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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 1.7 by root, Sun Sep 10 16:00:23 2006 UTC

1
1/* 2/*
2 * static char *rcsid_anim_c = 3 * static char *rcsid_anim_c =
3 * "$Id: anim.C,v 1.6 2006/09/03 08:05:39 root Exp $"; 4 * "$Id: anim.C,v 1.7 2006/09/10 16:00:23 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
29/* This file contains animation related code. */ 30/* This file contains animation related code. */
30 31
31#include <global.h> 32#include <global.h>
32#include <stdio.h> 33#include <stdio.h>
33 34
34std::vector<Animations> animations; 35std::vector < Animations > animations;
35 36
37void
36void free_all_anim(void) 38free_all_anim (void)
37{ 39{
38 for (int i=0; i<=num_animations; i++) 40 for (int i = 0; i <= num_animations; i++)
39 { 41 {
40 animations[i].name = 0; 42 animations[i].name = 0;
41 free (animations[i].faces); 43 free (animations[i].faces);
42 } 44 }
43 45
44 animations.clear (); 46 animations.clear ();
45} 47}
46 48
49void
47void init_anim(void) { 50init_anim (void)
51{
52 char
48 char buf[MAX_BUF]; 53 buf[MAX_BUF];
49 FILE *fp; 54 FILE *
50 static int anim_init=0; 55 fp;
56 static int
57 anim_init = 0;
58 int
51 int num_frames=0,faces[MAX_ANIMATIONS],i; 59 num_frames = 0, faces[MAX_ANIMATIONS], i;
52 60
53 if (anim_init) return; 61 if (anim_init)
62 return;
54 num_animations=0; 63 num_animations = 0;
55 /* Make a default. New animations start at one, so if something 64 /* Make a default. New animations start at one, so if something
56 * thinks it is animated but hasn't set the animation_id properly, 65 * thinks it is animated but hasn't set the animation_id properly,
57 * it will have a default value that should be pretty obvious. 66 * it will have a default value that should be pretty obvious.
58 */ 67 */
59 /* set the name so we don't try to dereferance null. 68 /* set the name so we don't try to dereferance null.
60 * Put # at start so it will be first in alphabetical 69 * Put # at start so it will be first in alphabetical
61 * order. 70 * order.
62 */ 71 */
63 { 72 {
64 Animations anim0; 73 Animations
74 anim0;
65 75
66 anim0.name = "###none"; 76 anim0.name = "###none";
67 anim0.num_animations=1; 77 anim0.num_animations = 1;
68 anim0.faces = (Fontindex *) malloc(sizeof(Fontindex)); 78 anim0.faces = (Fontindex *) malloc (sizeof (Fontindex));
69 anim0.faces[0]=0; 79 anim0.faces[0] = 0;
70 anim0.facings=0; 80 anim0.facings = 0;
71 81
72 animations.push_back (anim0); 82 animations.push_back (anim0);
73 } 83 }
74 84
75 sprintf(buf,"%s/animations", settings.datadir); 85 sprintf (buf, "%s/animations", settings.datadir);
76 LOG(llevDebug,"Reading animations from %s...", buf); 86 LOG (llevDebug, "Reading animations from %s...", buf);
77 if ((fp=fopen(buf,"r")) ==NULL) { 87 if ((fp = fopen (buf, "r")) == NULL)
88 {
78 LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno)); 89 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
79 exit(-1); 90 exit (-1);
80 } 91 }
81 while (fgets(buf, MAX_BUF-1, fp)!=NULL) { 92 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
82 if (*buf=='#') continue; 93 {
94 if (*buf == '#')
95 continue;
83 /* Kill the newline */ 96 /* Kill the newline */
84 buf[strlen(buf)-1] = '\0'; 97 buf[strlen (buf) - 1] = '\0';
85 if (!strncmp(buf,"anim ", 5)) { 98 if (!strncmp (buf, "anim ", 5))
99 {
86 if (num_frames) { 100 if (num_frames)
101 {
87 LOG(llevError,"Didn't get a mina before %s\n", buf); 102 LOG (llevError, "Didn't get a mina before %s\n", buf);
88 num_frames=0; 103 num_frames = 0;
89 } 104 }
90 num_animations++; 105 num_animations++;
91 106
92 Animations anim; 107 Animations
108 anim;
109
93 anim.name = buf + 5; 110 anim.name = buf + 5;
94 anim.num = num_animations; /* for bsearch */ 111 anim.num = num_animations; /* for bsearch */
95 anim.facings = 1; 112 anim.facings = 1;
96 animations.push_back (anim); 113 animations.push_back (anim);
97 } 114 }
98 else if (!strncmp(buf,"mina",4)) { 115 else if (!strncmp (buf, "mina", 4))
116 {
99 animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); 117 animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames);
100 for (i=0; i<num_frames; i++) 118 for (i = 0; i < num_frames; i++)
101 animations[num_animations].faces[i]=faces[i]; 119 animations[num_animations].faces[i] = faces[i];
102 animations[num_animations].num_animations = num_frames; 120 animations[num_animations].num_animations = num_frames;
103 if (num_frames % animations[num_animations].facings) { 121 if (num_frames % animations[num_animations].facings)
122 {
104 LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", 123 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); 124 &animations[num_animations].name, num_frames, animations[num_animations].facings);
106 } 125 }
107 num_frames=0; 126 num_frames = 0;
108 } 127 }
109 else if (!strncmp(buf,"facings",7)) { 128 else if (!strncmp (buf, "facings", 7))
129 {
110 if (!(animations[num_animations].facings = atoi(buf+7))) { 130 if (!(animations[num_animations].facings = atoi (buf + 7)))
131 {
111 LOG(llevDebug,"Animation %s has 0 facings, line=%s\n", 132 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; 133 animations[num_animations].facings = 1;
114 } 134 }
115 135
136 }
116 } else { 137 else
138 {
117 if (!(faces[num_frames++] = FindFace(buf,0))) 139 if (!(faces[num_frames++] = FindFace (buf, 0)))
118 LOG(llevDebug,"Could not find face %s for animation %s\n", 140 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
119 buf, &animations[num_animations].name);
120 } 141 }
121 } 142 }
122 fclose(fp); 143 fclose (fp);
123 LOG(llevDebug,"done. got (%d)\n", num_animations); 144 LOG (llevDebug, "done. got (%d)\n", num_animations);
124} 145}
125 146
147static int
126static int anim_compare(const Animations *a, const Animations *b) { 148anim_compare (const Animations * a, const Animations * b)
149{
127 return strcmp(a->name, b->name); 150 return strcmp (a->name, b->name);
128} 151}
129 152
130/* Tries to find the animation id that matches name. Returns an integer match 153/* 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 154 * 0 if no match found (animation 0 is initialized as the 'bug' face
132 */ 155 */
156int
133int find_animation(const char *name) 157find_animation (const char *name)
134{ 158{
135 Animations search, *match; 159 Animations
160 search, *
161 match;
136 162
137 search.name = name; 163 search.name = name;
138 164
139 match = (Animations*)bsearch(&search, &animations [0], (num_animations+1), 165 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
140 sizeof(Animations), (int (*)(const void*, const void*))anim_compare); 166 sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
141 167
142 168
169 if (match)
143 if (match) return match->num; 170 return match->num;
144 LOG(llevError,"Unable to find animation %s\n", name); 171 LOG (llevError, "Unable to find animation %s\n", name);
145 return 0; 172 return 0;
146} 173}
147 174
148/* 175/*
149 * animate_object(object) updates the face-variable of an object. 176 * 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. 177 * 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 180 * 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, 181 * caller has a better idea which one it really wants to be using,
155 * so let it pass along the right one. 182 * so let it pass along the right one.
156 */ 183 */
157 184
185void
158void animate_object(object *op, int dir) { 186animate_object (object *op, int dir)
187{
188 int
159 int max_state; /* Max animation state object should be drawn in */ 189 max_state; /* Max animation state object should be drawn in */
190 int
160 int base_state; /* starting index # to draw from */ 191 base_state; /* starting index # to draw from */
161 192
162 if(!op->animation_id || !NUM_ANIMATIONS(op)) { 193 if (!op->animation_id || !NUM_ANIMATIONS (op))
194 {
163 LOG(llevError,"Object lacks animation.\n"); 195 LOG (llevError, "Object lacks animation.\n");
164 dump_object(op); 196 dump_object (op);
165 return; 197 return;
166 } 198 }
167 if (op->head) { 199 if (op->head)
200 {
168 dir=op->head->direction; 201 dir = op->head->direction;
169 202
170 if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) 203 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
171 op->state = op->head->state; 204 op->state = op->head->state;
172 else 205 else
173 ++op->state; 206 ++op->state;
207 }
208 else
174 } 209 {
175 else {
176 ++op->state; /* increase draw state */ 210 ++op->state; /* increase draw state */
177 } 211 }
178 212
179 /* If object is turning, then max animation state is half through the 213 /* If object is turning, then max animation state is half through the
180 * animations. Otherwise, we can use all the animations. 214 * animations. Otherwise, we can use all the animations.
181 */ 215 */
182 max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op); 216 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
183 base_state=0; 217 base_state = 0;
184 /* at least in the older aniamtions that used is_turning, the first half 218 /* 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. 219 * 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 220 * 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 221 * was always towards the enemy - now it is whatever direction the monster
188 * is facing. 222 * is facing.
189 */ 223 */
190 if (NUM_FACINGS(op)==2) { 224 if (NUM_FACINGS (op) == 2)
225 {
226 if (dir < 5)
191 if (dir<5) base_state=0; 227 base_state = 0;
228 else
192 else base_state=NUM_ANIMATIONS(op)/2; 229 base_state = NUM_ANIMATIONS (op) / 2;
193 } 230 }
194 else if (NUM_FACINGS(op)==4) { 231 else if (NUM_FACINGS (op) == 4)
232 {
233 if (dir == 0)
195 if (dir==0) base_state=0; 234 base_state = 0;
235 else
196 else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); 236 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
197 } 237 }
198 else if (NUM_FACINGS(op)==8) { 238 else if (NUM_FACINGS (op) == 8)
239 {
240 if (dir == 0)
199 if (dir==0) base_state=0; 241 base_state = 0;
242 else
200 else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); 243 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
201 } 244 }
202 245
203 /* If beyond drawable states, reset */ 246 /* If beyond drawable states, reset */
204 if (op->state>=max_state) op->state=0; 247 if (op->state >= max_state)
248 op->state = 0;
205 249
206 SET_ANIMATION(op, op->state + base_state); 250 SET_ANIMATION (op, op->state + base_state);
207 251
208 if(op->face==blank_face) 252 if (op->face == blank_face)
209 op->invisible=1; 253 op->invisible = 1;
210 254
211 /* This block covers monsters (eg, pixies) which are supposed to 255 /* This block covers monsters (eg, pixies) which are supposed to
212 * cycle from visible to invisible and back to being visible. 256 * cycle from visible to invisible and back to being visible.
213 * as such, disable it for players, as then players would become 257 * as such, disable it for players, as then players would become
214 * visible. 258 * visible.
215 */ 259 */
216 else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { 260 else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE))
261 {
217 if(op->face->number==0) { 262 if (op->face->number == 0)
263 {
218 op->invisible=1; 264 op->invisible = 1;
219 CLEAR_FLAG(op, FLAG_ALIVE); 265 CLEAR_FLAG (op, FLAG_ALIVE);
266 }
220 } else { 267 else
268 {
221 op->invisible=0; 269 op->invisible = 0;
222 SET_FLAG(op, FLAG_ALIVE); 270 SET_FLAG (op, FLAG_ALIVE);
223 } 271 }
224 } 272 }
225 273
226 if(op->more) 274 if (op->more)
227 animate_object(op->more, dir); 275 animate_object (op->more, dir);
228 276
229 /* update_object will also recursively update all the pieces. 277 /* update_object will also recursively update all the pieces.
230 * as such, we call it last, and only call it for the head 278 * as such, we call it last, and only call it for the head
231 * piece, and not for the other tail pieces. 279 * piece, and not for the other tail pieces.
232 */ 280 */
233 if (!op->head) 281 if (!op->head)
234 update_object(op, UP_OBJ_FACE); 282 update_object (op, UP_OBJ_FACE);
235} 283}
236

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