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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.10 by root, Thu Sep 14 22:33:58 2006 UTC vs.
Revision 1.34 by root, Sun Nov 29 10:55:18 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
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>
28 29
30static animhash_t animhash;
29std::vector<Animations> animations; 31std::vector<animation> animations;
30 32
31void 33void
32free_all_anim (void) 34animation::resize (int new_size)
33{ 35{
34 for (int i = 0; i <= num_animations; i++) 36 sfree<faceidx> (faces, num_animations);
35 { 37 num_animations = new_size;
36 animations[i].name = 0; 38 faces = salloc<faceidx> (num_animations);
37 free (animations[i].faces); 39}
38 }
39 40
40 animations.clear (); 41animation &
42animation::create (const char *name, uint8 frames, uint8 facings)
43{
44 if (animations.size () == MAXANIMNUM)
45 cleanup ("trying to create new animation, but MAXANIMNUM animations in use.");
46
47 animations.push_back (animation ());
48 animation &anim = animations.back ();
49
50 anim.number = animations.size () - 1;
51 anim.name = name;
52 anim.num_animations = frames;
53 anim.facings = facings;
54 anim.faces = salloc<faceidx> (frames);
55
56 animhash.insert (std::make_pair (anim.name, anim.number));
57
58 return anim;
59}
60
61animation &
62animation::find (const char *name)
63{
64 if (!name)
65 return animations [0];
66
67 animhash_t::iterator i = animhash.find (name);
68 return animations [i == animhash.end () ? 0 : i->second];
41} 69}
42 70
43void 71void
44init_anim (void) 72init_anim ()
45{ 73{
46 char 74 animation &anim0 = animation::create ("none", 1, 0);
47 buf[MAX_BUF];
48 FILE *
49 fp;
50 static int
51 anim_init = 0;
52 int
53 num_frames = 0, faces[MAX_ANIMATIONS], i;
54
55 if (anim_init)
56 return;
57 num_animations = 0;
58 /* Make a default. New animations start at one, so if something
59 * thinks it is animated but hasn't set the animation_id properly,
60 * it will have a default value that should be pretty obvious.
61 */
62 /* set the name so we don't try to dereferance null.
63 * Put # at start so it will be first in alphabetical
64 * order.
65 */
66 {
67 Animations anim0;
68
69 anim0.name = "###none";
70 anim0.num_animations = 1;
71 anim0.faces = (Fontindex *) malloc (sizeof (Fontindex));
72 anim0.faces[0] = 0; 75 anim0.faces [0] = 0;
73 anim0.facings = 0;
74
75 animations.push_back (anim0);
76 }
77
78 sprintf (buf, "%s/animations", settings.datadir);
79 LOG (llevDebug, "Reading animations from %s...", buf);
80 if ((fp = fopen (buf, "r")) == NULL)
81 {
82 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
83 exit (-1);
84 }
85 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
86 {
87 if (*buf == '#')
88 continue;
89 /* Kill the newline */
90 buf[strlen (buf) - 1] = '\0';
91 if (!strncmp (buf, "anim ", 5))
92 {
93 if (num_frames)
94 {
95 LOG (llevError, "Didn't get a mina before %s\n", buf);
96 num_frames = 0;
97 }
98 num_animations++;
99
100 Animations anim;
101
102 anim.name = buf + 5;
103 anim.num = num_animations; /* for bsearch */
104 anim.facings = 1;
105 animations.push_back (anim);
106 }
107 else if (!strncmp (buf, "mina", 4))
108 {
109 animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames);
110 for (i = 0; i < num_frames; i++)
111 animations[num_animations].faces[i] = faces[i];
112 animations[num_animations].num_animations = num_frames;
113 if (num_frames % animations[num_animations].facings)
114 {
115 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
116 &animations[num_animations].name, num_frames, animations[num_animations].facings);
117 }
118 num_frames = 0;
119 }
120 else if (!strncmp (buf, "facings", 7))
121 {
122 if (!(animations[num_animations].facings = atoi (buf + 7)))
123 {
124 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
125 animations[num_animations].facings = 1;
126 }
127
128 }
129 else
130 {
131 if (!(faces[num_frames++] = FindFace (buf, 0)))
132 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
133 }
134 }
135 fclose (fp);
136 LOG (llevDebug, "done. got (%d)\n", num_animations);
137}
138
139static int
140anim_compare (const Animations * a, const Animations * b)
141{
142 return strcmp (a->name, b->name);
143} 76}
144 77
145/* Tries to find the animation id that matches name. Returns an integer match 78/* Tries to find the animation id that matches name. Returns an integer match
146 * 0 if no match found (animation 0 is initialized as the 'bug' face 79 * 0 if no match found (animation 0 is initialised as the 'bug' face
147 */ 80 */
81//TODO: nuke this function and replace all occurences by animations::find
148int 82int
149find_animation (const char *name) 83find_animation (const char *name)
150{ 84{
151 Animations 85 return animation::find (name).number;
152 search, *
153 match;
154
155 search.name = name;
156
157 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
158 sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
159
160
161 if (match)
162 return match->num;
163 LOG (llevError, "Unable to find animation %s\n", name);
164 return 0;
165} 86}
166 87
167/* 88/*
168 * animate_object(object) updates the face-variable of an object. 89 * animate_object(object) updates the face-variable of an object.
169 * If the object is the head of a multi-object, all objects are animated. 90 * If the object is the head of a multi-object, all objects are animated.
171 * dir is the direction the object is facing. This is generally same as 92 * dir is the direction the object is facing. This is generally same as
172 * op->direction, but in some cases, op->facing is used instead - the 93 * op->direction, but in some cases, op->facing is used instead - the
173 * caller has a better idea which one it really wants to be using, 94 * caller has a better idea which one it really wants to be using,
174 * so let it pass along the right one. 95 * so let it pass along the right one.
175 */ 96 */
176
177void 97void
178animate_object (object *op, int dir) 98animate_object (object *op, int dir)
179{ 99{
180 int
181 max_state; /* Max animation state object should be drawn in */ 100 int max_state; /* Max animation state object should be drawn in */
182 int
183 base_state; /* starting index # to draw from */ 101 int base_state; /* starting index # to draw from */
184 102
185 if (!op->animation_id || !NUM_ANIMATIONS (op)) 103 if (!op->animation_id || !NUM_ANIMATIONS (op))
186 { 104 {
187 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); 105 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
106 CLEAR_FLAG (op, FLAG_ANIMATE);
188 return; 107 return;
189 } 108 }
190 109
191 if (op->head) 110 if (op->head_ () != op)
192 { 111 {
193 dir = op->head->direction; 112 dir = op->head->direction;
194 113
195 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) 114 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
196 op->state = op->head->state; 115 op->state = op->head->state;
203 /* If object is turning, then max animation state is half through the 122 /* If object is turning, then max animation state is half through the
204 * animations. Otherwise, we can use all the animations. 123 * animations. Otherwise, we can use all the animations.
205 */ 124 */
206 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); 125 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
207 base_state = 0; 126 base_state = 0;
208 /* at least in the older aniamtions that used is_turning, the first half 127 /* at least in the older animations that used is_turning, the first half
209 * of the animations were left facing, the second half right facing. 128 * of the animations were left facing, the second half right facing.
210 * Note in old the is_turning, it was set so that the animation for a monster 129 * Note in old the is_turning, it was set so that the animation for a monster
211 * was always towards the enemy - now it is whatever direction the monster 130 * was always towards the enemy - now it is whatever direction the monster
212 * is facing. 131 * is facing.
213 */ 132 */
214 133
134 if (dir > 0)
215 if (NUM_FACINGS (op) == 2) 135 switch (NUM_FACINGS (op))
216 { 136 {
217 if (dir < 5) 137 case 2: base_state = ((dir - 1) / (8 / 2)) * (NUM_ANIMATIONS (op) / 2); break;
138 case 4: base_state = ((dir - 1) / (8 / 4)) * (NUM_ANIMATIONS (op) / 4); break;
139 case 8: base_state = ((dir - 1) / (8 / 8)) * (NUM_ANIMATIONS (op) / 8); break;
140 }
141 else
218 base_state = 0; 142 base_state = 0;
219 else
220 base_state = NUM_ANIMATIONS (op) / 2;
221 }
222 else if (NUM_FACINGS (op) == 4)
223 {
224 if (dir == 0)
225 base_state = 0;
226 else
227 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
228 }
229 else if (NUM_FACINGS (op) == 8)
230 {
231 if (dir == 0)
232 base_state = 0;
233 else
234 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
235 }
236 143
237 /* If beyond drawable states, reset */ 144 /* If beyond drawable states, reset */
238 if (op->state >= max_state) 145 if (op->state >= max_state)
239 op->state = 0; 146 op->state = 0;
240 147
246 /* This block covers monsters (eg, pixies) which are supposed to 153 /* This block covers monsters (eg, pixies) which are supposed to
247 * cycle from visible to invisible and back to being visible. 154 * cycle from visible to invisible and back to being visible.
248 * as such, disable it for players, as then players would become 155 * as such, disable it for players, as then players would become
249 * visible. 156 * visible.
250 */ 157 */
251 else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE)) 158 else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE])
252 { 159 {
253 if (op->face->number == 0) 160 if (op->face == 0)
254 { 161 {
255 op->invisible = 1; 162 op->invisible = 1;
256 CLEAR_FLAG (op, FLAG_ALIVE); 163 CLEAR_FLAG (op, FLAG_ALIVE);
257 } 164 }
258 else 165 else
267 174
268 /* update_object will also recursively update all the pieces. 175 /* update_object will also recursively update all the pieces.
269 * as such, we call it last, and only call it for the head 176 * as such, we call it last, and only call it for the head
270 * piece, and not for the other tail pieces. 177 * piece, and not for the other tail pieces.
271 */ 178 */
272 if (!op->head) 179 if (op->head_ () == op)
273 update_object (op, UP_OBJ_FACE); 180 update_object (op, UP_OBJ_FACE);
274} 181}
182

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