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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.24 by root, Thu May 17 21:32:08 2007 UTC vs.
Revision 1.44 by root, Sun Nov 18 15:19:47 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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
30animhash_t animhash; 31static animhash_t animhash;
31std::vector<animation> animations; 32std::vector<animation> animations;
32 33
33void 34void
34animation::resize (int new_size) 35animation::resize (int new_size)
35{ 36{
36 sfree <faceidx> (faces, num_animations); 37 sfree<faceidx> (faces, num_animations);
37 num_animations = new_size; 38 num_animations = new_size;
38 faces = salloc<faceidx> (num_animations); 39 faces = salloc<faceidx> (num_animations);
39} 40}
40 41
41animation & 42animation &
56 animhash.insert (std::make_pair (anim.name, anim.number)); 57 animhash.insert (std::make_pair (anim.name, anim.number));
57 58
58 return anim; 59 return anim;
59} 60}
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 */
61animation & 65animation &
62animation::find (const char *name) 66animation::find (const char *name)
63{ 67{
64 if (!name) 68 if (!name)
65 return animations [0]; 69 return animations [0];
67 animhash_t::iterator i = animhash.find (name); 71 animhash_t::iterator i = animhash.find (name);
68 return animations [i == animhash.end () ? 0 : i->second]; 72 return animations [i == animhash.end () ? 0 : i->second];
69} 73}
70 74
71void 75void
72init_anim (void) 76init_anim ()
73{ 77{
74 animation &anim0 = animation::create ("none", 1, 0); 78 animation &anim0 = animation::create ("none", 1, 0);
75 anim0.faces [0] = 0; 79 anim0.faces [0] = 0;
76}
77
78/* Tries to find the animation id that matches name. Returns an integer match
79 * 0 if no match found (animation 0 is initialised as the 'bug' face
80 */
81//TODO: nuke this function and replace all occurences by animations::find
82int
83find_animation (const char *name)
84{
85 return animation::find (name).number;
86} 80}
87 81
88/* 82/*
89 * animate_object(object) updates the face-variable of an object. 83 * animate_object(object) updates the face-variable of an object.
90 * 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.
98animate_object (object *op, int dir) 92animate_object (object *op, int dir)
99{ 93{
100 int max_state; /* Max animation state object should be drawn in */ 94 int max_state; /* Max animation state object should be drawn in */
101 int base_state; /* starting index # to draw from */ 95 int base_state; /* starting index # to draw from */
102 96
103 if (!op->animation_id || !NUM_ANIMATIONS (op)) 97 if (!op->animation_id || !op->anim_frames ())
104 { 98 {
105 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); 99 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
106 CLEAR_FLAG (op, FLAG_ANIMATE); 100 op->clr_flag (FLAG_ANIMATE);
107 return; 101 return;
108 } 102 }
109 103
110 if (op->head_ () != op) 104 if (op->head_ () != op)
111 { 105 {
112 dir = op->head->direction; 106 dir = op->head->direction;
113 107
114 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) 108 if (op->anim_frames () == op->head->anim_frames ())
115 op->state = op->head->state; 109 op->state = op->head->state;
116 else 110 else
117 ++op->state; 111 ++op->state;
118 } 112 }
119 else 113 else
120 ++op->state; /* increase draw state */ 114 ++op->state; /* increase draw state */
121 115
122 /* 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
123 * animations. Otherwise, we can use all the animations. 117 * animations. Otherwise, we can use all the animations.
124 */ 118 */
125 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); 119 max_state = op->anim_frames () / op->anim_facings ();
126 base_state = 0; 120 base_state = 0;
127 /* 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
128 * of the animations were left facing, the second half right facing. 122 * 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 123 * 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 124 * was always towards the enemy - now it is whatever direction the monster
131 * is facing. 125 * is facing.
132 */ 126 */
133 127
134 if (NUM_FACINGS (op) == 2) 128 if (dir > 0)
129 switch (op->anim_facings ())
135 { 130 {
136 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
137 base_state = 0; 136 base_state = 0;
138 else
139 base_state = NUM_ANIMATIONS (op) / 2;
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 }
148 else if (NUM_FACINGS (op) == 8)
149 {
150 if (dir == 0)
151 base_state = 0;
152 else
153 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
154 }
155 137
156 /* If beyond drawable states, reset */ 138 /* If beyond drawable states, reset */
157 if (op->state >= max_state) 139 if (op->state >= max_state)
158 op->state = 0; 140 op->state = 0;
159 141
160 SET_ANIMATION (op, op->state + base_state); 142 op->set_anim_frame (op->state + base_state);
161 143
162 if (op->face == blank_face) 144 if (op->face == blank_face)
163 op->invisible = 1; 145 op->invisible = 1;
164 146
165 /* This block covers monsters (eg, pixies) which are supposed to 147 /* This block covers monsters (eg, pixies) which are supposed to
166 * cycle from visible to invisible and back to being visible. 148 * cycle from visible to invisible and back to being visible.
167 * as such, disable it for players, as then players would become 149 * as such, disable it for players, as then players would become
168 * visible. 150 * visible.
169 */ 151 */
170 else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE]) 152 else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE])
171 { 153 {
172 if (op->face == 0) 154 if (op->face == 0)
173 { 155 {
174 op->invisible = 1; 156 op->invisible = 1;
175 CLEAR_FLAG (op, FLAG_ALIVE); 157 op->clr_flag (FLAG_ALIVE);
176 } 158 }
177 else 159 else
178 { 160 {
179 op->invisible = 0; 161 op->invisible = 0;
180 SET_FLAG (op, FLAG_ALIVE); 162 op->set_flag (FLAG_ALIVE);
181 } 163 }
182 } 164 }
183 165
184 if (op->more) 166 if (op->more)
185 animate_object (op->more, dir); 167 animate_object (op->more, dir);

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