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 |
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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 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
18 | * |
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19 | * You should have received a copy of the Affero GNU General Public License |
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20 | * and the GNU General Public License along with this program. If not, see |
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21 | * <http://www.gnu.org/licenses/>. |
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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 | |
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31 | static animhash_t animhash; |
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32 | std::vector<animation> animations; |
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33 | |
30 | void |
34 | void |
31 | free_all_anim (void) |
35 | animation::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 | } |
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38 | |
41 | |
39 | animations.clear (); |
42 | animation & |
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43 | animation::create (const char *name, uint8 frames, uint8 facings) |
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44 | { |
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45 | if (animations.size () == MAXANIMNUM) |
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46 | cleanup ("trying to create new animation, but MAXANIMNUM animations in use."); |
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47 | |
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48 | animations.push_back (animation ()); |
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49 | animation &anim = animations.back (); |
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50 | |
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51 | anim.number = animations.size () - 1; |
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52 | anim.name = name; |
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53 | anim.num_animations = frames; |
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54 | anim.facings = facings; |
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55 | anim.faces = salloc<faceidx> (frames); |
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56 | |
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57 | animhash.insert (std::make_pair (anim.name, anim.number)); |
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58 | |
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59 | return anim; |
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60 | } |
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61 | |
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62 | /* Tries to find the animation id that matches name. Returns an integer match |
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63 | * 0 if no match found (animation 0 is initialised as the 'bug' face |
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64 | */ |
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65 | animation & |
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66 | animation::find (const char *name) |
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67 | { |
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68 | if (!name) |
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69 | return animations [0]; |
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70 | |
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71 | animhash_t::iterator i = animhash.find (name); |
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72 | return animations [i == animhash.end () ? 0 : i->second]; |
40 | } |
73 | } |
41 | |
74 | |
42 | void |
75 | void |
43 | init_anim (void) |
76 | init_anim () |
44 | { |
77 | { |
45 | char buf[MAX_BUF]; |
78 | animation &anim0 = animation::create ("none", 1, 0); |
46 | FILE * fp; |
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47 | static int anim_init = 0; |
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48 | int num_frames = 0, faces[MAX_ANIMATIONS], i; |
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49 | |
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50 | if (anim_init) |
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51 | return; |
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52 | |
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53 | num_animations = 0; |
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54 | /* Make a default. New animations start at one, so if something |
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55 | * thinks it is animated but hasn't set the animation_id properly, |
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56 | * it will have a default value that should be pretty obvious. |
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57 | */ |
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58 | /* set the name so we don't try to dereferance null. |
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59 | * Put # at start so it will be first in alphabetical |
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60 | * order. |
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61 | */ |
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62 | { |
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63 | animation anim0; |
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64 | |
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65 | anim0.name = "###none"; |
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66 | anim0.num_animations = 1; |
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67 | anim0.faces = (uint16 *)malloc (sizeof (uint16)); |
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68 | anim0.faces[0] = 0; |
79 | anim0.faces [0] = 0; |
69 | anim0.facings = 0; |
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70 | |
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71 | animations.push_back (anim0); |
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72 | } |
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73 | |
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74 | sprintf (buf, "%s/animations", settings.datadir); |
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75 | LOG (llevDebug, "Reading animations from %s...\n", buf); |
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76 | |
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77 | if ((fp = fopen (buf, "r")) == NULL) |
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78 | { |
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79 | LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno)); |
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80 | exit (-1); |
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81 | } |
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82 | |
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83 | while (fgets (buf, MAX_BUF - 1, fp) != NULL) |
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84 | { |
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85 | if (*buf == '#') |
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86 | continue; |
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87 | |
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88 | /* Kill the newline */ |
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89 | buf[strlen (buf) - 1] = '\0'; |
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90 | if (!strncmp (buf, "anim ", 5)) |
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91 | { |
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92 | if (num_frames) |
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93 | { |
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94 | LOG (llevError, "Didn't get a mina before %s\n", buf); |
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95 | num_frames = 0; |
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96 | } |
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97 | |
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98 | num_animations++; |
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99 | |
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100 | animation anim; |
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101 | |
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102 | anim.name = buf + 5; |
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103 | anim.num = num_animations; /* for bsearch */ |
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104 | anim.facings = 1; |
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105 | animations.push_back (anim); |
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106 | } |
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107 | else if (!strncmp (buf, "mina", 4)) |
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108 | { |
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109 | animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames); |
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110 | |
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111 | for (i = 0; i < num_frames; i++) |
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112 | animations[num_animations].faces[i] = faces[i]; |
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113 | |
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114 | animations[num_animations].num_animations = num_frames; |
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115 | if (num_frames % animations[num_animations].facings) |
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116 | LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", |
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117 | &animations[num_animations].name, num_frames, animations[num_animations].facings); |
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118 | |
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119 | num_frames = 0; |
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120 | } |
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121 | else if (!strncmp (buf, "facings ", 8)) |
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122 | { |
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123 | if (!(animations[num_animations].facings = atoi (buf + 8))) |
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124 | { |
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125 | LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf); |
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126 | animations[num_animations].facings = 1; |
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127 | } |
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128 | |
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129 | } |
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130 | else |
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131 | { |
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132 | if (!(faces[num_frames++] = face_find (buf))) |
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133 | LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name); |
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134 | } |
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135 | } |
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136 | |
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137 | fclose (fp); |
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138 | LOG (llevDebug, "done. got (%d)\n", num_animations); |
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139 | } |
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140 | |
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141 | static int |
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142 | anim_compare (const animation *a, const animation *b) |
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143 | { |
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144 | return std::strcmp (a->name, b->name); |
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145 | } |
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146 | |
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147 | /* Tries to find the animation id that matches name. Returns an integer match |
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148 | * 0 if no match found (animation 0 is initialised as the 'bug' face |
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149 | */ |
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150 | int |
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151 | find_animation (const char *name) |
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152 | { |
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153 | animation search, *match; |
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154 | |
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155 | search.name = name; |
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156 | |
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157 | match = (animation *) bsearch (&search, &animations[0], (num_animations + 1), |
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158 | sizeof (animation), (int (*)(const void *, const void *)) anim_compare); |
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159 | |
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160 | |
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161 | if (match) |
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162 | return match->num; |
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163 | |
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164 | LOG (llevError, "Unable to find animation %s\n", name); |
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165 | |
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166 | return 0; |
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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. |
… | |
… | |
179 | animate_object (object *op, int dir) |
92 | animate_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) |
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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; |
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132 | case 4: base_state = ((dir - 1) / (8 / 4)) * (op->anim_frames () / 4); break; |
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133 | case 8: base_state = ((dir - 1) / (8 / 8)) * (op->anim_frames () / 8); break; |
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134 | } |
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135 | else |
218 | base_state = 0; |
136 | base_state = 0; |
219 | else |
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220 | base_state = NUM_ANIMATIONS (op) / 2; |
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221 | } |
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222 | else if (NUM_FACINGS (op) == 4) |
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223 | { |
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224 | if (dir == 0) |
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225 | base_state = 0; |
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226 | else |
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227 | base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4); |
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228 | } |
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229 | else if (NUM_FACINGS (op) == 8) |
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230 | { |
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231 | if (dir == 0) |
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232 | base_state = 0; |
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233 | else |
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234 | base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8); |
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235 | } |
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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 | } |
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176 | |