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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 1.27 by root, Sun Jul 1 05:00:17 2007 UTC

1/* 1/*
2 * static char *rcsid_anim_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: anim.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
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
34void free_all_anim(void) { 29animhash_t animhash;
35 int i; 30std::vector<animation> animations;
36 31
37 for (i=0; i<=num_animations; i++) { 32void
38 free_string(animations[i].name); 33animation::resize (int new_size)
39 free(animations[i].faces); 34{
40 } 35 sfree <faceidx> (faces, num_animations);
41 free(animations); 36 num_animations = new_size;
37 faces = salloc<faceidx> (num_animations);
42} 38}
43 39
44void init_anim(void) { 40animation &
45 char buf[MAX_BUF]; 41animation::create (const char *name, uint8 frames, uint8 facings)
46 FILE *fp; 42{
47 static int anim_init=0; 43 if (animations.size () == MAXANIMNUM)
48 int num_frames=0,faces[MAX_ANIMATIONS],i; 44 cleanup ("trying to create new animation, but MAXANIMNUM animations in use.");
49 45
50 if (anim_init) return; 46 animations.push_back (animation ());
51 animations_allocated=9; 47 animation &anim = animations.back ();
52 num_animations=0;
53 /* Make a default. New animations start at one, so if something
54 * thinks it is animated but hasn't set the animation_id properly,
55 * it will have a default value that should be pretty obvious.
56 */
57 animations = (Animations *) malloc(10*sizeof(Animations));
58 /* set the name so we don't try to dereferance null.
59 * Put # at start so it will be first in alphabetical
60 * order.
61 */
62 animations[0].name=add_string("###none");
63 animations[0].num_animations=1;
64 animations[0].faces = (Fontindex *) malloc(sizeof(Fontindex));
65 animations[0].faces[0]=0;
66 animations[0].facings=0;
67 48
68 sprintf(buf,"%s/animations", settings.datadir); 49 anim.number = animations.size () - 1;
69 LOG(llevDebug,"Reading animations from %s...", buf); 50 anim.name = name;
70 if ((fp=fopen(buf,"r")) ==NULL) { 51 anim.num_animations = frames;
71 LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror_local(errno)); 52 anim.facings = facings;
72 exit(-1); 53 anim.faces = salloc<faceidx> (frames);
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 }
83 num_animations++;
84 if (num_animations==animations_allocated) {
85 animations= (Animations *) realloc(animations, sizeof(Animations)*(animations_allocated+10));
86 animations_allocated+=10;
87 }
88 animations[num_animations].name = add_string(buf+5);
89 animations[num_animations].num = num_animations; /* for bsearch */
90 animations[num_animations].facings = 1;
91 }
92 else if (!strncmp(buf,"mina",4)) {
93 animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames);
94 for (i=0; i<num_frames; i++)
95 animations[num_animations].faces[i]=faces[i];
96 animations[num_animations].num_animations = num_frames;
97 if (num_frames % animations[num_animations].facings) {
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);
100 }
101 num_frames=0;
102 }
103 else if (!strncmp(buf,"facings",7)) {
104 if (!(animations[num_animations].facings = atoi(buf+7))) {
105 LOG(llevDebug,"Animation %s has 0 facings, line=%s\n",
106 animations[num_animations].name, buf);
107 animations[num_animations].facings=1;
108 }
109 54
110 } else { 55 animhash.insert (std::make_pair (anim.name, anim.number));
111 if (!(faces[num_frames++] = FindFace(buf,0))) 56
112 LOG(llevDebug,"Could not find face %s for animation %s\n", 57 return anim;
113 buf, animations[num_animations].name);
114 }
115 }
116 fclose(fp);
117 LOG(llevDebug,"done. got (%d)\n", num_animations);
118} 58}
119 59
120static int anim_compare(const Animations *a, const Animations *b) { 60animation &
121 return strcmp(a->name, b->name); 61animation::find (const char *name)
62{
63 if (!name)
64 return animations [0];
65
66 animhash_t::iterator i = animhash.find (name);
67 return animations [i == animhash.end () ? 0 : i->second];
68}
69
70void
71init_anim (void)
72{
73 animation &anim0 = animation::create ("none", 1, 0);
74 anim0.faces [0] = 0;
122} 75}
123 76
124/* Tries to find the animation id that matches name. Returns an integer match 77/* 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 78 * 0 if no match found (animation 0 is initialised as the 'bug' face
126 */ 79 */
80//TODO: nuke this function and replace all occurences by animations::find
81int
127int find_animation(const char *name) 82find_animation (const char *name)
128{ 83{
129 Animations search, *match; 84 return animation::find (name).number;
130
131 search.name = name;
132
133 match = (Animations*)bsearch(&search, animations, (num_animations+1),
134 sizeof(Animations), (int (*)(const void*, const void*))anim_compare);
135
136
137 if (match) return match->num;
138 LOG(llevError,"Unable to find animation %s\n", name);
139 return 0;
140} 85}
141 86
142/* 87/*
143 * animate_object(object) updates the face-variable of an object. 88 * 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. 89 * If the object is the head of a multi-object, all objects are animated.
146 * dir is the direction the object is facing. This is generally same as 91 * dir is the direction the object is facing. This is generally same as
147 * op->direction, but in some cases, op->facing is used instead - the 92 * 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, 93 * caller has a better idea which one it really wants to be using,
149 * so let it pass along the right one. 94 * so let it pass along the right one.
150 */ 95 */
96void
97animate_object (object *op, int dir)
98{
99 int max_state; /* Max animation state object should be drawn in */
100 int base_state; /* starting index # to draw from */
151 101
152void animate_object(object *op, int dir) {
153 int max_state; /* Max animation state object should be drawn in */
154 int base_state; /* starting index # to draw from */
155
156 if(!op->animation_id || !NUM_ANIMATIONS(op)) { 102 if (!op->animation_id || !NUM_ANIMATIONS (op))
157 LOG(llevError,"Object lacks animation.\n");
158 dump_object(op);
159 return;
160 } 103 {
161 if (op->head) { 104 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
162 dir=op->head->direction; 105 CLEAR_FLAG (op, FLAG_ANIMATE);
163 106 return;
164 if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head))
165 op->state = op->head->state;
166 else
167 ++op->state;
168 }
169 else {
170 ++op->state; /* increase draw state */
171 } 107 }
172 108
173 /* If object is turning, then max animation state is half through the 109 if (op->head_ () != op)
174 * animations. Otherwise, we can use all the animations. 110 {
175 */ 111 dir = op->head->direction;
176 max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op); 112
177 base_state=0; 113 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
178 /* at least in the older aniamtions that used is_turning, the first half 114 op->state = op->head->state;
179 * of the animations were left facing, the second half right facing. 115 else
180 * Note in old the is_turning, it was set so that the animation for a monster 116 ++op->state;
181 * was always towards the enemy - now it is whatever direction the monster
182 * is facing.
183 */
184 if (NUM_FACINGS(op)==2) {
185 if (dir<5) base_state=0;
186 else base_state=NUM_ANIMATIONS(op)/2;
187 } 117 }
118 else
119 ++op->state; /* increase draw state */
120
121 /* If object is turning, then max animation state is half through the
122 * animations. Otherwise, we can use all the animations.
123 */
124 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
125 base_state = 0;
126 /* at least in the older animations that used is_turning, the first half
127 * of the animations were left facing, the second half right facing.
128 * Note in old the is_turning, it was set so that the animation for a monster
129 * was always towards the enemy - now it is whatever direction the monster
130 * is facing.
131 */
132
188 else if (NUM_FACINGS(op)==4) { 133 if (NUM_FACINGS (op) == 2)
189 if (dir==0) base_state=0; 134 {
190 else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); 135 if (dir < 5)
136 base_state = 0;
137 else
138 base_state = NUM_ANIMATIONS (op) / 2;
191 } 139 }
140 else if (NUM_FACINGS (op) == 4)
141 {
142 if (dir == 0)
143 base_state = 0;
144 else
145 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
146 }
192 else if (NUM_FACINGS(op)==8) { 147 else if (NUM_FACINGS (op) == 8)
193 if (dir==0) base_state=0; 148 {
149 if (dir == 0)
150 base_state = 0;
151 else
194 else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); 152 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
195 } 153 }
196 154
197 /* If beyond drawable states, reset */ 155 /* If beyond drawable states, reset */
198 if (op->state>=max_state) op->state=0; 156 if (op->state >= max_state)
157 op->state = 0;
199 158
200 SET_ANIMATION(op, op->state + base_state); 159 SET_ANIMATION (op, op->state + base_state);
201 160
202 if(op->face==blank_face) 161 if (op->face == blank_face)
203 op->invisible=1; 162 op->invisible = 1;
204 163
205 /* This block covers monsters (eg, pixies) which are supposed to 164 /* This block covers monsters (eg, pixies) which are supposed to
206 * cycle from visible to invisible and back to being visible. 165 * cycle from visible to invisible and back to being visible.
207 * as such, disable it for players, as then players would become 166 * as such, disable it for players, as then players would become
208 * visible. 167 * visible.
209 */ 168 */
210 else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { 169 else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE])
211 if(op->face->number==0) { 170 {
171 if (op->face == 0)
172 {
212 op->invisible=1; 173 op->invisible = 1;
213 CLEAR_FLAG(op, FLAG_ALIVE); 174 CLEAR_FLAG (op, FLAG_ALIVE);
214 } else { 175 }
176 else
177 {
215 op->invisible=0; 178 op->invisible = 0;
216 SET_FLAG(op, FLAG_ALIVE); 179 SET_FLAG (op, FLAG_ALIVE);
217 } 180 }
218 } 181 }
219 182
220 if(op->more) 183 if (op->more)
221 animate_object(op->more, dir); 184 animate_object (op->more, dir);
222 185
223 /* update_object will also recursively update all the pieces. 186 /* update_object will also recursively update all the pieces.
224 * as such, we call it last, and only call it for the head 187 * as such, we call it last, and only call it for the head
225 * piece, and not for the other tail pieces. 188 * piece, and not for the other tail pieces.
226 */ 189 */
227 if (!op->head) 190 if (op->head_ () == op)
228 update_object(op, UP_OBJ_FACE); 191 update_object (op, UP_OBJ_FACE);
229} 192}
230 193

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