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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.4 by root, Sun Sep 3 00:18:39 2006 UTC vs.
Revision 1.10 by root, Thu Sep 14 22:33:58 2006 UTC

1/*
2 * static char *rcsid_anim_c =
3 * "$Id: anim.C,v 1.4 2006/09/03 00:18:39 root 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
34std::vector<Animations> animations; 29std::vector<Animations> animations;
35 30
31void
36void free_all_anim(void) 32free_all_anim (void)
37{ 33{
38 for (int i=0; i<=num_animations; i++) 34 for (int i = 0; i <= num_animations; i++)
39 { 35 {
40 animations[i].name = 0; 36 animations[i].name = 0;
41 free (animations[i].faces); 37 free (animations[i].faces);
42 } 38 }
43 39
44 animations.clear (); 40 animations.clear ();
45} 41}
46 42
43void
47void init_anim(void) { 44init_anim (void)
45{
46 char
48 char buf[MAX_BUF]; 47 buf[MAX_BUF];
49 FILE *fp; 48 FILE *
50 static int anim_init=0; 49 fp;
50 static int
51 anim_init = 0;
52 int
51 int num_frames=0,faces[MAX_ANIMATIONS],i; 53 num_frames = 0, faces[MAX_ANIMATIONS], i;
52 54
53 if (anim_init) return; 55 if (anim_init)
56 return;
54 num_animations=0; 57 num_animations = 0;
55 /* Make a default. New animations start at one, so if something 58 /* Make a default. New animations start at one, so if something
56 * thinks it is animated but hasn't set the animation_id properly, 59 * thinks it is animated but hasn't set the animation_id properly,
57 * it will have a default value that should be pretty obvious. 60 * it will have a default value that should be pretty obvious.
58 */ 61 */
59 /* set the name so we don't try to dereferance null. 62 /* set the name so we don't try to dereferance null.
60 * Put # at start so it will be first in alphabetical 63 * Put # at start so it will be first in alphabetical
61 * order. 64 * order.
62 */ 65 */
66 {
67 Animations anim0;
68
63 animations[0].name = "###none"; 69 anim0.name = "###none";
64 animations[0].num_animations=1; 70 anim0.num_animations = 1;
65 animations[0].faces = (Fontindex *) malloc(sizeof(Fontindex)); 71 anim0.faces = (Fontindex *) malloc (sizeof (Fontindex));
66 animations[0].faces[0]=0; 72 anim0.faces[0] = 0;
67 animations[0].facings=0; 73 anim0.facings = 0;
68 74
75 animations.push_back (anim0);
76 }
77
69 sprintf(buf,"%s/animations", settings.datadir); 78 sprintf (buf, "%s/animations", settings.datadir);
70 LOG(llevDebug,"Reading animations from %s...", buf); 79 LOG (llevDebug, "Reading animations from %s...", buf);
71 if ((fp=fopen(buf,"r")) ==NULL) { 80 if ((fp = fopen (buf, "r")) == NULL)
81 {
72 LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno)); 82 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
73 exit(-1); 83 exit (-1);
74 } 84 }
75 while (fgets(buf, MAX_BUF-1, fp)!=NULL) { 85 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
76 if (*buf=='#') continue; 86 {
87 if (*buf == '#')
88 continue;
77 /* Kill the newline */ 89 /* Kill the newline */
78 buf[strlen(buf)-1] = '\0'; 90 buf[strlen (buf) - 1] = '\0';
79 if (!strncmp(buf,"anim ", 5)) { 91 if (!strncmp (buf, "anim ", 5))
92 {
80 if (num_frames) { 93 if (num_frames)
94 {
81 LOG(llevError,"Didn't get a mina before %s\n", buf); 95 LOG (llevError, "Didn't get a mina before %s\n", buf);
82 num_frames=0; 96 num_frames = 0;
83 } 97 }
84 num_animations++; 98 num_animations++;
85 99
86 animations.resize (num_animations + 1); 100 Animations anim;
87 animations[num_animations].name = buf + 5; 101
102 anim.name = buf + 5;
88 animations[num_animations].num = num_animations; /* for bsearch */ 103 anim.num = num_animations; /* for bsearch */
89 animations[num_animations].facings = 1; 104 anim.facings = 1;
105 animations.push_back (anim);
90 } 106 }
91 else if (!strncmp(buf,"mina",4)) { 107 else if (!strncmp (buf, "mina", 4))
108 {
92 animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); 109 animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames);
93 for (i=0; i<num_frames; i++) 110 for (i = 0; i < num_frames; i++)
94 animations[num_animations].faces[i]=faces[i]; 111 animations[num_animations].faces[i] = faces[i];
95 animations[num_animations].num_animations = num_frames; 112 animations[num_animations].num_animations = num_frames;
96 if (num_frames % animations[num_animations].facings) { 113 if (num_frames % animations[num_animations].facings)
114 {
97 LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", 115 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
98 &animations[num_animations].name, num_frames, animations[num_animations].facings); 116 &animations[num_animations].name, num_frames, animations[num_animations].facings);
99 } 117 }
100 num_frames=0; 118 num_frames = 0;
101 } 119 }
102 else if (!strncmp(buf,"facings",7)) { 120 else if (!strncmp (buf, "facings", 7))
121 {
103 if (!(animations[num_animations].facings = atoi(buf+7))) { 122 if (!(animations[num_animations].facings = atoi (buf + 7)))
123 {
104 LOG(llevDebug,"Animation %s has 0 facings, line=%s\n", 124 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
105 &animations[num_animations].name, buf);
106 animations[num_animations].facings=1; 125 animations[num_animations].facings = 1;
107 } 126 }
108 127
128 }
109 } else { 129 else
130 {
110 if (!(faces[num_frames++] = FindFace(buf,0))) 131 if (!(faces[num_frames++] = FindFace (buf, 0)))
111 LOG(llevDebug,"Could not find face %s for animation %s\n", 132 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
112 buf, &animations[num_animations].name);
113 } 133 }
114 } 134 }
115 fclose(fp); 135 fclose (fp);
116 LOG(llevDebug,"done. got (%d)\n", num_animations); 136 LOG (llevDebug, "done. got (%d)\n", num_animations);
117} 137}
118 138
139static int
119static int anim_compare(const Animations *a, const Animations *b) { 140anim_compare (const Animations * a, const Animations * b)
141{
120 return strcmp(a->name, b->name); 142 return strcmp (a->name, b->name);
121} 143}
122 144
123/* Tries to find the animation id that matches name. Returns an integer match 145/* Tries to find the animation id that matches name. Returns an integer match
124 * 0 if no match found (animation 0 is initialized as the 'bug' face 146 * 0 if no match found (animation 0 is initialized as the 'bug' face
125 */ 147 */
148int
126int find_animation(const char *name) 149find_animation (const char *name)
127{ 150{
128 Animations search, *match; 151 Animations
152 search, *
153 match;
129 154
130 search.name = name; 155 search.name = name;
131 156
132 match = (Animations*)bsearch(&search, animations, (num_animations+1), 157 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
133 sizeof(Animations), (int (*)(const void*, const void*))anim_compare); 158 sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
134 159
135 160
161 if (match)
136 if (match) return match->num; 162 return match->num;
137 LOG(llevError,"Unable to find animation %s\n", name); 163 LOG (llevError, "Unable to find animation %s\n", name);
138 return 0; 164 return 0;
139} 165}
140 166
141/* 167/*
142 * animate_object(object) updates the face-variable of an object. 168 * animate_object(object) updates the face-variable of an object.
143 * If the object is the head of a multi-object, all objects are animated. 169 * If the object is the head of a multi-object, all objects are animated.
146 * op->direction, but in some cases, op->facing is used instead - the 172 * op->direction, but in some cases, op->facing is used instead - the
147 * caller has a better idea which one it really wants to be using, 173 * caller has a better idea which one it really wants to be using,
148 * so let it pass along the right one. 174 * so let it pass along the right one.
149 */ 175 */
150 176
177void
151void animate_object(object *op, int dir) { 178animate_object (object *op, int dir)
179{
180 int
152 int max_state; /* Max animation state object should be drawn in */ 181 max_state; /* Max animation state object should be drawn in */
182 int
153 int base_state; /* starting index # to draw from */ 183 base_state; /* starting index # to draw from */
154 184
155 if(!op->animation_id || !NUM_ANIMATIONS(op)) { 185 if (!op->animation_id || !NUM_ANIMATIONS (op))
186 {
156 LOG(llevError,"Object lacks animation.\n"); 187 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
157 dump_object(op);
158 return; 188 return;
159 } 189 }
190
160 if (op->head) { 191 if (op->head)
192 {
161 dir=op->head->direction; 193 dir = op->head->direction;
162 194
163 if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) 195 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
164 op->state = op->head->state; 196 op->state = op->head->state;
165 else 197 else
166 ++op->state; 198 ++op->state;
167 } 199 }
168 else { 200 else
169 ++op->state; /* increase draw state */ 201 ++op->state; /* increase draw state */
170 }
171 202
172 /* 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
173 * animations. Otherwise, we can use all the animations. 204 * animations. Otherwise, we can use all the animations.
174 */ 205 */
175 max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op); 206 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
176 base_state=0; 207 base_state = 0;
177 /* at least in the older aniamtions that used is_turning, the first half 208 /* at least in the older aniamtions that used is_turning, the first half
178 * of the animations were left facing, the second half right facing. 209 * of the animations were left facing, the second half right facing.
179 * 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
180 * 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
181 * is facing. 212 * is facing.
182 */ 213 */
214
183 if (NUM_FACINGS(op)==2) { 215 if (NUM_FACINGS (op) == 2)
216 {
217 if (dir < 5)
184 if (dir<5) base_state=0; 218 base_state = 0;
219 else
185 else base_state=NUM_ANIMATIONS(op)/2; 220 base_state = NUM_ANIMATIONS (op) / 2;
186 } 221 }
187 else if (NUM_FACINGS(op)==4) { 222 else if (NUM_FACINGS (op) == 4)
223 {
224 if (dir == 0)
188 if (dir==0) base_state=0; 225 base_state = 0;
226 else
189 else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); 227 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
190 } 228 }
191 else if (NUM_FACINGS(op)==8) { 229 else if (NUM_FACINGS (op) == 8)
230 {
231 if (dir == 0)
192 if (dir==0) base_state=0; 232 base_state = 0;
233 else
193 else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); 234 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
194 } 235 }
195 236
196 /* If beyond drawable states, reset */ 237 /* If beyond drawable states, reset */
197 if (op->state>=max_state) op->state=0; 238 if (op->state >= max_state)
239 op->state = 0;
198 240
199 SET_ANIMATION(op, op->state + base_state); 241 SET_ANIMATION (op, op->state + base_state);
200 242
201 if(op->face==blank_face) 243 if (op->face == blank_face)
202 op->invisible=1; 244 op->invisible = 1;
203 245
204 /* This block covers monsters (eg, pixies) which are supposed to 246 /* This block covers monsters (eg, pixies) which are supposed to
205 * cycle from visible to invisible and back to being visible. 247 * cycle from visible to invisible and back to being visible.
206 * as such, disable it for players, as then players would become 248 * as such, disable it for players, as then players would become
207 * visible. 249 * visible.
208 */ 250 */
209 else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { 251 else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE))
252 {
210 if(op->face->number==0) { 253 if (op->face->number == 0)
254 {
211 op->invisible=1; 255 op->invisible = 1;
212 CLEAR_FLAG(op, FLAG_ALIVE); 256 CLEAR_FLAG (op, FLAG_ALIVE);
257 }
213 } else { 258 else
259 {
214 op->invisible=0; 260 op->invisible = 0;
215 SET_FLAG(op, FLAG_ALIVE); 261 SET_FLAG (op, FLAG_ALIVE);
216 } 262 }
217 } 263 }
218 264
219 if(op->more) 265 if (op->more)
220 animate_object(op->more, dir); 266 animate_object (op->more, dir);
221 267
222 /* update_object will also recursively update all the pieces. 268 /* update_object will also recursively update all the pieces.
223 * as such, we call it last, and only call it for the head 269 * as such, we call it last, and only call it for the head
224 * piece, and not for the other tail pieces. 270 * piece, and not for the other tail pieces.
225 */ 271 */
226 if (!op->head) 272 if (!op->head)
227 update_object(op, UP_OBJ_FACE); 273 update_object (op, UP_OBJ_FACE);
228} 274}
229

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