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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.8 by root, Mon Sep 11 20:28:37 2006 UTC vs.
Revision 1.15 by pippijn, Sat Jan 6 14:42:28 2007 UTC

1
2/*
3 * static char *rcsid_anim_c =
4 * "$Id: anim.C,v 1.8 2006/09/11 20:28:37 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
12 7
13 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
14 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
22 17
23 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
24 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21
27 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>
28*/ 23*/
29 24
30/* This file contains animation related code. */ 25/* This file contains animation related code. */
31 26
32#include <global.h> 27#include <global.h>
33#include <stdio.h> 28#include <stdio.h>
34
35std::vector < Animations > animations;
36 29
37void 30void
38free_all_anim (void) 31free_all_anim (void)
39{ 32{
40 for (int i = 0; i <= num_animations; i++) 33 for (int i = 0; i <= num_animations; i++)
72 { 65 {
73 Animations anim0; 66 Animations anim0;
74 67
75 anim0.name = "###none"; 68 anim0.name = "###none";
76 anim0.num_animations = 1; 69 anim0.num_animations = 1;
77 anim0.faces = (Fontindex *) malloc (sizeof (Fontindex)); 70 anim0.faces = (uint16 *)malloc (sizeof (uint16));
78 anim0.faces[0] = 0; 71 anim0.faces[0] = 0;
79 anim0.facings = 0; 72 anim0.facings = 0;
80 73
81 animations.push_back (anim0); 74 animations.push_back (anim0);
82 } 75 }
83 76
84 sprintf (buf, "%s/animations", settings.datadir); 77 sprintf (buf, "%s/animations", settings.datadir);
85 LOG (llevDebug, "Reading animations from %s...", buf); 78 LOG (llevDebug, "Reading animations from %s...\n", buf);
86 if ((fp = fopen (buf, "r")) == NULL) 79 if ((fp = fopen (buf, "r")) == NULL)
87 { 80 {
88 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));
89 exit (-1); 82 exit (-1);
90 } 83 }
110 anim.facings = 1; 103 anim.facings = 1;
111 animations.push_back (anim); 104 animations.push_back (anim);
112 } 105 }
113 else if (!strncmp (buf, "mina", 4)) 106 else if (!strncmp (buf, "mina", 4))
114 { 107 {
115 animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames); 108 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
116 for (i = 0; i < num_frames; i++) 109 for (i = 0; i < num_frames; i++)
117 animations[num_animations].faces[i] = faces[i]; 110 animations[num_animations].faces[i] = faces[i];
118 animations[num_animations].num_animations = num_frames; 111 animations[num_animations].num_animations = num_frames;
119 if (num_frames % animations[num_animations].facings) 112 if (num_frames % animations[num_animations].facings)
120 { 113 {
147{ 140{
148 return strcmp (a->name, b->name); 141 return strcmp (a->name, b->name);
149} 142}
150 143
151/* 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
152 * 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
153 */ 146 */
154int 147int
155find_animation (const char *name) 148find_animation (const char *name)
156{ 149{
157 Animations 150 Animations
181 */ 174 */
182 175
183void 176void
184animate_object (object *op, int dir) 177animate_object (object *op, int dir)
185{ 178{
186 int
187 max_state; /* Max animation state object should be drawn in */ 179 int max_state; /* Max animation state object should be drawn in */
188 int
189 base_state; /* starting index # to draw from */ 180 int base_state; /* starting index # to draw from */
190 181
191 if (!op->animation_id || !NUM_ANIMATIONS (op)) 182 if (!op->animation_id || !NUM_ANIMATIONS (op))
192 { 183 {
193 LOG (llevError, "Object lacks animation.\n"); 184 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
194 dump_object (op);
195 return; 185 return;
196 } 186 }
187
197 if (op->head) 188 if (op->head)
198 { 189 {
199 dir = op->head->direction; 190 dir = op->head->direction;
200 191
201 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) 192 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
202 op->state = op->head->state; 193 op->state = op->head->state;
203 else 194 else
204 ++op->state; 195 ++op->state;
205 } 196 }
206 else 197 else
207 {
208 ++op->state; /* increase draw state */ 198 ++op->state; /* increase draw state */
209 }
210 199
211 /* 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
212 * animations. Otherwise, we can use all the animations. 201 * animations. Otherwise, we can use all the animations.
213 */ 202 */
214 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); 203 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
217 * of the animations were left facing, the second half right facing. 206 * of the animations were left facing, the second half right facing.
218 * 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
219 * 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
220 * is facing. 209 * is facing.
221 */ 210 */
211
222 if (NUM_FACINGS (op) == 2) 212 if (NUM_FACINGS (op) == 2)
223 { 213 {
224 if (dir < 5) 214 if (dir < 5)
225 base_state = 0; 215 base_state = 0;
226 else 216 else

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