--- deliantra/server/common/anim.C 2006/09/03 08:05:39 1.6 +++ deliantra/server/common/anim.C 2006/09/10 16:00:23 1.7 @@ -1,6 +1,7 @@ + /* * static char *rcsid_anim_c = - * "$Id: anim.C,v 1.6 2006/09/03 08:05:39 root Exp $"; + * "$Id: anim.C,v 1.7 2006/09/10 16:00:23 root Exp $"; */ /* @@ -31,11 +32,12 @@ #include #include -std::vector animations; +std::vector < Animations > animations; -void free_all_anim(void) +void +free_all_anim (void) { - for (int i=0; i<=num_animations; i++) + for (int i = 0; i <= num_animations; i++) { animations[i].name = 0; free (animations[i].faces); @@ -44,105 +46,130 @@ animations.clear (); } -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; - - anim0.name = "###none"; - anim0.num_animations=1; - anim0.faces = (Fontindex *) malloc(sizeof(Fontindex)); - anim0.faces[0]=0; - anim0.facings=0; - - animations.push_back (anim0); - } - - 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; +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; + + anim0.name = "###none"; + anim0.num_animations = 1; + anim0.faces = (Fontindex *) malloc (sizeof (Fontindex)); + anim0.faces[0] = 0; + anim0.facings = 0; + + animations.push_back (anim0); + } + + 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++; + num_animations++; + + Animations + anim; - 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); +static int +anim_compare (const Animations * a, const Animations * b) +{ + return strcmp (a->name, b->name); } /* 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 */ -int find_animation(const char *name) +int +find_animation (const char *name) { - Animations search, *match; + Animations + search, * + match; - search.name = name; + search.name = name; - match = (Animations*)bsearch(&search, &animations [0], (num_animations+1), - sizeof(Animations), (int (*)(const void*, const void*))anim_compare); + match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1), + sizeof (Animations), (int (*)(const void *, const void *)) anim_compare); - if (match) return match->num; - LOG(llevError,"Unable to find animation %s\n", name); - return 0; + if (match) + return match->num; + LOG (llevError, "Unable to find animation %s\n", name); + return 0; } /* @@ -155,82 +182,102 @@ * 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 */ - - 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 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; - - /* 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->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); -} +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 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; + + /* 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->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); +}