLAG_ALIVE);
217 } 217 }
218 } 218 }
219 219
220 if(op->more) 220 if(op->more)
221 animate_object(op->more, dir); 221 animate_object(op->more, dir);
222 222
223 /* update_object will also recursively update all the pieces. 223 /* update_object will also recursively update all the pieces.
224 * as such, we call it last, and only call it for the head 224 * as such, we call it last, and only call it for the head
225 * piece, and not for the other tail pieces. 225 * piece, and not for the other tail pieces.
226 */ 226 */
227 if (!op->head) 227 if (!op->head)
228 update_object(op, UP_OBJ_FACE); 228 update_object(op, UP_OBJ_FACE);
229} 229}
230 230

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