--- deliantra/server/common/anim.C 2007/03/11 02:12:44 1.21 +++ deliantra/server/common/anim.C 2018/11/18 15:19:47 1.44 @@ -1,25 +1,26 @@ /* - * 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 file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 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 + * 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 + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to */ /* This file contains animation related code. */ @@ -27,143 +28,55 @@ #include #include +static 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. - */ - { - animation anim0; - - anim0.name = "###none"; - anim0.num_animations = 1; - anim0.faces = (uint16 *)malloc (sizeof (uint16)); - anim0.faces[0] = 0; - anim0.facings = 0; - - animations.push_back (anim0); - } + if (animations.size () == MAXANIMNUM) + cleanup ("trying to create new animation, but MAXANIMNUM animations in use."); - 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++; - - animation 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 ", 8)) - { - if (!(animations[num_animations].facings = atoi (buf + 8))) - { - 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++] = face_find (buf))) - LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name); - } - } + anim.number = animations.size () - 1; + anim.name = name; + anim.num_animations = frames; + anim.facings = facings; + anim.faces = salloc (frames); - fclose (fp); - LOG (llevDebug, "done. got (%d)\n", num_animations); -} + animhash.insert (std::make_pair (anim.name, anim.number)); -static int -anim_compare (const animation *a, const animation *b) -{ - return std::strcmp (a->name, b->name); + return anim; } -/* Tries to find the animation id that matches name. Returns an integer match +/* 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 */ -int -find_animation (const char *name) +animation & +animation::find (const char *name) { - animation search, *match; - - search.name = name; - - match = (animation *) bsearch (&search, &animations[0], (num_animations + 1), - sizeof (animation), (int (*)(const void *, const void *)) anim_compare); + if (!name) + return animations [0]; + animhash_t::iterator i = animhash.find (name); + return animations [i == animhash.end () ? 0 : i->second]; +} - if (match) - return match->num; - - LOG (llevError, "Unable to find animation %s\n", name); - - return 0; +void +init_anim () +{ + animation &anim0 = animation::create ("none", 1, 0); + anim0.faces [0] = 0; } /* @@ -181,18 +94,18 @@ int max_state; /* Max animation state object should be drawn in */ int base_state; /* starting index # to draw from */ - if (!op->animation_id || !NUM_ANIMATIONS (op)) + if (!op->animation_id || !op->anim_frames ()) { LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); - CLEAR_FLAG (op, FLAG_ANIMATE); + op->clr_flag (FLAG_ANIMATE); return; } - if (op->head) + if (op->head_ () != op) { dir = op->head->direction; - if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) + if (op->anim_frames () == op->head->anim_frames ()) op->state = op->head->state; else ++op->state; @@ -203,7 +116,7 @@ /* If object is turning, then max animation state is half through the * animations. Otherwise, we can use all the animations. */ - max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); + max_state = op->anim_frames () / op->anim_facings (); base_state = 0; /* at least in the older animations that used is_turning, the first half * of the animations were left facing, the second half right facing. @@ -212,33 +125,21 @@ * is facing. */ - if (NUM_FACINGS (op) == 2) - { - if (dir < 5) - base_state = 0; - else - base_state = NUM_ANIMATIONS (op) / 2; - } - else if (NUM_FACINGS (op) == 4) - { - if (dir == 0) - base_state = 0; - else - base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4); - } - else if (NUM_FACINGS (op) == 8) - { - if (dir == 0) - base_state = 0; - else - base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8); - } + if (dir > 0) + switch (op->anim_facings ()) + { + case 2: base_state = ((dir - 1) / (8 / 2)) * (op->anim_frames () / 2); break; + case 4: base_state = ((dir - 1) / (8 / 4)) * (op->anim_frames () / 4); break; + case 8: base_state = ((dir - 1) / (8 / 8)) * (op->anim_frames () / 8); break; + } + else + base_state = 0; /* If beyond drawable states, reset */ if (op->state >= max_state) op->state = 0; - SET_ANIMATION (op, op->state + base_state); + op->set_anim_frame (op->state + base_state); if (op->face == blank_face) op->invisible = 1; @@ -248,17 +149,17 @@ * as such, disable it for players, as then players would become * visible. */ - else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE]) + else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE]) { if (op->face == 0) { op->invisible = 1; - CLEAR_FLAG (op, FLAG_ALIVE); + op->clr_flag (FLAG_ALIVE); } else { op->invisible = 0; - SET_FLAG (op, FLAG_ALIVE); + op->set_flag (FLAG_ALIVE); } } @@ -269,6 +170,7 @@ * 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); } +