--- deliantra/server/common/anim.C 2006/09/03 08:05:39 1.6 +++ deliantra/server/common/anim.C 2018/11/18 15:19:47 1.44 @@ -1,148 +1,82 @@ /* - * static char *rcsid_anim_c = - * "$Id: anim.C,v 1.6 2006/09/03 08:05:39 root Exp $"; + * 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 + * GNU General Public License for more details. + * + * 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 */ -/* - CrossFire, A Multiplayer game for X-windows - - 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 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 - 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 crossfire-devel@real-time.com -*/ - /* This file contains animation related code. */ #include #include -std::vector animations; +static animhash_t animhash; +std::vector animations; -void free_all_anim(void) +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) { - 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. - */ - { - Animations anim0; +animation & +animation::create (const char *name, uint8 frames, uint8 facings) +{ + if (animations.size () == MAXANIMNUM) + cleanup ("trying to create new animation, but MAXANIMNUM animations in use."); - anim0.name = "###none"; - anim0.num_animations=1; - anim0.faces = (Fontindex *) malloc(sizeof(Fontindex)); - anim0.faces[0]=0; - anim0.facings=0; + animations.push_back (animation ()); + animation &anim = animations.back (); - animations.push_back (anim0); - } + anim.number = animations.size () - 1; + anim.name = name; + anim.num_animations = frames; + anim.facings = facings; + anim.faces = salloc (frames); - sprintf(buf,"%s/animations", settings.datadir); - LOG(llevDebug,"Reading animations from %s...", 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++; - - Animations 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 = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); - for (i=0; iname, b->name); + return anim; } -/* Tries to find the animation id that matches name. Returns an integer match - * 0 if no match found (animation 0 is initialized as the 'bug' face +/* 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) { - Animations search, *match; - - search.name = name; - - match = (Animations*)bsearch(&search, &animations [0], (num_animations+1), - sizeof(Animations), (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; } /* @@ -154,83 +88,89 @@ * caller has a better idea which one it really wants to be using, * so let it pass along the right one. */ +void +animate_object (object *op, int dir) +{ + int max_state; /* Max animation state object should be drawn in */ + int base_state; /* starting index # to draw from */ -void animate_object(object *op, int dir) { - 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)) { - LOG(llevError,"Object lacks animation.\n"); - dump_object(op); - return; - } - if (op->head) { - dir=op->head->direction; - - if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) - op->state = op->head->state; - else - ++op->state; - } - else { - ++op->state; /* increase draw state */ - } - - /* 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); - base_state=0; - /* at least in the older aniamtions that used is_turning, the first half - * of the animations were left facing, the second half right facing. - * Note in old the is_turning, it was set so that the animation for a monster - * was always towards the enemy - now it is whatever direction the monster - * 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 (!op->animation_id || !op->anim_frames ()) + { + LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); + op->clr_flag (FLAG_ANIMATE); + return; } - /* If beyond drawable states, reset */ - if (op->state>=max_state) op->state=0; - - SET_ANIMATION(op, op->state + base_state); - - if(op->face==blank_face) - op->invisible=1; + if (op->head_ () != op) + { + dir = op->head->direction; - /* This block covers monsters (eg, pixies) which are supposed to - * cycle from visible to invisible and back to being visible. - * as such, disable it for players, as then players would become - * visible. - */ - else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { - if(op->face->number==0) { - op->invisible=1; - CLEAR_FLAG(op, FLAG_ALIVE); - } else { - op->invisible=0; - SET_FLAG(op, FLAG_ALIVE); + if (op->anim_frames () == op->head->anim_frames ()) + op->state = op->head->state; + else + ++op->state; + } + else + ++op->state; /* increase draw state */ + + /* If object is turning, then max animation state is half through the + * animations. Otherwise, we can use all the animations. + */ + 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. + * Note in old the is_turning, it was set so that the animation for a monster + * was always towards the enemy - now it is whatever direction the monster + * is facing. + */ + + 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; + + op->set_anim_frame (op->state + base_state); + + if (op->face == blank_face) + op->invisible = 1; + + /* This block covers monsters (eg, pixies) which are supposed to + * cycle from visible to invisible and back to being visible. + * as such, disable it for players, as then players would become + * visible. + */ + else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE]) + { + if (op->face == 0) + { + op->invisible = 1; + op->clr_flag (FLAG_ALIVE); + } + else + { + op->invisible = 0; + op->set_flag (FLAG_ALIVE); } } - if(op->more) - animate_object(op->more, dir); + if (op->more) + animate_object (op->more, dir); - /* update_object will also recursively update all the pieces. - * as such, we call it last, and only call it for the head - * piece, and not for the other tail pieces. - */ - if (!op->head) - update_object(op, UP_OBJ_FACE); + /* update_object will also recursively update all the pieces. + * as such, we call it last, and only call it for the head + * piece, and not for the other tail pieces. + */ + if (op->head_ () == op) + update_object (op, UP_OBJ_FACE); }