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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.12 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.20 by root, Fri Feb 9 01:52:09 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
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>
50 int 51 int
51 num_frames = 0, faces[MAX_ANIMATIONS], i; 52 num_frames = 0, faces[MAX_ANIMATIONS], i;
52 53
53 if (anim_init) 54 if (anim_init)
54 return; 55 return;
56
55 num_animations = 0; 57 num_animations = 0;
56 /* Make a default. New animations start at one, so if something 58 /* Make a default. New animations start at one, so if something
57 * 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,
58 * it will have a default value that should be pretty obvious. 60 * it will have a default value that should be pretty obvious.
59 */ 61 */
60 /* set the name so we don't try to dereferance null. 62 /* set the name so we don't try to dereferance null.
61 * Put # at start so it will be first in alphabetical 63 * Put # at start so it will be first in alphabetical
62 * order. 64 * order.
63 */ 65 */
64 { 66 {
65 Animations anim0; 67 animation anim0;
66 68
67 anim0.name = "###none"; 69 anim0.name = "###none";
68 anim0.num_animations = 1; 70 anim0.num_animations = 1;
69 anim0.faces = (uint16 *)malloc (sizeof (uint16)); 71 anim0.faces = (uint16 *)malloc (sizeof (uint16));
70 anim0.faces[0] = 0; 72 anim0.faces[0] = 0;
72 74
73 animations.push_back (anim0); 75 animations.push_back (anim0);
74 } 76 }
75 77
76 sprintf (buf, "%s/animations", settings.datadir); 78 sprintf (buf, "%s/animations", settings.datadir);
77 LOG (llevDebug, "Reading animations from %s...", buf); 79 LOG (llevDebug, "Reading animations from %s...\n", buf);
80
78 if ((fp = fopen (buf, "r")) == NULL) 81 if ((fp = fopen (buf, "r")) == NULL)
79 { 82 {
80 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno)); 83 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
81 exit (-1); 84 exit (-1);
82 } 85 }
86
83 while (fgets (buf, MAX_BUF - 1, fp) != NULL) 87 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
84 { 88 {
85 if (*buf == '#') 89 if (*buf == '#')
86 continue; 90 continue;
91
87 /* Kill the newline */ 92 /* Kill the newline */
88 buf[strlen (buf) - 1] = '\0'; 93 buf[strlen (buf) - 1] = '\0';
89 if (!strncmp (buf, "anim ", 5)) 94 if (!strncmp (buf, "anim ", 5))
90 { 95 {
91 if (num_frames) 96 if (num_frames)
92 { 97 {
93 LOG (llevError, "Didn't get a mina before %s\n", buf); 98 LOG (llevError, "Didn't get a mina before %s\n", buf);
94 num_frames = 0; 99 num_frames = 0;
95 } 100 }
101
96 num_animations++; 102 num_animations++;
97 103
98 Animations anim; 104 animation anim;
99 105
100 anim.name = buf + 5; 106 anim.name = buf + 5;
101 anim.num = num_animations; /* for bsearch */ 107 anim.num = num_animations; /* for bsearch */
102 anim.facings = 1; 108 anim.facings = 1;
103 animations.push_back (anim); 109 animations.push_back (anim);
104 } 110 }
105 else if (!strncmp (buf, "mina", 4)) 111 else if (!strncmp (buf, "mina", 4))
106 { 112 {
107 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames); 113 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
114
108 for (i = 0; i < num_frames; i++) 115 for (i = 0; i < num_frames; i++)
109 animations[num_animations].faces[i] = faces[i]; 116 animations[num_animations].faces[i] = faces[i];
117
110 animations[num_animations].num_animations = num_frames; 118 animations[num_animations].num_animations = num_frames;
111 if (num_frames % animations[num_animations].facings) 119 if (num_frames % animations[num_animations].facings)
112 { 120 {
113 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", 121 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
114 &animations[num_animations].name, num_frames, animations[num_animations].facings); 122 &animations[num_animations].name, num_frames, animations[num_animations].facings);
128 { 136 {
129 if (!(faces[num_frames++] = FindFace (buf, 0))) 137 if (!(faces[num_frames++] = FindFace (buf, 0)))
130 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name); 138 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
131 } 139 }
132 } 140 }
141
133 fclose (fp); 142 fclose (fp);
134 LOG (llevDebug, "done. got (%d)\n", num_animations); 143 LOG (llevDebug, "done. got (%d)\n", num_animations);
135} 144}
136 145
137static int 146static int
138anim_compare (const Animations * a, const Animations * b) 147anim_compare (const animation *a, const animation *b)
139{ 148{
140 return strcmp (a->name, b->name); 149 return std::strcmp (a->name, b->name);
141} 150}
142 151
143/* Tries to find the animation id that matches name. Returns an integer match 152/* Tries to find the animation id that matches name. Returns an integer match
144 * 0 if no match found (animation 0 is initialized as the 'bug' face 153 * 0 if no match found (animation 0 is initialised as the 'bug' face
145 */ 154 */
146int 155int
147find_animation (const char *name) 156find_animation (const char *name)
148{ 157{
149 Animations 158 animation search, *match;
150 search, *
151 match;
152 159
153 search.name = name; 160 search.name = name;
154 161
155 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1), 162 match = (animation *) bsearch (&search, &animations[0], (num_animations + 1),
156 sizeof (Animations), (int (*)(const void *, const void *)) anim_compare); 163 sizeof (animation), (int (*)(const void *, const void *)) anim_compare);
157 164
158 165
159 if (match) 166 if (match)
160 return match->num; 167 return match->num;
168
161 LOG (llevError, "Unable to find animation %s\n", name); 169 LOG (llevError, "Unable to find animation %s\n", name);
170
162 return 0; 171 return 0;
163} 172}
164 173
165/* 174/*
166 * animate_object(object) updates the face-variable of an object. 175 * animate_object(object) updates the face-variable of an object.
169 * dir is the direction the object is facing. This is generally same as 178 * dir is the direction the object is facing. This is generally same as
170 * op->direction, but in some cases, op->facing is used instead - the 179 * op->direction, but in some cases, op->facing is used instead - the
171 * caller has a better idea which one it really wants to be using, 180 * caller has a better idea which one it really wants to be using,
172 * so let it pass along the right one. 181 * so let it pass along the right one.
173 */ 182 */
174
175void 183void
176animate_object (object *op, int dir) 184animate_object (object *op, int dir)
177{ 185{
178 int max_state; /* Max animation state object should be drawn in */ 186 int max_state; /* Max animation state object should be drawn in */
179 int base_state; /* starting index # to draw from */ 187 int base_state; /* starting index # to draw from */
180 188
181 if (!op->animation_id || !NUM_ANIMATIONS (op)) 189 if (!op->animation_id || !NUM_ANIMATIONS (op))
182 { 190 {
183 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); 191 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
192 CLEAR_FLAG (op, FLAG_ANIMATE);
184 return; 193 return;
185 } 194 }
186 195
187 if (op->head) 196 if (op->head)
188 { 197 {
199 /* If object is turning, then max animation state is half through the 208 /* If object is turning, then max animation state is half through the
200 * animations. Otherwise, we can use all the animations. 209 * animations. Otherwise, we can use all the animations.
201 */ 210 */
202 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); 211 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
203 base_state = 0; 212 base_state = 0;
204 /* at least in the older aniamtions that used is_turning, the first half 213 /* at least in the older animations that used is_turning, the first half
205 * of the animations were left facing, the second half right facing. 214 * of the animations were left facing, the second half right facing.
206 * Note in old the is_turning, it was set so that the animation for a monster 215 * Note in old the is_turning, it was set so that the animation for a monster
207 * was always towards the enemy - now it is whatever direction the monster 216 * was always towards the enemy - now it is whatever direction the monster
208 * is facing. 217 * is facing.
209 */ 218 */
236 245
237 SET_ANIMATION (op, op->state + base_state); 246 SET_ANIMATION (op, op->state + base_state);
238 247
239 if (op->face == blank_face) 248 if (op->face == blank_face)
240 op->invisible = 1; 249 op->invisible = 1;
241
242 /* This block covers monsters (eg, pixies) which are supposed to 250 /* This block covers monsters (eg, pixies) which are supposed to
243 * cycle from visible to invisible and back to being visible. 251 * cycle from visible to invisible and back to being visible.
244 * as such, disable it for players, as then players would become 252 * as such, disable it for players, as then players would become
245 * visible. 253 * visible.
246 */ 254 */
247 else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE)) 255 else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE])
248 { 256 {
249 if (op->face->number == 0) 257 if (op->face->number == 0)
250 { 258 {
251 op->invisible = 1; 259 op->invisible = 1;
252 CLEAR_FLAG (op, FLAG_ALIVE); 260 CLEAR_FLAG (op, FLAG_ALIVE);

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