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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.21 by root, Sun Mar 11 02:12:44 2007 UTC vs.
Revision 1.44 by root, Sun Nov 18 15:19:47 2018 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* This file contains animation related code. */ 26/* This file contains animation related code. */
26 27
27#include <global.h> 28#include <global.h>
28#include <stdio.h> 29#include <stdio.h>
29 30
31static animhash_t animhash;
32std::vector<animation> animations;
33
30void 34void
31free_all_anim (void) 35animation::resize (int new_size)
32{ 36{
33 for (int i = 0; i <= num_animations; i++) 37 sfree<faceidx> (faces, num_animations);
34 { 38 num_animations = new_size;
35 animations[i].name = 0; 39 faces = salloc<faceidx> (num_animations);
36 free (animations[i].faces); 40}
37 }
38 41
39 animations.clear (); 42animation &
43animation::create (const char *name, uint8 frames, uint8 facings)
44{
45 if (animations.size () == MAXANIMNUM)
46 cleanup ("trying to create new animation, but MAXANIMNUM animations in use.");
47
48 animations.push_back (animation ());
49 animation &anim = animations.back ();
50
51 anim.number = animations.size () - 1;
52 anim.name = name;
53 anim.num_animations = frames;
54 anim.facings = facings;
55 anim.faces = salloc<faceidx> (frames);
56
57 animhash.insert (std::make_pair (anim.name, anim.number));
58
59 return anim;
60}
61
62/* Tries to find the animation id that matches name. Returns an integer match
63 * 0 if no match found (animation 0 is initialised as the 'bug' face
64 */
65animation &
66animation::find (const char *name)
67{
68 if (!name)
69 return animations [0];
70
71 animhash_t::iterator i = animhash.find (name);
72 return animations [i == animhash.end () ? 0 : i->second];
40} 73}
41 74
42void 75void
43init_anim (void) 76init_anim ()
44{ 77{
45 char buf[MAX_BUF]; 78 animation &anim0 = animation::create ("none", 1, 0);
46 FILE * fp;
47 static int anim_init = 0;
48 int num_frames = 0, faces[MAX_ANIMATIONS], i;
49
50 if (anim_init)
51 return;
52
53 num_animations = 0;
54 /* Make a default. New animations start at one, so if something
55 * thinks it is animated but hasn't set the animation_id properly,
56 * it will have a default value that should be pretty obvious.
57 */
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 {
63 animation anim0;
64
65 anim0.name = "###none";
66 anim0.num_animations = 1;
67 anim0.faces = (uint16 *)malloc (sizeof (uint16));
68 anim0.faces[0] = 0; 79 anim0.faces [0] = 0;
69 anim0.facings = 0;
70
71 animations.push_back (anim0);
72 }
73
74 sprintf (buf, "%s/animations", settings.datadir);
75 LOG (llevDebug, "Reading animations from %s...\n", buf);
76
77 if ((fp = fopen (buf, "r")) == NULL)
78 {
79 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
80 exit (-1);
81 }
82
83 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
84 {
85 if (*buf == '#')
86 continue;
87
88 /* Kill the newline */
89 buf[strlen (buf) - 1] = '\0';
90 if (!strncmp (buf, "anim ", 5))
91 {
92 if (num_frames)
93 {
94 LOG (llevError, "Didn't get a mina before %s\n", buf);
95 num_frames = 0;
96 }
97
98 num_animations++;
99
100 animation anim;
101
102 anim.name = buf + 5;
103 anim.num = num_animations; /* for bsearch */
104 anim.facings = 1;
105 animations.push_back (anim);
106 }
107 else if (!strncmp (buf, "mina", 4))
108 {
109 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
110
111 for (i = 0; i < num_frames; i++)
112 animations[num_animations].faces[i] = faces[i];
113
114 animations[num_animations].num_animations = num_frames;
115 if (num_frames % animations[num_animations].facings)
116 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
117 &animations[num_animations].name, num_frames, animations[num_animations].facings);
118
119 num_frames = 0;
120 }
121 else if (!strncmp (buf, "facings ", 8))
122 {
123 if (!(animations[num_animations].facings = atoi (buf + 8)))
124 {
125 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
126 animations[num_animations].facings = 1;
127 }
128
129 }
130 else
131 {
132 if (!(faces[num_frames++] = face_find (buf)))
133 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
134 }
135 }
136
137 fclose (fp);
138 LOG (llevDebug, "done. got (%d)\n", num_animations);
139}
140
141static int
142anim_compare (const animation *a, const animation *b)
143{
144 return std::strcmp (a->name, b->name);
145}
146
147/* Tries to find the animation id that matches name. Returns an integer match
148 * 0 if no match found (animation 0 is initialised as the 'bug' face
149 */
150int
151find_animation (const char *name)
152{
153 animation search, *match;
154
155 search.name = name;
156
157 match = (animation *) bsearch (&search, &animations[0], (num_animations + 1),
158 sizeof (animation), (int (*)(const void *, const void *)) anim_compare);
159
160
161 if (match)
162 return match->num;
163
164 LOG (llevError, "Unable to find animation %s\n", name);
165
166 return 0;
167} 80}
168 81
169/* 82/*
170 * animate_object(object) updates the face-variable of an object. 83 * animate_object(object) updates the face-variable of an object.
171 * If the object is the head of a multi-object, all objects are animated. 84 * If the object is the head of a multi-object, all objects are animated.
179animate_object (object *op, int dir) 92animate_object (object *op, int dir)
180{ 93{
181 int max_state; /* Max animation state object should be drawn in */ 94 int max_state; /* Max animation state object should be drawn in */
182 int base_state; /* starting index # to draw from */ 95 int base_state; /* starting index # to draw from */
183 96
184 if (!op->animation_id || !NUM_ANIMATIONS (op)) 97 if (!op->animation_id || !op->anim_frames ())
185 { 98 {
186 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); 99 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
187 CLEAR_FLAG (op, FLAG_ANIMATE); 100 op->clr_flag (FLAG_ANIMATE);
188 return; 101 return;
189 } 102 }
190 103
191 if (op->head) 104 if (op->head_ () != op)
192 { 105 {
193 dir = op->head->direction; 106 dir = op->head->direction;
194 107
195 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) 108 if (op->anim_frames () == op->head->anim_frames ())
196 op->state = op->head->state; 109 op->state = op->head->state;
197 else 110 else
198 ++op->state; 111 ++op->state;
199 } 112 }
200 else 113 else
201 ++op->state; /* increase draw state */ 114 ++op->state; /* increase draw state */
202 115
203 /* If object is turning, then max animation state is half through the 116 /* If object is turning, then max animation state is half through the
204 * animations. Otherwise, we can use all the animations. 117 * animations. Otherwise, we can use all the animations.
205 */ 118 */
206 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); 119 max_state = op->anim_frames () / op->anim_facings ();
207 base_state = 0; 120 base_state = 0;
208 /* at least in the older animations that used is_turning, the first half 121 /* at least in the older animations that used is_turning, the first half
209 * of the animations were left facing, the second half right facing. 122 * of the animations were left facing, the second half right facing.
210 * Note in old the is_turning, it was set so that the animation for a monster 123 * Note in old the is_turning, it was set so that the animation for a monster
211 * was always towards the enemy - now it is whatever direction the monster 124 * was always towards the enemy - now it is whatever direction the monster
212 * is facing. 125 * is facing.
213 */ 126 */
214 127
215 if (NUM_FACINGS (op) == 2) 128 if (dir > 0)
129 switch (op->anim_facings ())
216 { 130 {
217 if (dir < 5) 131 case 2: base_state = ((dir - 1) / (8 / 2)) * (op->anim_frames () / 2); break;
132 case 4: base_state = ((dir - 1) / (8 / 4)) * (op->anim_frames () / 4); break;
133 case 8: base_state = ((dir - 1) / (8 / 8)) * (op->anim_frames () / 8); break;
134 }
135 else
218 base_state = 0; 136 base_state = 0;
219 else
220 base_state = NUM_ANIMATIONS (op) / 2;
221 }
222 else if (NUM_FACINGS (op) == 4)
223 {
224 if (dir == 0)
225 base_state = 0;
226 else
227 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
228 }
229 else if (NUM_FACINGS (op) == 8)
230 {
231 if (dir == 0)
232 base_state = 0;
233 else
234 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
235 }
236 137
237 /* If beyond drawable states, reset */ 138 /* If beyond drawable states, reset */
238 if (op->state >= max_state) 139 if (op->state >= max_state)
239 op->state = 0; 140 op->state = 0;
240 141
241 SET_ANIMATION (op, op->state + base_state); 142 op->set_anim_frame (op->state + base_state);
242 143
243 if (op->face == blank_face) 144 if (op->face == blank_face)
244 op->invisible = 1; 145 op->invisible = 1;
245 146
246 /* This block covers monsters (eg, pixies) which are supposed to 147 /* This block covers monsters (eg, pixies) which are supposed to
247 * cycle from visible to invisible and back to being visible. 148 * cycle from visible to invisible and back to being visible.
248 * as such, disable it for players, as then players would become 149 * as such, disable it for players, as then players would become
249 * visible. 150 * visible.
250 */ 151 */
251 else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE]) 152 else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE])
252 { 153 {
253 if (op->face == 0) 154 if (op->face == 0)
254 { 155 {
255 op->invisible = 1; 156 op->invisible = 1;
256 CLEAR_FLAG (op, FLAG_ALIVE); 157 op->clr_flag (FLAG_ALIVE);
257 } 158 }
258 else 159 else
259 { 160 {
260 op->invisible = 0; 161 op->invisible = 0;
261 SET_FLAG (op, FLAG_ALIVE); 162 op->set_flag (FLAG_ALIVE);
262 } 163 }
263 } 164 }
264 165
265 if (op->more) 166 if (op->more)
266 animate_object (op->more, dir); 167 animate_object (op->more, dir);
267 168
268 /* update_object will also recursively update all the pieces. 169 /* update_object will also recursively update all the pieces.
269 * as such, we call it last, and only call it for the head 170 * as such, we call it last, and only call it for the head
270 * piece, and not for the other tail pieces. 171 * piece, and not for the other tail pieces.
271 */ 172 */
272 if (!op->head) 173 if (op->head_ () == op)
273 update_object (op, UP_OBJ_FACE); 174 update_object (op, UP_OBJ_FACE);
274} 175}
176

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