--- deliantra/server/common/anim.C 2007/01/14 23:15:57 1.16 +++ deliantra/server/common/anim.C 2007/06/04 13:03:59 1.26 @@ -1,166 +1,88 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at -*/ + * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. + * + * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Crossfire TRT is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License as published by the Free + * Software Foundation; either version 2 of the License, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, but + * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY + * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * for more details. + * + * You should have received a copy of the GNU General Public License along + * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 + * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * The authors can be reached via e-mail to + */ /* This file contains animation related code. */ #include #include +animhash_t animhash; +std::vector animations; + void -free_all_anim (void) +animation::resize (int new_size) { - for (int i = 0; i <= num_animations; i++) - { - animations[i].name = 0; - free (animations[i].faces); - } - - animations.clear (); + sfree (faces, num_animations); + num_animations = new_size; + faces = salloc (num_animations); } -void -init_anim (void) +animation & +animation::create (const char *name, uint8 frames, uint8 facings) { - char - buf[MAX_BUF]; - FILE * - fp; - static int - anim_init = 0; - int - num_frames = 0, faces[MAX_ANIMATIONS], i; - - if (anim_init) - return; - num_animations = 0; - /* Make a default. New animations start at one, so if something - * thinks it is animated but hasn't set the animation_id properly, - * it will have a default value that should be pretty obvious. - */ - /* set the name so we don't try to dereferance null. - * Put # at start so it will be first in alphabetical - * order. - */ - { - Animations anim0; + if (animations.size () == MAXANIMNUM) + cleanup ("trying to create new animation, but MAXANIMNUM animations in use."); - anim0.name = "###none"; - anim0.num_animations = 1; - anim0.faces = (uint16 *)malloc (sizeof (uint16)); - anim0.faces[0] = 0; - anim0.facings = 0; - - animations.push_back (anim0); - } - - sprintf (buf, "%s/animations", settings.datadir); - LOG (llevDebug, "Reading animations from %s...\n", buf); - if ((fp = fopen (buf, "r")) == NULL) - { - LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno)); - exit (-1); - } - while (fgets (buf, MAX_BUF - 1, fp) != NULL) - { - if (*buf == '#') - continue; - /* Kill the newline */ - buf[strlen (buf) - 1] = '\0'; - if (!strncmp (buf, "anim ", 5)) - { - if (num_frames) - { - LOG (llevError, "Didn't get a mina before %s\n", buf); - num_frames = 0; - } - num_animations++; - - Animations anim; - - anim.name = buf + 5; - anim.num = num_animations; /* for bsearch */ - anim.facings = 1; - animations.push_back (anim); - } - else if (!strncmp (buf, "mina", 4)) - { - animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames); - for (i = 0; i < num_frames; i++) - animations[num_animations].faces[i] = faces[i]; - animations[num_animations].num_animations = num_frames; - if (num_frames % animations[num_animations].facings) - { - LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", - &animations[num_animations].name, num_frames, animations[num_animations].facings); - } - num_frames = 0; - } - else if (!strncmp (buf, "facings", 7)) - { - if (!(animations[num_animations].facings = atoi (buf + 7))) - { - LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf); - animations[num_animations].facings = 1; - } + animations.push_back (animation ()); + animation &anim = animations.back (); - } - else - { - if (!(faces[num_frames++] = FindFace (buf, 0))) - LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name); - } - } - fclose (fp); - LOG (llevDebug, "done. got (%d)\n", num_animations); + anim.number = animations.size () - 1; + anim.name = name; + anim.num_animations = frames; + anim.facings = facings; + anim.faces = salloc (frames); + + animhash.insert (std::make_pair (anim.name, anim.number)); + + return anim; } -static int -anim_compare (const Animations * a, const Animations * b) +animation & +animation::find (const char *name) { - return strcmp (a->name, b->name); + if (!name) + return animations [0]; + + animhash_t::iterator i = animhash.find (name); + return animations [i == animhash.end () ? 0 : i->second]; +} + +void +init_anim (void) +{ + animation &anim0 = animation::create ("none", 1, 0); + anim0.faces [0] = 0; } /* Tries to find the animation id that matches name. Returns an integer match * 0 if no match found (animation 0 is initialised as the 'bug' face */ +//TODO: nuke this function and replace all occurences by animations::find int find_animation (const char *name) { - Animations search, *match; - - search.name = name; - - match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1), - sizeof (Animations), (int (*)(const void *, const void *)) anim_compare); - - - if (match) - return match->num; - - LOG (llevError, "Unable to find animation %s\n", name); - - return 0; + return animation::find (name).number; } /* @@ -185,7 +107,7 @@ return; } - if (op->head) + if (op->head_ () != op) { dir = op->head->direction; @@ -202,7 +124,7 @@ */ max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); base_state = 0; - /* at least in the older aniamtions that used is_turning, the first half + /* at least in the older animations that used is_turning, the first half * of the animations were left facing, the second half right facing. * Note in old the is_turning, it was set so that the animation for a monster * was always towards the enemy - now it is whatever direction the monster @@ -245,9 +167,9 @@ * as such, disable it for players, as then players would become * visible. */ - else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE)) + else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE]) { - if (op->face->number == 0) + if (op->face == 0) { op->invisible = 1; CLEAR_FLAG (op, FLAG_ALIVE); @@ -266,6 +188,7 @@ * as such, we call it last, and only call it for the head * piece, and not for the other tail pieces. */ - if (!op->head) + if (op->head_ () == op) update_object (op, UP_OBJ_FACE); } +