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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.6 by root, Sun Sep 3 08:05:39 2006 UTC vs.
Revision 1.14 by pippijn, Wed Jan 3 00:21:34 2007 UTC

1/*
2 * static char *rcsid_anim_c =
3 * "$Id: anim.C,v 1.6 2006/09/03 08:05:39 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* This file contains animation related code. */ 24/* This file contains animation related code. */
30 25
31#include <global.h> 26#include <global.h>
32#include <stdio.h> 27#include <stdio.h>
33 28
34std::vector<Animations> animations; 29void
35
36void free_all_anim(void) 30free_all_anim (void)
37{ 31{
38 for (int i=0; i<=num_animations; i++) 32 for (int i = 0; i <= num_animations; i++)
39 { 33 {
40 animations[i].name = 0; 34 animations[i].name = 0;
41 free (animations[i].faces); 35 free (animations[i].faces);
42 } 36 }
43 37
44 animations.clear (); 38 animations.clear ();
45} 39}
46 40
41void
47void init_anim(void) { 42init_anim (void)
43{
44 char
48 char buf[MAX_BUF]; 45 buf[MAX_BUF];
49 FILE *fp; 46 FILE *
50 static int anim_init=0; 47 fp;
48 static int
49 anim_init = 0;
50 int
51 int num_frames=0,faces[MAX_ANIMATIONS],i; 51 num_frames = 0, faces[MAX_ANIMATIONS], i;
52 52
53 if (anim_init) return; 53 if (anim_init)
54 return;
54 num_animations=0; 55 num_animations = 0;
55 /* Make a default. New animations start at one, so if something 56 /* Make a default. New animations start at one, so if something
56 * thinks it is animated but hasn't set the animation_id properly, 57 * thinks it is animated but hasn't set the animation_id properly,
57 * it will have a default value that should be pretty obvious. 58 * it will have a default value that should be pretty obvious.
58 */ 59 */
59 /* set the name so we don't try to dereferance null. 60 /* set the name so we don't try to dereferance null.
60 * Put # at start so it will be first in alphabetical 61 * Put # at start so it will be first in alphabetical
61 * order. 62 * order.
62 */ 63 */
63 { 64 {
64 Animations anim0; 65 Animations anim0;
65 66
66 anim0.name = "###none"; 67 anim0.name = "###none";
67 anim0.num_animations=1; 68 anim0.num_animations = 1;
68 anim0.faces = (Fontindex *) malloc(sizeof(Fontindex)); 69 anim0.faces = (uint16 *)malloc (sizeof (uint16));
69 anim0.faces[0]=0; 70 anim0.faces[0] = 0;
70 anim0.facings=0; 71 anim0.facings = 0;
71 72
72 animations.push_back (anim0); 73 animations.push_back (anim0);
73 } 74 }
74 75
75 sprintf(buf,"%s/animations", settings.datadir); 76 sprintf (buf, "%s/animations", settings.datadir);
76 LOG(llevDebug,"Reading animations from %s...", buf); 77 LOG (llevDebug, "Reading animations from %s...\n", buf);
77 if ((fp=fopen(buf,"r")) ==NULL) { 78 if ((fp = fopen (buf, "r")) == NULL)
79 {
78 LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno)); 80 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
79 exit(-1); 81 exit (-1);
80 } 82 }
81 while (fgets(buf, MAX_BUF-1, fp)!=NULL) { 83 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
82 if (*buf=='#') continue; 84 {
85 if (*buf == '#')
86 continue;
83 /* Kill the newline */ 87 /* Kill the newline */
84 buf[strlen(buf)-1] = '\0'; 88 buf[strlen (buf) - 1] = '\0';
85 if (!strncmp(buf,"anim ", 5)) { 89 if (!strncmp (buf, "anim ", 5))
90 {
86 if (num_frames) { 91 if (num_frames)
92 {
87 LOG(llevError,"Didn't get a mina before %s\n", buf); 93 LOG (llevError, "Didn't get a mina before %s\n", buf);
88 num_frames=0; 94 num_frames = 0;
89 } 95 }
90 num_animations++; 96 num_animations++;
91 97
92 Animations anim; 98 Animations anim;
99
93 anim.name = buf + 5; 100 anim.name = buf + 5;
94 anim.num = num_animations; /* for bsearch */ 101 anim.num = num_animations; /* for bsearch */
95 anim.facings = 1; 102 anim.facings = 1;
96 animations.push_back (anim); 103 animations.push_back (anim);
97 } 104 }
98 else if (!strncmp(buf,"mina",4)) { 105 else if (!strncmp (buf, "mina", 4))
106 {
99 animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); 107 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
100 for (i=0; i<num_frames; i++) 108 for (i = 0; i < num_frames; i++)
101 animations[num_animations].faces[i]=faces[i]; 109 animations[num_animations].faces[i] = faces[i];
102 animations[num_animations].num_animations = num_frames; 110 animations[num_animations].num_animations = num_frames;
103 if (num_frames % animations[num_animations].facings) { 111 if (num_frames % animations[num_animations].facings)
112 {
104 LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", 113 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
105 &animations[num_animations].name, num_frames, animations[num_animations].facings); 114 &animations[num_animations].name, num_frames, animations[num_animations].facings);
106 } 115 }
107 num_frames=0; 116 num_frames = 0;
108 } 117 }
109 else if (!strncmp(buf,"facings",7)) { 118 else if (!strncmp (buf, "facings", 7))
119 {
110 if (!(animations[num_animations].facings = atoi(buf+7))) { 120 if (!(animations[num_animations].facings = atoi (buf + 7)))
121 {
111 LOG(llevDebug,"Animation %s has 0 facings, line=%s\n", 122 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
112 &animations[num_animations].name, buf);
113 animations[num_animations].facings=1; 123 animations[num_animations].facings = 1;
114 } 124 }
115 125
126 }
116 } else { 127 else
128 {
117 if (!(faces[num_frames++] = FindFace(buf,0))) 129 if (!(faces[num_frames++] = FindFace (buf, 0)))
118 LOG(llevDebug,"Could not find face %s for animation %s\n", 130 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
119 buf, &animations[num_animations].name);
120 } 131 }
121 } 132 }
122 fclose(fp); 133 fclose (fp);
123 LOG(llevDebug,"done. got (%d)\n", num_animations); 134 LOG (llevDebug, "done. got (%d)\n", num_animations);
124} 135}
125 136
137static int
126static int anim_compare(const Animations *a, const Animations *b) { 138anim_compare (const Animations * a, const Animations * b)
139{
127 return strcmp(a->name, b->name); 140 return strcmp (a->name, b->name);
128} 141}
129 142
130/* Tries to find the animation id that matches name. Returns an integer match 143/* Tries to find the animation id that matches name. Returns an integer match
131 * 0 if no match found (animation 0 is initialized as the 'bug' face 144 * 0 if no match found (animation 0 is initialised as the 'bug' face
132 */ 145 */
146int
133int find_animation(const char *name) 147find_animation (const char *name)
134{ 148{
135 Animations search, *match; 149 Animations
150 search, *
151 match;
136 152
137 search.name = name; 153 search.name = name;
138 154
139 match = (Animations*)bsearch(&search, &animations [0], (num_animations+1), 155 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
140 sizeof(Animations), (int (*)(const void*, const void*))anim_compare); 156 sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
141 157
142 158
159 if (match)
143 if (match) return match->num; 160 return match->num;
144 LOG(llevError,"Unable to find animation %s\n", name); 161 LOG (llevError, "Unable to find animation %s\n", name);
145 return 0; 162 return 0;
146} 163}
147 164
148/* 165/*
149 * animate_object(object) updates the face-variable of an object. 166 * animate_object(object) updates the face-variable of an object.
150 * If the object is the head of a multi-object, all objects are animated. 167 * If the object is the head of a multi-object, all objects are animated.
153 * op->direction, but in some cases, op->facing is used instead - the 170 * op->direction, but in some cases, op->facing is used instead - the
154 * caller has a better idea which one it really wants to be using, 171 * caller has a better idea which one it really wants to be using,
155 * so let it pass along the right one. 172 * so let it pass along the right one.
156 */ 173 */
157 174
175void
158void animate_object(object *op, int dir) { 176animate_object (object *op, int dir)
177{
159 int max_state; /* Max animation state object should be drawn in */ 178 int max_state; /* Max animation state object should be drawn in */
160 int base_state; /* starting index # to draw from */ 179 int base_state; /* starting index # to draw from */
161 180
162 if(!op->animation_id || !NUM_ANIMATIONS(op)) { 181 if (!op->animation_id || !NUM_ANIMATIONS (op))
182 {
163 LOG(llevError,"Object lacks animation.\n"); 183 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
164 dump_object(op);
165 return; 184 return;
166 } 185 }
186
167 if (op->head) { 187 if (op->head)
188 {
168 dir=op->head->direction; 189 dir = op->head->direction;
169 190
170 if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) 191 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
171 op->state = op->head->state; 192 op->state = op->head->state;
172 else 193 else
173 ++op->state; 194 ++op->state;
174 } 195 }
175 else { 196 else
176 ++op->state; /* increase draw state */ 197 ++op->state; /* increase draw state */
177 }
178 198
179 /* If object is turning, then max animation state is half through the 199 /* If object is turning, then max animation state is half through the
180 * animations. Otherwise, we can use all the animations. 200 * animations. Otherwise, we can use all the animations.
181 */ 201 */
182 max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op); 202 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
183 base_state=0; 203 base_state = 0;
184 /* at least in the older aniamtions that used is_turning, the first half 204 /* at least in the older aniamtions that used is_turning, the first half
185 * of the animations were left facing, the second half right facing. 205 * of the animations were left facing, the second half right facing.
186 * Note in old the is_turning, it was set so that the animation for a monster 206 * Note in old the is_turning, it was set so that the animation for a monster
187 * was always towards the enemy - now it is whatever direction the monster 207 * was always towards the enemy - now it is whatever direction the monster
188 * is facing. 208 * is facing.
189 */ 209 */
210
190 if (NUM_FACINGS(op)==2) { 211 if (NUM_FACINGS (op) == 2)
212 {
213 if (dir < 5)
191 if (dir<5) base_state=0; 214 base_state = 0;
215 else
192 else base_state=NUM_ANIMATIONS(op)/2; 216 base_state = NUM_ANIMATIONS (op) / 2;
193 } 217 }
194 else if (NUM_FACINGS(op)==4) { 218 else if (NUM_FACINGS (op) == 4)
219 {
220 if (dir == 0)
195 if (dir==0) base_state=0; 221 base_state = 0;
222 else
196 else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); 223 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
197 } 224 }
198 else if (NUM_FACINGS(op)==8) { 225 else if (NUM_FACINGS (op) == 8)
226 {
227 if (dir == 0)
199 if (dir==0) base_state=0; 228 base_state = 0;
229 else
200 else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); 230 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
201 } 231 }
202 232
203 /* If beyond drawable states, reset */ 233 /* If beyond drawable states, reset */
204 if (op->state>=max_state) op->state=0; 234 if (op->state >= max_state)
235 op->state = 0;
205 236
206 SET_ANIMATION(op, op->state + base_state); 237 SET_ANIMATION (op, op->state + base_state);
207 238
208 if(op->face==blank_face) 239 if (op->face == blank_face)
209 op->invisible=1; 240 op->invisible = 1;
210 241
211 /* This block covers monsters (eg, pixies) which are supposed to 242 /* This block covers monsters (eg, pixies) which are supposed to
212 * cycle from visible to invisible and back to being visible. 243 * cycle from visible to invisible and back to being visible.
213 * as such, disable it for players, as then players would become 244 * as such, disable it for players, as then players would become
214 * visible. 245 * visible.
215 */ 246 */
216 else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { 247 else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE))
248 {
217 if(op->face->number==0) { 249 if (op->face->number == 0)
250 {
218 op->invisible=1; 251 op->invisible = 1;
219 CLEAR_FLAG(op, FLAG_ALIVE); 252 CLEAR_FLAG (op, FLAG_ALIVE);
253 }
220 } else { 254 else
255 {
221 op->invisible=0; 256 op->invisible = 0;
222 SET_FLAG(op, FLAG_ALIVE); 257 SET_FLAG (op, FLAG_ALIVE);
223 } 258 }
224 } 259 }
225 260
226 if(op->more) 261 if (op->more)
227 animate_object(op->more, dir); 262 animate_object (op->more, dir);
228 263
229 /* update_object will also recursively update all the pieces. 264 /* update_object will also recursively update all the pieces.
230 * as such, we call it last, and only call it for the head 265 * as such, we call it last, and only call it for the head
231 * piece, and not for the other tail pieces. 266 * piece, and not for the other tail pieces.
232 */ 267 */
233 if (!op->head) 268 if (!op->head)
234 update_object(op, UP_OBJ_FACE); 269 update_object (op, UP_OBJ_FACE);
235} 270}
236

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