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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.6 by root, Sun Sep 3 08:05:39 2006 UTC vs.
Revision 1.15 by pippijn, Sat Jan 6 14:42:28 2007 UTC

1/*
2 * static char *rcsid_anim_c =
3 * "$Id: anim.C,v 1.6 2006/09/03 08:05:39 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 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
13 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
21 17
22 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
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29/* This file contains animation related code. */ 25/* This file contains animation related code. */
30 26
31#include <global.h> 27#include <global.h>
32#include <stdio.h> 28#include <stdio.h>
33 29
34std::vector<Animations> animations; 30void
35
36void free_all_anim(void) 31free_all_anim (void)
37{ 32{
38 for (int i=0; i<=num_animations; i++) 33 for (int i = 0; i <= num_animations; i++)
39 { 34 {
40 animations[i].name = 0; 35 animations[i].name = 0;
41 free (animations[i].faces); 36 free (animations[i].faces);
42 } 37 }
43 38
44 animations.clear (); 39 animations.clear ();
45} 40}
46 41
42void
47void init_anim(void) { 43init_anim (void)
44{
45 char
48 char buf[MAX_BUF]; 46 buf[MAX_BUF];
49 FILE *fp; 47 FILE *
50 static int anim_init=0; 48 fp;
49 static int
50 anim_init = 0;
51 int
51 int num_frames=0,faces[MAX_ANIMATIONS],i; 52 num_frames = 0, faces[MAX_ANIMATIONS], i;
52 53
53 if (anim_init) return; 54 if (anim_init)
55 return;
54 num_animations=0; 56 num_animations = 0;
55 /* Make a default. New animations start at one, so if something 57 /* Make a default. New animations start at one, so if something
56 * thinks it is animated but hasn't set the animation_id properly, 58 * thinks it is animated but hasn't set the animation_id properly,
57 * it will have a default value that should be pretty obvious. 59 * it will have a default value that should be pretty obvious.
58 */ 60 */
59 /* set the name so we don't try to dereferance null. 61 /* set the name so we don't try to dereferance null.
60 * Put # at start so it will be first in alphabetical 62 * Put # at start so it will be first in alphabetical
61 * order. 63 * order.
62 */ 64 */
63 { 65 {
64 Animations anim0; 66 Animations anim0;
65 67
66 anim0.name = "###none"; 68 anim0.name = "###none";
67 anim0.num_animations=1; 69 anim0.num_animations = 1;
68 anim0.faces = (Fontindex *) malloc(sizeof(Fontindex)); 70 anim0.faces = (uint16 *)malloc (sizeof (uint16));
69 anim0.faces[0]=0; 71 anim0.faces[0] = 0;
70 anim0.facings=0; 72 anim0.facings = 0;
71 73
72 animations.push_back (anim0); 74 animations.push_back (anim0);
73 } 75 }
74 76
75 sprintf(buf,"%s/animations", settings.datadir); 77 sprintf (buf, "%s/animations", settings.datadir);
76 LOG(llevDebug,"Reading animations from %s...", buf); 78 LOG (llevDebug, "Reading animations from %s...\n", buf);
77 if ((fp=fopen(buf,"r")) ==NULL) { 79 if ((fp = fopen (buf, "r")) == NULL)
80 {
78 LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno)); 81 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
79 exit(-1); 82 exit (-1);
80 } 83 }
81 while (fgets(buf, MAX_BUF-1, fp)!=NULL) { 84 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
82 if (*buf=='#') continue; 85 {
86 if (*buf == '#')
87 continue;
83 /* Kill the newline */ 88 /* Kill the newline */
84 buf[strlen(buf)-1] = '\0'; 89 buf[strlen (buf) - 1] = '\0';
85 if (!strncmp(buf,"anim ", 5)) { 90 if (!strncmp (buf, "anim ", 5))
91 {
86 if (num_frames) { 92 if (num_frames)
93 {
87 LOG(llevError,"Didn't get a mina before %s\n", buf); 94 LOG (llevError, "Didn't get a mina before %s\n", buf);
88 num_frames=0; 95 num_frames = 0;
89 } 96 }
90 num_animations++; 97 num_animations++;
91 98
92 Animations anim; 99 Animations anim;
100
93 anim.name = buf + 5; 101 anim.name = buf + 5;
94 anim.num = num_animations; /* for bsearch */ 102 anim.num = num_animations; /* for bsearch */
95 anim.facings = 1; 103 anim.facings = 1;
96 animations.push_back (anim); 104 animations.push_back (anim);
97 } 105 }
98 else if (!strncmp(buf,"mina",4)) { 106 else if (!strncmp (buf, "mina", 4))
107 {
99 animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); 108 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
100 for (i=0; i<num_frames; i++) 109 for (i = 0; i < num_frames; i++)
101 animations[num_animations].faces[i]=faces[i]; 110 animations[num_animations].faces[i] = faces[i];
102 animations[num_animations].num_animations = num_frames; 111 animations[num_animations].num_animations = num_frames;
103 if (num_frames % animations[num_animations].facings) { 112 if (num_frames % animations[num_animations].facings)
113 {
104 LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", 114 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
105 &animations[num_animations].name, num_frames, animations[num_animations].facings); 115 &animations[num_animations].name, num_frames, animations[num_animations].facings);
106 } 116 }
107 num_frames=0; 117 num_frames = 0;
108 } 118 }
109 else if (!strncmp(buf,"facings",7)) { 119 else if (!strncmp (buf, "facings", 7))
120 {
110 if (!(animations[num_animations].facings = atoi(buf+7))) { 121 if (!(animations[num_animations].facings = atoi (buf + 7)))
122 {
111 LOG(llevDebug,"Animation %s has 0 facings, line=%s\n", 123 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
112 &animations[num_animations].name, buf);
113 animations[num_animations].facings=1; 124 animations[num_animations].facings = 1;
114 } 125 }
115 126
127 }
116 } else { 128 else
129 {
117 if (!(faces[num_frames++] = FindFace(buf,0))) 130 if (!(faces[num_frames++] = FindFace (buf, 0)))
118 LOG(llevDebug,"Could not find face %s for animation %s\n", 131 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
119 buf, &animations[num_animations].name);
120 } 132 }
121 } 133 }
122 fclose(fp); 134 fclose (fp);
123 LOG(llevDebug,"done. got (%d)\n", num_animations); 135 LOG (llevDebug, "done. got (%d)\n", num_animations);
124} 136}
125 137
138static int
126static int anim_compare(const Animations *a, const Animations *b) { 139anim_compare (const Animations * a, const Animations * b)
140{
127 return strcmp(a->name, b->name); 141 return strcmp (a->name, b->name);
128} 142}
129 143
130/* Tries to find the animation id that matches name. Returns an integer match 144/* Tries to find the animation id that matches name. Returns an integer match
131 * 0 if no match found (animation 0 is initialized as the 'bug' face 145 * 0 if no match found (animation 0 is initialised as the 'bug' face
132 */ 146 */
147int
133int find_animation(const char *name) 148find_animation (const char *name)
134{ 149{
135 Animations search, *match; 150 Animations
151 search, *
152 match;
136 153
137 search.name = name; 154 search.name = name;
138 155
139 match = (Animations*)bsearch(&search, &animations [0], (num_animations+1), 156 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
140 sizeof(Animations), (int (*)(const void*, const void*))anim_compare); 157 sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
141 158
142 159
160 if (match)
143 if (match) return match->num; 161 return match->num;
144 LOG(llevError,"Unable to find animation %s\n", name); 162 LOG (llevError, "Unable to find animation %s\n", name);
145 return 0; 163 return 0;
146} 164}
147 165
148/* 166/*
149 * animate_object(object) updates the face-variable of an object. 167 * animate_object(object) updates the face-variable of an object.
150 * If the object is the head of a multi-object, all objects are animated. 168 * If the object is the head of a multi-object, all objects are animated.
153 * op->direction, but in some cases, op->facing is used instead - the 171 * op->direction, but in some cases, op->facing is used instead - the
154 * caller has a better idea which one it really wants to be using, 172 * caller has a better idea which one it really wants to be using,
155 * so let it pass along the right one. 173 * so let it pass along the right one.
156 */ 174 */
157 175
176void
158void animate_object(object *op, int dir) { 177animate_object (object *op, int dir)
178{
159 int max_state; /* Max animation state object should be drawn in */ 179 int max_state; /* Max animation state object should be drawn in */
160 int base_state; /* starting index # to draw from */ 180 int base_state; /* starting index # to draw from */
161 181
162 if(!op->animation_id || !NUM_ANIMATIONS(op)) { 182 if (!op->animation_id || !NUM_ANIMATIONS (op))
183 {
163 LOG(llevError,"Object lacks animation.\n"); 184 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
164 dump_object(op);
165 return; 185 return;
166 } 186 }
187
167 if (op->head) { 188 if (op->head)
189 {
168 dir=op->head->direction; 190 dir = op->head->direction;
169 191
170 if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) 192 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
171 op->state = op->head->state; 193 op->state = op->head->state;
172 else 194 else
173 ++op->state; 195 ++op->state;
174 } 196 }
175 else { 197 else
176 ++op->state; /* increase draw state */ 198 ++op->state; /* increase draw state */
177 }
178 199
179 /* If object is turning, then max animation state is half through the 200 /* If object is turning, then max animation state is half through the
180 * animations. Otherwise, we can use all the animations. 201 * animations. Otherwise, we can use all the animations.
181 */ 202 */
182 max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op); 203 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
183 base_state=0; 204 base_state = 0;
184 /* at least in the older aniamtions that used is_turning, the first half 205 /* at least in the older aniamtions that used is_turning, the first half
185 * of the animations were left facing, the second half right facing. 206 * of the animations were left facing, the second half right facing.
186 * Note in old the is_turning, it was set so that the animation for a monster 207 * Note in old the is_turning, it was set so that the animation for a monster
187 * was always towards the enemy - now it is whatever direction the monster 208 * was always towards the enemy - now it is whatever direction the monster
188 * is facing. 209 * is facing.
189 */ 210 */
211
190 if (NUM_FACINGS(op)==2) { 212 if (NUM_FACINGS (op) == 2)
213 {
214 if (dir < 5)
191 if (dir<5) base_state=0; 215 base_state = 0;
216 else
192 else base_state=NUM_ANIMATIONS(op)/2; 217 base_state = NUM_ANIMATIONS (op) / 2;
193 } 218 }
194 else if (NUM_FACINGS(op)==4) { 219 else if (NUM_FACINGS (op) == 4)
220 {
221 if (dir == 0)
195 if (dir==0) base_state=0; 222 base_state = 0;
223 else
196 else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); 224 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
197 } 225 }
198 else if (NUM_FACINGS(op)==8) { 226 else if (NUM_FACINGS (op) == 8)
227 {
228 if (dir == 0)
199 if (dir==0) base_state=0; 229 base_state = 0;
230 else
200 else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); 231 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
201 } 232 }
202 233
203 /* If beyond drawable states, reset */ 234 /* If beyond drawable states, reset */
204 if (op->state>=max_state) op->state=0; 235 if (op->state >= max_state)
236 op->state = 0;
205 237
206 SET_ANIMATION(op, op->state + base_state); 238 SET_ANIMATION (op, op->state + base_state);
207 239
208 if(op->face==blank_face) 240 if (op->face == blank_face)
209 op->invisible=1; 241 op->invisible = 1;
210 242
211 /* This block covers monsters (eg, pixies) which are supposed to 243 /* This block covers monsters (eg, pixies) which are supposed to
212 * cycle from visible to invisible and back to being visible. 244 * cycle from visible to invisible and back to being visible.
213 * as such, disable it for players, as then players would become 245 * as such, disable it for players, as then players would become
214 * visible. 246 * visible.
215 */ 247 */
216 else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { 248 else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE))
249 {
217 if(op->face->number==0) { 250 if (op->face->number == 0)
251 {
218 op->invisible=1; 252 op->invisible = 1;
219 CLEAR_FLAG(op, FLAG_ALIVE); 253 CLEAR_FLAG (op, FLAG_ALIVE);
254 }
220 } else { 255 else
256 {
221 op->invisible=0; 257 op->invisible = 0;
222 SET_FLAG(op, FLAG_ALIVE); 258 SET_FLAG (op, FLAG_ALIVE);
223 } 259 }
224 } 260 }
225 261
226 if(op->more) 262 if (op->more)
227 animate_object(op->more, dir); 263 animate_object (op->more, dir);
228 264
229 /* update_object will also recursively update all the pieces. 265 /* update_object will also recursively update all the pieces.
230 * as such, we call it last, and only call it for the head 266 * as such, we call it last, and only call it for the head
231 * piece, and not for the other tail pieces. 267 * piece, and not for the other tail pieces.
232 */ 268 */
233 if (!op->head) 269 if (!op->head)
234 update_object(op, UP_OBJ_FACE); 270 update_object (op, UP_OBJ_FACE);
235} 271}
236

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