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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.13 by pippijn, Tue Jan 2 23:39:21 2007 UTC vs.
Revision 1.31 by root, Thu Sep 17 01:57:31 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains animation related code. */ 24/* This file contains animation related code. */
25 25
26#include <global.h> 26#include <global.h>
27#include <stdio.h> 27#include <stdio.h>
28 28
29animhash_t animhash;
30std::vector<animation> animations;
31
29void 32void
30free_all_anim (void) 33animation::resize (int new_size)
31{ 34{
32 for (int i = 0; i <= num_animations; i++) 35 sfree<faceidx> (faces, num_animations);
33 { 36 num_animations = new_size;
34 animations[i].name = 0; 37 faces = salloc<faceidx> (num_animations);
35 free (animations[i].faces); 38}
36 }
37 39
38 animations.clear (); 40animation &
41animation::create (const char *name, uint8 frames, uint8 facings)
42{
43 if (animations.size () == MAXANIMNUM)
44 cleanup ("trying to create new animation, but MAXANIMNUM animations in use.");
45
46 animations.push_back (animation ());
47 animation &anim = animations.back ();
48
49 anim.number = animations.size () - 1;
50 anim.name = name;
51 anim.num_animations = frames;
52 anim.facings = facings;
53 anim.faces = salloc<faceidx> (frames);
54
55 animhash.insert (std::make_pair (anim.name, anim.number));
56
57 return anim;
58}
59
60animation &
61animation::find (const char *name)
62{
63 if (!name)
64 return animations [0];
65
66 animhash_t::iterator i = animhash.find (name);
67 return animations [i == animhash.end () ? 0 : i->second];
39} 68}
40 69
41void 70void
42init_anim (void) 71init_anim (void)
43{ 72{
44 char 73 animation &anim0 = animation::create ("none", 1, 0);
45 buf[MAX_BUF];
46 FILE *
47 fp;
48 static int
49 anim_init = 0;
50 int
51 num_frames = 0, faces[MAX_ANIMATIONS], i;
52
53 if (anim_init)
54 return;
55 num_animations = 0;
56 /* Make a default. New animations start at one, so if something
57 * thinks it is animated but hasn't set the animation_id properly,
58 * it will have a default value that should be pretty obvious.
59 */
60 /* set the name so we don't try to dereferance null.
61 * Put # at start so it will be first in alphabetical
62 * order.
63 */
64 {
65 Animations anim0;
66
67 anim0.name = "###none";
68 anim0.num_animations = 1;
69 anim0.faces = (uint16 *)malloc (sizeof (uint16));
70 anim0.faces[0] = 0; 74 anim0.faces [0] = 0;
71 anim0.facings = 0;
72
73 animations.push_back (anim0);
74 }
75
76 sprintf (buf, "%s/animations", settings.datadir);
77 LOG (llevDebug, "Reading animations from %s...\n", buf);
78 if ((fp = fopen (buf, "r")) == NULL)
79 {
80 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
81 exit (-1);
82 }
83 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
84 {
85 if (*buf == '#')
86 continue;
87 /* Kill the newline */
88 buf[strlen (buf) - 1] = '\0';
89 if (!strncmp (buf, "anim ", 5))
90 {
91 if (num_frames)
92 {
93 LOG (llevError, "Didn't get a mina before %s\n", buf);
94 num_frames = 0;
95 }
96 num_animations++;
97
98 Animations anim;
99
100 anim.name = buf + 5;
101 anim.num = num_animations; /* for bsearch */
102 anim.facings = 1;
103 animations.push_back (anim);
104 }
105 else if (!strncmp (buf, "mina", 4))
106 {
107 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
108 for (i = 0; i < num_frames; i++)
109 animations[num_animations].faces[i] = faces[i];
110 animations[num_animations].num_animations = num_frames;
111 if (num_frames % animations[num_animations].facings)
112 {
113 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);
115 }
116 num_frames = 0;
117 }
118 else if (!strncmp (buf, "facings", 7))
119 {
120 if (!(animations[num_animations].facings = atoi (buf + 7)))
121 {
122 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
123 animations[num_animations].facings = 1;
124 }
125
126 }
127 else
128 {
129 if (!(faces[num_frames++] = FindFace (buf, 0)))
130 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
131 }
132 }
133 fclose (fp);
134 LOG (llevDebug, "done. got (%d)\n", num_animations);
135}
136
137static int
138anim_compare (const Animations * a, const Animations * b)
139{
140 return strcmp (a->name, b->name);
141} 75}
142 76
143/* Tries to find the animation id that matches name. Returns an integer match 77/* 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 78 * 0 if no match found (animation 0 is initialised as the 'bug' face
145 */ 79 */
80//TODO: nuke this function and replace all occurences by animations::find
146int 81int
147find_animation (const char *name) 82find_animation (const char *name)
148{ 83{
149 Animations 84 return animation::find (name).number;
150 search, *
151 match;
152
153 search.name = name;
154
155 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
156 sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
157
158
159 if (match)
160 return match->num;
161 LOG (llevError, "Unable to find animation %s\n", name);
162 return 0;
163} 85}
164 86
165/* 87/*
166 * animate_object(object) updates the face-variable of an object. 88 * animate_object(object) updates the face-variable of an object.
167 * If the object is the head of a multi-object, all objects are animated. 89 * If the object is the head of a multi-object, all objects are animated.
169 * dir is the direction the object is facing. This is generally same as 91 * 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 92 * 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, 93 * caller has a better idea which one it really wants to be using,
172 * so let it pass along the right one. 94 * so let it pass along the right one.
173 */ 95 */
174
175void 96void
176animate_object (object *op, int dir) 97animate_object (object *op, int dir)
177{ 98{
178 int max_state; /* Max animation state object should be drawn in */ 99 int max_state; /* Max animation state object should be drawn in */
179 int base_state; /* starting index # to draw from */ 100 int base_state; /* starting index # to draw from */
180 101
181 if (!op->animation_id || !NUM_ANIMATIONS (op)) 102 if (!op->animation_id || !NUM_ANIMATIONS (op))
182 { 103 {
183 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); 104 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
105 CLEAR_FLAG (op, FLAG_ANIMATE);
184 return; 106 return;
185 } 107 }
186 108
187 if (op->head) 109 if (op->head_ () != op)
188 { 110 {
189 dir = op->head->direction; 111 dir = op->head->direction;
190 112
191 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) 113 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
192 op->state = op->head->state; 114 op->state = op->head->state;
199 /* If object is turning, then max animation state is half through the 121 /* If object is turning, then max animation state is half through the
200 * animations. Otherwise, we can use all the animations. 122 * animations. Otherwise, we can use all the animations.
201 */ 123 */
202 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); 124 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
203 base_state = 0; 125 base_state = 0;
204 /* at least in the older aniamtions that used is_turning, the first half 126 /* 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. 127 * 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 128 * 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 129 * was always towards the enemy - now it is whatever direction the monster
208 * is facing. 130 * is facing.
209 */ 131 */
210 132
133 if (dir > 0)
211 if (NUM_FACINGS (op) == 2) 134 switch (NUM_FACINGS (op))
212 { 135 {
213 if (dir < 5) 136 case 2: base_state = ((dir - 1) / (8 / 2)) * (NUM_ANIMATIONS (op) / 2); break;
137 case 4: base_state = ((dir - 1) / (8 / 4)) * (NUM_ANIMATIONS (op) / 4); break;
138 case 8: base_state = ((dir - 1) / (8 / 8)) * (NUM_ANIMATIONS (op) / 8); break;
139 }
140 else
214 base_state = 0; 141 base_state = 0;
215 else
216 base_state = NUM_ANIMATIONS (op) / 2;
217 }
218 else if (NUM_FACINGS (op) == 4)
219 {
220 if (dir == 0)
221 base_state = 0;
222 else
223 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
224 }
225 else if (NUM_FACINGS (op) == 8)
226 {
227 if (dir == 0)
228 base_state = 0;
229 else
230 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
231 }
232 142
233 /* If beyond drawable states, reset */ 143 /* If beyond drawable states, reset */
234 if (op->state >= max_state) 144 if (op->state >= max_state)
235 op->state = 0; 145 op->state = 0;
236 146
242 /* This block covers monsters (eg, pixies) which are supposed to 152 /* This block covers monsters (eg, pixies) which are supposed to
243 * cycle from visible to invisible and back to being visible. 153 * cycle from visible to invisible and back to being visible.
244 * as such, disable it for players, as then players would become 154 * as such, disable it for players, as then players would become
245 * visible. 155 * visible.
246 */ 156 */
247 else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE)) 157 else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE])
248 { 158 {
249 if (op->face->number == 0) 159 if (op->face == 0)
250 { 160 {
251 op->invisible = 1; 161 op->invisible = 1;
252 CLEAR_FLAG (op, FLAG_ALIVE); 162 CLEAR_FLAG (op, FLAG_ALIVE);
253 } 163 }
254 else 164 else
263 173
264 /* update_object will also recursively update all the pieces. 174 /* update_object will also recursively update all the pieces.
265 * as such, we call it last, and only call it for the head 175 * as such, we call it last, and only call it for the head
266 * piece, and not for the other tail pieces. 176 * piece, and not for the other tail pieces.
267 */ 177 */
268 if (!op->head) 178 if (op->head_ () == op)
269 update_object (op, UP_OBJ_FACE); 179 update_object (op, UP_OBJ_FACE);
270} 180}
181

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