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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.3 by root, Wed Aug 30 16:30:36 2006 UTC vs.
Revision 1.25 by root, Mon May 28 21:21:39 2007 UTC

1/* 1/*
2 * static char *rcsid_anim_c = 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 * "$Id: anim.C,v 1.3 2006/08/30 16:30:36 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 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
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
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
34void free_all_anim(void) { 30animhash_t animhash;
35 int i; 31std::vector<animation> animations;
36 32
37 for (i=0; i<=num_animations; i++) { 33void
38 free_string(animations[i].name); 34animation::resize (int new_size)
39 free(animations[i].faces); 35{
40 } 36 sfree <faceidx> (faces, num_animations);
41 free(animations); 37 num_animations = new_size;
38 faces = salloc<faceidx> (num_animations);
42} 39}
43 40
44void init_anim(void) { 41animation &
45 char buf[MAX_BUF]; 42animation::create (const char *name, uint8 frames, uint8 facings)
46 FILE *fp; 43{
47 static int anim_init=0; 44 if (animations.size () == MAXANIMNUM)
48 int num_frames=0,faces[MAX_ANIMATIONS],i; 45 cleanup ("trying to create new animation, but MAXANIMNUM animations in use.");
49 46
50 if (anim_init) return; 47 animations.push_back (animation ());
51 animations_allocated=9; 48 animation &anim = animations.back ();
52 num_animations=0;
53 /* Make a default. New animations start at one, so if something
54 * thinks it is animated but hasn't set the animation_id properly,
55 * it will have a default value that should be pretty obvious.
56 */
57 animations = (Animations *) malloc(10*sizeof(Animations));
58 /* set the name so we don't try to dereferance null.
59 * Put # at start so it will be first in alphabetical
60 * order.
61 */
62 animations[0].name=add_string("###none");
63 animations[0].num_animations=1;
64 animations[0].faces = (Fontindex *) malloc(sizeof(Fontindex));
65 animations[0].faces[0]=0;
66 animations[0].facings=0;
67 49
68 sprintf(buf,"%s/animations", settings.datadir); 50 anim.number = animations.size () - 1;
69 LOG(llevDebug,"Reading animations from %s...", buf); 51 anim.name = name;
70 if ((fp=fopen(buf,"r")) ==NULL) { 52 anim.num_animations = frames;
71 LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno)); 53 anim.facings = facings;
72 exit(-1); 54 anim.faces = salloc<faceidx> (frames);
73 }
74 while (fgets(buf, MAX_BUF-1, fp)!=NULL) {
75 if (*buf=='#') continue;
76 /* Kill the newline */
77 buf[strlen(buf)-1] = '\0';
78 if (!strncmp(buf,"anim ", 5)) {
79 if (num_frames) {
80 LOG(llevError,"Didn't get a mina before %s\n", buf);
81 num_frames=0;
82 }
83 num_animations++;
84 if (num_animations==animations_allocated) {
85 animations= (Animations *) realloc(animations, sizeof(Animations)*(animations_allocated+10));
86 animations_allocated+=10;
87 }
88 animations[num_animations].name = add_string(buf+5);
89 animations[num_animations].num = num_animations; /* for bsearch */
90 animations[num_animations].facings = 1;
91 }
92 else if (!strncmp(buf,"mina",4)) {
93 animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames);
94 for (i=0; i<num_frames; i++)
95 animations[num_animations].faces[i]=faces[i];
96 animations[num_animations].num_animations = num_frames;
97 if (num_frames % animations[num_animations].facings) {
98 LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
99 animations[num_animations].name, num_frames, animations[num_animations].facings);
100 }
101 num_frames=0;
102 }
103 else if (!strncmp(buf,"facings",7)) {
104 if (!(animations[num_animations].facings = atoi(buf+7))) {
105 LOG(llevDebug,"Animation %s has 0 facings, line=%s\n",
106 animations[num_animations].name, buf);
107 animations[num_animations].facings=1;
108 }
109 55
110 } else { 56 animhash.insert (std::make_pair (anim.name, anim.number));
111 if (!(faces[num_frames++] = FindFace(buf,0))) 57
112 LOG(llevDebug,"Could not find face %s for animation %s\n", 58 return anim;
113 buf, animations[num_animations].name);
114 }
115 }
116 fclose(fp);
117 LOG(llevDebug,"done. got (%d)\n", num_animations);
118} 59}
119 60
120static int anim_compare(const Animations *a, const Animations *b) { 61animation &
121 return strcmp(a->name, b->name); 62animation::find (const char *name)
63{
64 if (!name)
65 return animations [0];
66
67 animhash_t::iterator i = animhash.find (name);
68 return animations [i == animhash.end () ? 0 : i->second];
69}
70
71void
72init_anim (void)
73{
74 animation &anim0 = animation::create ("none", 1, 0);
75 anim0.faces [0] = 0;
122} 76}
123 77
124/* Tries to find the animation id that matches name. Returns an integer match 78/* Tries to find the animation id that matches name. Returns an integer match
125 * 0 if no match found (animation 0 is initialized as the 'bug' face 79 * 0 if no match found (animation 0 is initialised as the 'bug' face
126 */ 80 */
81//TODO: nuke this function and replace all occurences by animations::find
82int
127int find_animation(const char *name) 83find_animation (const char *name)
128{ 84{
129 Animations search, *match; 85 return animation::find (name).number;
130
131 search.name = name;
132
133 match = (Animations*)bsearch(&search, animations, (num_animations+1),
134 sizeof(Animations), (int (*)(const void*, const void*))anim_compare);
135
136
137 if (match) return match->num;
138 LOG(llevError,"Unable to find animation %s\n", name);
139 return 0;
140} 86}
141 87
142/* 88/*
143 * animate_object(object) updates the face-variable of an object. 89 * animate_object(object) updates the face-variable of an object.
144 * If the object is the head of a multi-object, all objects are animated. 90 * If the object is the head of a multi-object, all objects are animated.
146 * dir is the direction the object is facing. This is generally same as 92 * dir is the direction the object is facing. This is generally same as
147 * op->direction, but in some cases, op->facing is used instead - the 93 * op->direction, but in some cases, op->facing is used instead - the
148 * caller has a better idea which one it really wants to be using, 94 * caller has a better idea which one it really wants to be using,
149 * so let it pass along the right one. 95 * so let it pass along the right one.
150 */ 96 */
97void
98animate_object (object *op, int dir)
99{
100 int max_state; /* Max animation state object should be drawn in */
101 int base_state; /* starting index # to draw from */
151 102
152void animate_object(object *op, int dir) {
153 int max_state; /* Max animation state object should be drawn in */
154 int base_state; /* starting index # to draw from */
155
156 if(!op->animation_id || !NUM_ANIMATIONS(op)) { 103 if (!op->animation_id || !NUM_ANIMATIONS (op))
104 {
157 LOG(llevError,"Object lacks animation.\n"); 105 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
158 dump_object(op); 106 CLEAR_FLAG (op, FLAG_ANIMATE);
159 return; 107 return;
160 }
161 if (op->head) {
162 dir=op->head->direction;
163
164 if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head))
165 op->state = op->head->state;
166 else
167 ++op->state;
168 }
169 else {
170 ++op->state; /* increase draw state */
171 } 108 }
172 109
173 /* If object is turning, then max animation state is half through the 110 if (op->head_ () != op)
174 * animations. Otherwise, we can use all the animations. 111 {
175 */ 112 dir = op->head->direction;
176 max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op); 113
177 base_state=0; 114 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
178 /* at least in the older aniamtions that used is_turning, the first half 115 op->state = op->head->state;
179 * of the animations were left facing, the second half right facing. 116 else
180 * Note in old the is_turning, it was set so that the animation for a monster 117 ++op->state;
181 * was always towards the enemy - now it is whatever direction the monster
182 * is facing.
183 */
184 if (NUM_FACINGS(op)==2) {
185 if (dir<5) base_state=0;
186 else base_state=NUM_ANIMATIONS(op)/2;
187 } 118 }
119 else
120 ++op->state; /* increase draw state */
121
122 /* If object is turning, then max animation state is half through the
123 * animations. Otherwise, we can use all the animations.
124 */
125 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
126 base_state = 0;
127 /* at least in the older animations that used is_turning, the first half
128 * of the animations were left facing, the second half right facing.
129 * Note in old the is_turning, it was set so that the animation for a monster
130 * was always towards the enemy - now it is whatever direction the monster
131 * is facing.
132 */
133
188 else if (NUM_FACINGS(op)==4) { 134 if (NUM_FACINGS (op) == 2)
135 {
136 if (dir < 5)
189 if (dir==0) base_state=0; 137 base_state = 0;
138 else
190 else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); 139 base_state = NUM_ANIMATIONS (op) / 2;
191 } 140 }
141 else if (NUM_FACINGS (op) == 4)
142 {
143 if (dir == 0)
144 base_state = 0;
145 else
146 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
147 }
192 else if (NUM_FACINGS(op)==8) { 148 else if (NUM_FACINGS (op) == 8)
149 {
150 if (dir == 0)
193 if (dir==0) base_state=0; 151 base_state = 0;
152 else
194 else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); 153 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
195 } 154 }
196 155
197 /* If beyond drawable states, reset */ 156 /* If beyond drawable states, reset */
198 if (op->state>=max_state) op->state=0; 157 if (op->state >= max_state)
158 op->state = 0;
199 159
200 SET_ANIMATION(op, op->state + base_state); 160 SET_ANIMATION (op, op->state + base_state);
201 161
202 if(op->face==blank_face) 162 if (op->face == blank_face)
203 op->invisible=1; 163 op->invisible = 1;
204 164
205 /* This block covers monsters (eg, pixies) which are supposed to 165 /* This block covers monsters (eg, pixies) which are supposed to
206 * cycle from visible to invisible and back to being visible. 166 * cycle from visible to invisible and back to being visible.
207 * as such, disable it for players, as then players would become 167 * as such, disable it for players, as then players would become
208 * visible. 168 * visible.
209 */ 169 */
210 else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { 170 else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE])
211 if(op->face->number==0) { 171 {
172 if (op->face == 0)
173 {
212 op->invisible=1; 174 op->invisible = 1;
213 CLEAR_FLAG(op, FLAG_ALIVE); 175 CLEAR_FLAG (op, FLAG_ALIVE);
176 }
214 } else { 177 else
178 {
215 op->invisible=0; 179 op->invisible = 0;
216 SET_FLAG(op, FLAG_ALIVE); 180 SET_FLAG (op, FLAG_ALIVE);
217 } 181 }
218 } 182 }
219 183
220 if(op->more) 184 if (op->more)
221 animate_object(op->more, dir); 185 animate_object (op->more, dir);
222 186
223 /* update_object will also recursively update all the pieces. 187 /* update_object will also recursively update all the pieces.
224 * as such, we call it last, and only call it for the head 188 * as such, we call it last, and only call it for the head
225 * piece, and not for the other tail pieces. 189 * piece, and not for the other tail pieces.
226 */ 190 */
227 if (!op->head) 191 if (op->head_ () == op)
228 update_object(op, UP_OBJ_FACE); 192 update_object (op, UP_OBJ_FACE);
229} 193}
230 194

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