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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.5 by root, Sun Sep 3 07:57:54 2006 UTC vs.
Revision 1.15 by pippijn, Sat Jan 6 14:42:28 2007 UTC

1/*
2 * static char *rcsid_anim_c =
3 * "$Id: anim.C,v 1.5 2006/09/03 07:57:54 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29/* This file contains animation related code. */ 25/* This file contains animation related code. */
30 26
31#include <global.h> 27#include <global.h>
32#include <stdio.h> 28#include <stdio.h>
33 29
34std::vector<Animations> animations; 30void
35
36void free_all_anim(void) 31free_all_anim (void)
37{ 32{
38 for (int i=0; i<=num_animations; i++) 33 for (int i = 0; i <= num_animations; i++)
39 { 34 {
40 animations[i].name = 0; 35 animations[i].name = 0;
41 free (animations[i].faces); 36 free (animations[i].faces);
42 } 37 }
43 38
44 animations.clear (); 39 animations.clear ();
45} 40}
46 41
42void
47void init_anim(void) { 43init_anim (void)
44{
45 char
48 char buf[MAX_BUF]; 46 buf[MAX_BUF];
49 FILE *fp; 47 FILE *
50 static int anim_init=0; 48 fp;
49 static int
50 anim_init = 0;
51 int
51 int num_frames=0,faces[MAX_ANIMATIONS],i; 52 num_frames = 0, faces[MAX_ANIMATIONS], i;
52 53
53 if (anim_init) return; 54 if (anim_init)
55 return;
54 num_animations=0; 56 num_animations = 0;
55 /* Make a default. New animations start at one, so if something 57 /* Make a default. New animations start at one, so if something
56 * thinks it is animated but hasn't set the animation_id properly, 58 * thinks it is animated but hasn't set the animation_id properly,
57 * it will have a default value that should be pretty obvious. 59 * it will have a default value that should be pretty obvious.
58 */ 60 */
59 /* set the name so we don't try to dereferance null. 61 /* set the name so we don't try to dereferance null.
60 * Put # at start so it will be first in alphabetical 62 * Put # at start so it will be first in alphabetical
61 * order. 63 * order.
62 */ 64 */
65 {
66 Animations anim0;
67
63 animations[0].name = "###none"; 68 anim0.name = "###none";
64 animations[0].num_animations=1; 69 anim0.num_animations = 1;
65 animations[0].faces = (Fontindex *) malloc(sizeof(Fontindex)); 70 anim0.faces = (uint16 *)malloc (sizeof (uint16));
66 animations[0].faces[0]=0; 71 anim0.faces[0] = 0;
67 animations[0].facings=0; 72 anim0.facings = 0;
68 73
74 animations.push_back (anim0);
75 }
76
69 sprintf(buf,"%s/animations", settings.datadir); 77 sprintf (buf, "%s/animations", settings.datadir);
70 LOG(llevDebug,"Reading animations from %s...", buf); 78 LOG (llevDebug, "Reading animations from %s...\n", buf);
71 if ((fp=fopen(buf,"r")) ==NULL) { 79 if ((fp = fopen (buf, "r")) == NULL)
80 {
72 LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno)); 81 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
73 exit(-1); 82 exit (-1);
74 } 83 }
75 while (fgets(buf, MAX_BUF-1, fp)!=NULL) { 84 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
76 if (*buf=='#') continue; 85 {
86 if (*buf == '#')
87 continue;
77 /* Kill the newline */ 88 /* Kill the newline */
78 buf[strlen(buf)-1] = '\0'; 89 buf[strlen (buf) - 1] = '\0';
79 if (!strncmp(buf,"anim ", 5)) { 90 if (!strncmp (buf, "anim ", 5))
91 {
80 if (num_frames) { 92 if (num_frames)
93 {
81 LOG(llevError,"Didn't get a mina before %s\n", buf); 94 LOG (llevError, "Didn't get a mina before %s\n", buf);
82 num_frames=0; 95 num_frames = 0;
83 } 96 }
84 num_animations++; 97 num_animations++;
85 98
86 Animations &anim = animations.at (num_animations); 99 Animations anim;
100
87 anim.name = buf + 5; 101 anim.name = buf + 5;
88 anim.num = num_animations; /* for bsearch */ 102 anim.num = num_animations; /* for bsearch */
89 anim.facings = 1; 103 anim.facings = 1;
104 animations.push_back (anim);
90 } 105 }
91 else if (!strncmp(buf,"mina",4)) { 106 else if (!strncmp (buf, "mina", 4))
107 {
92 animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); 108 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
93 for (i=0; i<num_frames; i++) 109 for (i = 0; i < num_frames; i++)
94 animations[num_animations].faces[i]=faces[i]; 110 animations[num_animations].faces[i] = faces[i];
95 animations[num_animations].num_animations = num_frames; 111 animations[num_animations].num_animations = num_frames;
96 if (num_frames % animations[num_animations].facings) { 112 if (num_frames % animations[num_animations].facings)
113 {
97 LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", 114 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
98 &animations[num_animations].name, num_frames, animations[num_animations].facings); 115 &animations[num_animations].name, num_frames, animations[num_animations].facings);
99 } 116 }
100 num_frames=0; 117 num_frames = 0;
101 } 118 }
102 else if (!strncmp(buf,"facings",7)) { 119 else if (!strncmp (buf, "facings", 7))
120 {
103 if (!(animations[num_animations].facings = atoi(buf+7))) { 121 if (!(animations[num_animations].facings = atoi (buf + 7)))
122 {
104 LOG(llevDebug,"Animation %s has 0 facings, line=%s\n", 123 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
105 &animations[num_animations].name, buf);
106 animations[num_animations].facings=1; 124 animations[num_animations].facings = 1;
107 } 125 }
108 126
127 }
109 } else { 128 else
129 {
110 if (!(faces[num_frames++] = FindFace(buf,0))) 130 if (!(faces[num_frames++] = FindFace (buf, 0)))
111 LOG(llevDebug,"Could not find face %s for animation %s\n", 131 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
112 buf, &animations[num_animations].name);
113 } 132 }
114 } 133 }
115 fclose(fp); 134 fclose (fp);
116 LOG(llevDebug,"done. got (%d)\n", num_animations); 135 LOG (llevDebug, "done. got (%d)\n", num_animations);
117} 136}
118 137
138static int
119static int anim_compare(const Animations *a, const Animations *b) { 139anim_compare (const Animations * a, const Animations * b)
140{
120 return strcmp(a->name, b->name); 141 return strcmp (a->name, b->name);
121} 142}
122 143
123/* Tries to find the animation id that matches name. Returns an integer match 144/* Tries to find the animation id that matches name. Returns an integer match
124 * 0 if no match found (animation 0 is initialized as the 'bug' face 145 * 0 if no match found (animation 0 is initialised as the 'bug' face
125 */ 146 */
147int
126int find_animation(const char *name) 148find_animation (const char *name)
127{ 149{
128 Animations search, *match; 150 Animations
151 search, *
152 match;
129 153
130 search.name = name; 154 search.name = name;
131 155
132 match = (Animations*)bsearch(&search, &animations [0], (num_animations+1), 156 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
133 sizeof(Animations), (int (*)(const void*, const void*))anim_compare); 157 sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
134 158
135 159
160 if (match)
136 if (match) return match->num; 161 return match->num;
137 LOG(llevError,"Unable to find animation %s\n", name); 162 LOG (llevError, "Unable to find animation %s\n", name);
138 return 0; 163 return 0;
139} 164}
140 165
141/* 166/*
142 * animate_object(object) updates the face-variable of an object. 167 * animate_object(object) updates the face-variable of an object.
143 * If the object is the head of a multi-object, all objects are animated. 168 * If the object is the head of a multi-object, all objects are animated.
146 * op->direction, but in some cases, op->facing is used instead - the 171 * op->direction, but in some cases, op->facing is used instead - the
147 * caller has a better idea which one it really wants to be using, 172 * caller has a better idea which one it really wants to be using,
148 * so let it pass along the right one. 173 * so let it pass along the right one.
149 */ 174 */
150 175
176void
151void animate_object(object *op, int dir) { 177animate_object (object *op, int dir)
178{
152 int max_state; /* Max animation state object should be drawn in */ 179 int max_state; /* Max animation state object should be drawn in */
153 int base_state; /* starting index # to draw from */ 180 int base_state; /* starting index # to draw from */
154 181
155 if(!op->animation_id || !NUM_ANIMATIONS(op)) { 182 if (!op->animation_id || !NUM_ANIMATIONS (op))
183 {
156 LOG(llevError,"Object lacks animation.\n"); 184 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
157 dump_object(op);
158 return; 185 return;
159 } 186 }
187
160 if (op->head) { 188 if (op->head)
189 {
161 dir=op->head->direction; 190 dir = op->head->direction;
162 191
163 if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) 192 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
164 op->state = op->head->state; 193 op->state = op->head->state;
165 else 194 else
166 ++op->state; 195 ++op->state;
167 } 196 }
168 else { 197 else
169 ++op->state; /* increase draw state */ 198 ++op->state; /* increase draw state */
170 }
171 199
172 /* If object is turning, then max animation state is half through the 200 /* If object is turning, then max animation state is half through the
173 * animations. Otherwise, we can use all the animations. 201 * animations. Otherwise, we can use all the animations.
174 */ 202 */
175 max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op); 203 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
176 base_state=0; 204 base_state = 0;
177 /* at least in the older aniamtions that used is_turning, the first half 205 /* at least in the older aniamtions that used is_turning, the first half
178 * of the animations were left facing, the second half right facing. 206 * of the animations were left facing, the second half right facing.
179 * Note in old the is_turning, it was set so that the animation for a monster 207 * Note in old the is_turning, it was set so that the animation for a monster
180 * was always towards the enemy - now it is whatever direction the monster 208 * was always towards the enemy - now it is whatever direction the monster
181 * is facing. 209 * is facing.
182 */ 210 */
211
183 if (NUM_FACINGS(op)==2) { 212 if (NUM_FACINGS (op) == 2)
213 {
214 if (dir < 5)
184 if (dir<5) base_state=0; 215 base_state = 0;
216 else
185 else base_state=NUM_ANIMATIONS(op)/2; 217 base_state = NUM_ANIMATIONS (op) / 2;
186 } 218 }
187 else if (NUM_FACINGS(op)==4) { 219 else if (NUM_FACINGS (op) == 4)
220 {
221 if (dir == 0)
188 if (dir==0) base_state=0; 222 base_state = 0;
223 else
189 else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); 224 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
190 } 225 }
191 else if (NUM_FACINGS(op)==8) { 226 else if (NUM_FACINGS (op) == 8)
227 {
228 if (dir == 0)
192 if (dir==0) base_state=0; 229 base_state = 0;
230 else
193 else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); 231 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
194 } 232 }
195 233
196 /* If beyond drawable states, reset */ 234 /* If beyond drawable states, reset */
197 if (op->state>=max_state) op->state=0; 235 if (op->state >= max_state)
236 op->state = 0;
198 237
199 SET_ANIMATION(op, op->state + base_state); 238 SET_ANIMATION (op, op->state + base_state);
200 239
201 if(op->face==blank_face) 240 if (op->face == blank_face)
202 op->invisible=1; 241 op->invisible = 1;
203 242
204 /* This block covers monsters (eg, pixies) which are supposed to 243 /* This block covers monsters (eg, pixies) which are supposed to
205 * cycle from visible to invisible and back to being visible. 244 * cycle from visible to invisible and back to being visible.
206 * as such, disable it for players, as then players would become 245 * as such, disable it for players, as then players would become
207 * visible. 246 * visible.
208 */ 247 */
209 else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { 248 else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE))
249 {
210 if(op->face->number==0) { 250 if (op->face->number == 0)
251 {
211 op->invisible=1; 252 op->invisible = 1;
212 CLEAR_FLAG(op, FLAG_ALIVE); 253 CLEAR_FLAG (op, FLAG_ALIVE);
254 }
213 } else { 255 else
256 {
214 op->invisible=0; 257 op->invisible = 0;
215 SET_FLAG(op, FLAG_ALIVE); 258 SET_FLAG (op, FLAG_ALIVE);
216 } 259 }
217 } 260 }
218 261
219 if(op->more) 262 if (op->more)
220 animate_object(op->more, dir); 263 animate_object (op->more, dir);
221 264
222 /* update_object will also recursively update all the pieces. 265 /* update_object will also recursively update all the pieces.
223 * as such, we call it last, and only call it for the head 266 * as such, we call it last, and only call it for the head
224 * piece, and not for the other tail pieces. 267 * piece, and not for the other tail pieces.
225 */ 268 */
226 if (!op->head) 269 if (!op->head)
227 update_object(op, UP_OBJ_FACE); 270 update_object (op, UP_OBJ_FACE);
228} 271}
229

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