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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.7 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.21 by root, Sun Mar 11 02:12:44 2007 UTC

1
2/* 1/*
3 * static char *rcsid_anim_c = 2 * CrossFire, A Multiplayer game for X-windows
4 * "$Id: anim.C,v 1.7 2006/09/10 16:00:23 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
5 */ 23 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30/* This file contains animation related code. */ 25/* This file contains animation related code. */
31 26
32#include <global.h> 27#include <global.h>
33#include <stdio.h> 28#include <stdio.h>
34 29
35std::vector < Animations > animations;
36
37void 30void
38free_all_anim (void) 31free_all_anim (void)
39{ 32{
40 for (int i = 0; i <= num_animations; i++) 33 for (int i = 0; i <= num_animations; i++)
41 { 34 {
47} 40}
48 41
49void 42void
50init_anim (void) 43init_anim (void)
51{ 44{
52 char
53 buf[MAX_BUF]; 45 char buf[MAX_BUF];
54 FILE * 46 FILE * fp;
55 fp;
56 static int
57 anim_init = 0; 47 static int anim_init = 0;
58 int
59 num_frames = 0, faces[MAX_ANIMATIONS], i; 48 int num_frames = 0, faces[MAX_ANIMATIONS], i;
60 49
61 if (anim_init) 50 if (anim_init)
62 return; 51 return;
52
63 num_animations = 0; 53 num_animations = 0;
64 /* Make a default. New animations start at one, so if something 54 /* Make a default. New animations start at one, so if something
65 * thinks it is animated but hasn't set the animation_id properly, 55 * thinks it is animated but hasn't set the animation_id properly,
66 * it will have a default value that should be pretty obvious. 56 * it will have a default value that should be pretty obvious.
67 */ 57 */
68 /* set the name so we don't try to dereferance null. 58 /* set the name so we don't try to dereferance null.
69 * Put # at start so it will be first in alphabetical 59 * Put # at start so it will be first in alphabetical
70 * order. 60 * order.
71 */ 61 */
72 { 62 {
73 Animations 63 animation anim0;
74 anim0;
75 64
76 anim0.name = "###none"; 65 anim0.name = "###none";
77 anim0.num_animations = 1; 66 anim0.num_animations = 1;
78 anim0.faces = (Fontindex *) malloc (sizeof (Fontindex)); 67 anim0.faces = (uint16 *)malloc (sizeof (uint16));
79 anim0.faces[0] = 0; 68 anim0.faces[0] = 0;
80 anim0.facings = 0; 69 anim0.facings = 0;
81 70
82 animations.push_back (anim0); 71 animations.push_back (anim0);
83 } 72 }
84 73
85 sprintf (buf, "%s/animations", settings.datadir); 74 sprintf (buf, "%s/animations", settings.datadir);
86 LOG (llevDebug, "Reading animations from %s...", buf); 75 LOG (llevDebug, "Reading animations from %s...\n", buf);
76
87 if ((fp = fopen (buf, "r")) == NULL) 77 if ((fp = fopen (buf, "r")) == NULL)
88 { 78 {
89 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno)); 79 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
90 exit (-1); 80 exit (-1);
91 } 81 }
82
92 while (fgets (buf, MAX_BUF - 1, fp) != NULL) 83 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
93 { 84 {
94 if (*buf == '#') 85 if (*buf == '#')
95 continue; 86 continue;
87
96 /* Kill the newline */ 88 /* Kill the newline */
97 buf[strlen (buf) - 1] = '\0'; 89 buf[strlen (buf) - 1] = '\0';
98 if (!strncmp (buf, "anim ", 5)) 90 if (!strncmp (buf, "anim ", 5))
99 { 91 {
100 if (num_frames) 92 if (num_frames)
101 { 93 {
102 LOG (llevError, "Didn't get a mina before %s\n", buf); 94 LOG (llevError, "Didn't get a mina before %s\n", buf);
103 num_frames = 0; 95 num_frames = 0;
104 } 96 }
97
105 num_animations++; 98 num_animations++;
106 99
107 Animations 100 animation anim;
108 anim;
109 101
110 anim.name = buf + 5; 102 anim.name = buf + 5;
111 anim.num = num_animations; /* for bsearch */ 103 anim.num = num_animations; /* for bsearch */
112 anim.facings = 1; 104 anim.facings = 1;
113 animations.push_back (anim); 105 animations.push_back (anim);
114 } 106 }
115 else if (!strncmp (buf, "mina", 4)) 107 else if (!strncmp (buf, "mina", 4))
116 { 108 {
117 animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames); 109 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
110
118 for (i = 0; i < num_frames; i++) 111 for (i = 0; i < num_frames; i++)
119 animations[num_animations].faces[i] = faces[i]; 112 animations[num_animations].faces[i] = faces[i];
113
120 animations[num_animations].num_animations = num_frames; 114 animations[num_animations].num_animations = num_frames;
121 if (num_frames % animations[num_animations].facings) 115 if (num_frames % animations[num_animations].facings)
122 {
123 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", 116 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
124 &animations[num_animations].name, num_frames, animations[num_animations].facings); 117 &animations[num_animations].name, num_frames, animations[num_animations].facings);
125 } 118
126 num_frames = 0; 119 num_frames = 0;
127 } 120 }
128 else if (!strncmp (buf, "facings", 7)) 121 else if (!strncmp (buf, "facings ", 8))
129 { 122 {
130 if (!(animations[num_animations].facings = atoi (buf + 7))) 123 if (!(animations[num_animations].facings = atoi (buf + 8)))
131 { 124 {
132 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf); 125 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
133 animations[num_animations].facings = 1; 126 animations[num_animations].facings = 1;
134 } 127 }
135 128
136 } 129 }
137 else 130 else
138 { 131 {
139 if (!(faces[num_frames++] = FindFace (buf, 0))) 132 if (!(faces[num_frames++] = face_find (buf)))
140 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name); 133 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
141 } 134 }
142 } 135 }
136
143 fclose (fp); 137 fclose (fp);
144 LOG (llevDebug, "done. got (%d)\n", num_animations); 138 LOG (llevDebug, "done. got (%d)\n", num_animations);
145} 139}
146 140
147static int 141static int
148anim_compare (const Animations * a, const Animations * b) 142anim_compare (const animation *a, const animation *b)
149{ 143{
150 return strcmp (a->name, b->name); 144 return std::strcmp (a->name, b->name);
151} 145}
152 146
153/* Tries to find the animation id that matches name. Returns an integer match 147/* Tries to find the animation id that matches name. Returns an integer match
154 * 0 if no match found (animation 0 is initialized as the 'bug' face 148 * 0 if no match found (animation 0 is initialised as the 'bug' face
155 */ 149 */
156int 150int
157find_animation (const char *name) 151find_animation (const char *name)
158{ 152{
159 Animations 153 animation search, *match;
160 search, *
161 match;
162 154
163 search.name = name; 155 search.name = name;
164 156
165 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1), 157 match = (animation *) bsearch (&search, &animations[0], (num_animations + 1),
166 sizeof (Animations), (int (*)(const void *, const void *)) anim_compare); 158 sizeof (animation), (int (*)(const void *, const void *)) anim_compare);
167 159
168 160
169 if (match) 161 if (match)
170 return match->num; 162 return match->num;
163
171 LOG (llevError, "Unable to find animation %s\n", name); 164 LOG (llevError, "Unable to find animation %s\n", name);
165
172 return 0; 166 return 0;
173} 167}
174 168
175/* 169/*
176 * animate_object(object) updates the face-variable of an object. 170 * animate_object(object) updates the face-variable of an object.
179 * dir is the direction the object is facing. This is generally same as 173 * dir is the direction the object is facing. This is generally same as
180 * op->direction, but in some cases, op->facing is used instead - the 174 * op->direction, but in some cases, op->facing is used instead - the
181 * caller has a better idea which one it really wants to be using, 175 * caller has a better idea which one it really wants to be using,
182 * so let it pass along the right one. 176 * so let it pass along the right one.
183 */ 177 */
184
185void 178void
186animate_object (object *op, int dir) 179animate_object (object *op, int dir)
187{ 180{
188 int
189 max_state; /* Max animation state object should be drawn in */ 181 int max_state; /* Max animation state object should be drawn in */
190 int
191 base_state; /* starting index # to draw from */ 182 int base_state; /* starting index # to draw from */
192 183
193 if (!op->animation_id || !NUM_ANIMATIONS (op)) 184 if (!op->animation_id || !NUM_ANIMATIONS (op))
194 { 185 {
195 LOG (llevError, "Object lacks animation.\n"); 186 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
196 dump_object (op); 187 CLEAR_FLAG (op, FLAG_ANIMATE);
197 return; 188 return;
198 } 189 }
190
199 if (op->head) 191 if (op->head)
200 { 192 {
201 dir = op->head->direction; 193 dir = op->head->direction;
202 194
203 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) 195 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
204 op->state = op->head->state; 196 op->state = op->head->state;
205 else 197 else
206 ++op->state; 198 ++op->state;
207 } 199 }
208 else 200 else
209 {
210 ++op->state; /* increase draw state */ 201 ++op->state; /* increase draw state */
211 }
212 202
213 /* If object is turning, then max animation state is half through the 203 /* If object is turning, then max animation state is half through the
214 * animations. Otherwise, we can use all the animations. 204 * animations. Otherwise, we can use all the animations.
215 */ 205 */
216 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); 206 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
217 base_state = 0; 207 base_state = 0;
218 /* at least in the older aniamtions that used is_turning, the first half 208 /* at least in the older animations that used is_turning, the first half
219 * of the animations were left facing, the second half right facing. 209 * of the animations were left facing, the second half right facing.
220 * Note in old the is_turning, it was set so that the animation for a monster 210 * Note in old the is_turning, it was set so that the animation for a monster
221 * was always towards the enemy - now it is whatever direction the monster 211 * was always towards the enemy - now it is whatever direction the monster
222 * is facing. 212 * is facing.
223 */ 213 */
214
224 if (NUM_FACINGS (op) == 2) 215 if (NUM_FACINGS (op) == 2)
225 { 216 {
226 if (dir < 5) 217 if (dir < 5)
227 base_state = 0; 218 base_state = 0;
228 else 219 else
255 /* This block covers monsters (eg, pixies) which are supposed to 246 /* This block covers monsters (eg, pixies) which are supposed to
256 * cycle from visible to invisible and back to being visible. 247 * cycle from visible to invisible and back to being visible.
257 * as such, disable it for players, as then players would become 248 * as such, disable it for players, as then players would become
258 * visible. 249 * visible.
259 */ 250 */
260 else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE)) 251 else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE])
261 { 252 {
262 if (op->face->number == 0) 253 if (op->face == 0)
263 { 254 {
264 op->invisible = 1; 255 op->invisible = 1;
265 CLEAR_FLAG (op, FLAG_ALIVE); 256 CLEAR_FLAG (op, FLAG_ALIVE);
266 } 257 }
267 else 258 else

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