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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 1.37 by root, Sun Apr 11 00:34:05 2010 UTC

1/* 1/*
2 * static char *rcsid_anim_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: anim.C,v 1.6 2006/09/03 08:05:39 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 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
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
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
30static animhash_t animhash;
34std::vector<Animations> animations; 31std::vector<animation> animations;
35 32
36void free_all_anim(void) 33void
34animation::resize (int new_size)
37{ 35{
38 for (int i=0; i<=num_animations; i++) 36 sfree<faceidx> (faces, num_animations);
39 { 37 num_animations = new_size;
40 animations[i].name = 0; 38 faces = salloc<faceidx> (num_animations);
41 free (animations[i].faces);
42 }
43
44 animations.clear ();
45} 39}
46 40
47void init_anim(void) { 41animation &
48 char buf[MAX_BUF]; 42animation::create (const char *name, uint8 frames, uint8 facings)
49 FILE *fp; 43{
50 static int anim_init=0; 44 if (animations.size () == MAXANIMNUM)
51 int num_frames=0,faces[MAX_ANIMATIONS],i; 45 cleanup ("trying to create new animation, but MAXANIMNUM animations in use.");
52 46
53 if (anim_init) return; 47 animations.push_back (animation ());
54 num_animations=0; 48 animation &anim = animations.back ();
55 /* 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 * it will have a default value that should be pretty obvious.
58 */
59 /* set the name so we don't try to dereferance null.
60 * Put # at start so it will be first in alphabetical
61 * order.
62 */
63 {
64 Animations anim0;
65 49
66 anim0.name = "###none"; 50 anim.number = animations.size () - 1;
51 anim.name = name;
67 anim0.num_animations=1; 52 anim.num_animations = frames;
68 anim0.faces = (Fontindex *) malloc(sizeof(Fontindex)); 53 anim.facings = facings;
69 anim0.faces[0]=0; 54 anim.faces = salloc<faceidx> (frames);
70 anim0.facings=0;
71 55
72 animations.push_back (anim0); 56 animhash.insert (std::make_pair (anim.name, anim.number));
73 }
74 57
75 sprintf(buf,"%s/animations", settings.datadir); 58 return anim;
76 LOG(llevDebug,"Reading animations from %s...", buf);
77 if ((fp=fopen(buf,"r")) ==NULL) {
78 LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno));
79 exit(-1);
80 }
81 while (fgets(buf, MAX_BUF-1, fp)!=NULL) {
82 if (*buf=='#') continue;
83 /* Kill the newline */
84 buf[strlen(buf)-1] = '\0';
85 if (!strncmp(buf,"anim ", 5)) {
86 if (num_frames) {
87 LOG(llevError,"Didn't get a mina before %s\n", buf);
88 num_frames=0;
89 }
90 num_animations++;
91
92 Animations anim;
93 anim.name = buf + 5;
94 anim.num = num_animations; /* for bsearch */
95 anim.facings = 1;
96 animations.push_back (anim);
97 }
98 else if (!strncmp(buf,"mina",4)) {
99 animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames);
100 for (i=0; i<num_frames; i++)
101 animations[num_animations].faces[i]=faces[i];
102 animations[num_animations].num_animations = num_frames;
103 if (num_frames % animations[num_animations].facings) {
104 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);
106 }
107 num_frames=0;
108 }
109 else if (!strncmp(buf,"facings",7)) {
110 if (!(animations[num_animations].facings = atoi(buf+7))) {
111 LOG(llevDebug,"Animation %s has 0 facings, line=%s\n",
112 &animations[num_animations].name, buf);
113 animations[num_animations].facings=1;
114 }
115
116 } else {
117 if (!(faces[num_frames++] = FindFace(buf,0)))
118 LOG(llevDebug,"Could not find face %s for animation %s\n",
119 buf, &animations[num_animations].name);
120 }
121 }
122 fclose(fp);
123 LOG(llevDebug,"done. got (%d)\n", num_animations);
124} 59}
125 60
126static int anim_compare(const Animations *a, const Animations *b) { 61animation &
127 return strcmp(a->name, b->name); 62animation::find (const char *name)
63{
64 if (!name)
65 return animations [0];
66
67 animhash_t::iterator i = animhash.find (name);
68 return animations [i == animhash.end () ? 0 : i->second];
69}
70
71void
72init_anim ()
73{
74 animation &anim0 = animation::create ("none", 1, 0);
75 anim0.faces [0] = 0;
128} 76}
129 77
130/* Tries to find the animation id that matches name. Returns an integer match 78/* 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 79 * 0 if no match found (animation 0 is initialised as the 'bug' face
132 */ 80 */
81//TODO: nuke this function and replace all occurences by animations::find
82int
133int find_animation(const char *name) 83find_animation (const char *name)
134{ 84{
135 Animations search, *match; 85 return animation::find (name).number;
136
137 search.name = name;
138
139 match = (Animations*)bsearch(&search, &animations [0], (num_animations+1),
140 sizeof(Animations), (int (*)(const void*, const void*))anim_compare);
141
142
143 if (match) return match->num;
144 LOG(llevError,"Unable to find animation %s\n", name);
145 return 0;
146} 86}
147 87
148/* 88/*
149 * animate_object(object) updates the face-variable of an object. 89 * 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. 90 * If the object is the head of a multi-object, all objects are animated.
152 * dir is the direction the object is facing. This is generally same as 92 * dir is the direction the object is facing. This is generally same as
153 * op->direction, but in some cases, op->facing is used instead - the 93 * 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, 94 * caller has a better idea which one it really wants to be using,
155 * so let it pass along the right one. 95 * so let it pass along the right one.
156 */ 96 */
97void
98animate_object (object *op, int dir)
99{
100 int max_state; /* Max animation state object should be drawn in */
101 int base_state; /* starting index # to draw from */
157 102
158void animate_object(object *op, int dir) {
159 int max_state; /* Max animation state object should be drawn in */
160 int base_state; /* starting index # to draw from */
161
162 if(!op->animation_id || !NUM_ANIMATIONS(op)) { 103 if (!op->animation_id || !NUM_ANIMATIONS (op))
104 {
163 LOG(llevError,"Object lacks animation.\n"); 105 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
164 dump_object(op); 106 op->clr_flag (FLAG_ANIMATE);
165 return; 107 return;
166 }
167 if (op->head) {
168 dir=op->head->direction;
169
170 if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head))
171 op->state = op->head->state;
172 else
173 ++op->state;
174 }
175 else {
176 ++op->state; /* increase draw state */
177 } 108 }
178 109
179 /* If object is turning, then max animation state is half through the 110 if (op->head_ () != op)
180 * animations. Otherwise, we can use all the animations. 111 {
181 */ 112 dir = op->head->direction;
182 max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op); 113
183 base_state=0; 114 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
184 /* at least in the older aniamtions that used is_turning, the first half 115 op->state = op->head->state;
185 * of the animations were left facing, the second half right facing. 116 else
186 * Note in old the is_turning, it was set so that the animation for a monster 117 ++op->state;
187 * was always towards the enemy - now it is whatever direction the monster
188 * is facing.
189 */
190 if (NUM_FACINGS(op)==2) {
191 if (dir<5) base_state=0;
192 else base_state=NUM_ANIMATIONS(op)/2;
193 } 118 }
194 else if (NUM_FACINGS(op)==4) { 119 else
195 if (dir==0) base_state=0; 120 ++op->state; /* increase draw state */
196 else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4);
197 }
198 else if (NUM_FACINGS(op)==8) {
199 if (dir==0) base_state=0;
200 else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8);
201 }
202 121
203 /* If beyond drawable states, reset */ 122 /* If object is turning, then max animation state is half through the
204 if (op->state>=max_state) op->state=0; 123 * animations. Otherwise, we can use all the animations.
124 */
125 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
126 base_state = 0;
127 /* 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.
129 * 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
131 * is facing.
132 */
205 133
206 SET_ANIMATION(op, op->state + base_state); 134 if (dir > 0)
135 switch (NUM_FACINGS (op))
136 {
137 case 2: base_state = ((dir - 1) / (8 / 2)) * (NUM_ANIMATIONS (op) / 2); break;
138 case 4: base_state = ((dir - 1) / (8 / 4)) * (NUM_ANIMATIONS (op) / 4); break;
139 case 8: base_state = ((dir - 1) / (8 / 8)) * (NUM_ANIMATIONS (op) / 8); break;
140 }
141 else
142 base_state = 0;
207 143
208 if(op->face==blank_face) 144 /* If beyond drawable states, reset */
209 op->invisible=1; 145 if (op->state >= max_state)
146 op->state = 0;
210 147
148 SET_ANIMATION (op, op->state + base_state);
149
150 if (op->face == blank_face)
151 op->invisible = 1;
152
211 /* This block covers monsters (eg, pixies) which are supposed to 153 /* This block covers monsters (eg, pixies) which are supposed to
212 * cycle from visible to invisible and back to being visible. 154 * cycle from visible to invisible and back to being visible.
213 * as such, disable it for players, as then players would become 155 * as such, disable it for players, as then players would become
214 * visible. 156 * visible.
215 */ 157 */
216 else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { 158 else if (op->type != PLAYER && op->arch->flag [FLAG_ALIVE])
217 if(op->face->number==0) { 159 {
160 if (op->face == 0)
161 {
218 op->invisible=1; 162 op->invisible = 1;
219 CLEAR_FLAG(op, FLAG_ALIVE); 163 op->clr_flag (FLAG_ALIVE);
164 }
220 } else { 165 else
166 {
221 op->invisible=0; 167 op->invisible = 0;
222 SET_FLAG(op, FLAG_ALIVE); 168 op->set_flag (FLAG_ALIVE);
223 } 169 }
224 } 170 }
225 171
226 if(op->more) 172 if (op->more)
227 animate_object(op->more, dir); 173 animate_object (op->more, dir);
228 174
229 /* update_object will also recursively update all the pieces. 175 /* update_object will also recursively update all the pieces.
230 * as such, we call it last, and only call it for the head 176 * as such, we call it last, and only call it for the head
231 * piece, and not for the other tail pieces. 177 * piece, and not for the other tail pieces.
232 */ 178 */
233 if (!op->head) 179 if (op->head_ () == op)
234 update_object(op, UP_OBJ_FACE); 180 update_object (op, UP_OBJ_FACE);
235} 181}
236 182

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