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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.4 by root, Sun Sep 3 00:18:39 2006 UTC vs.
Revision 1.8 by root, Mon Sep 11 20:28:37 2006 UTC

1
1/* 2/*
2 * static char *rcsid_anim_c = 3 * static char *rcsid_anim_c =
3 * "$Id: anim.C,v 1.4 2006/09/03 00:18:39 root Exp $"; 4 * "$Id: anim.C,v 1.8 2006/09/11 20:28:37 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 */
72 {
73 Animations anim0;
74
63 animations[0].name = "###none"; 75 anim0.name = "###none";
64 animations[0].num_animations=1; 76 anim0.num_animations = 1;
65 animations[0].faces = (Fontindex *) malloc(sizeof(Fontindex)); 77 anim0.faces = (Fontindex *) malloc (sizeof (Fontindex));
66 animations[0].faces[0]=0; 78 anim0.faces[0] = 0;
67 animations[0].facings=0; 79 anim0.facings = 0;
68 80
81 animations.push_back (anim0);
82 }
83
69 sprintf(buf,"%s/animations", settings.datadir); 84 sprintf (buf, "%s/animations", settings.datadir);
70 LOG(llevDebug,"Reading animations from %s...", buf); 85 LOG (llevDebug, "Reading animations from %s...", buf);
71 if ((fp=fopen(buf,"r")) ==NULL) { 86 if ((fp = fopen (buf, "r")) == NULL)
87 {
72 LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno)); 88 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
73 exit(-1); 89 exit (-1);
74 } 90 }
75 while (fgets(buf, MAX_BUF-1, fp)!=NULL) { 91 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
76 if (*buf=='#') continue; 92 {
93 if (*buf == '#')
94 continue;
77 /* Kill the newline */ 95 /* Kill the newline */
78 buf[strlen(buf)-1] = '\0'; 96 buf[strlen (buf) - 1] = '\0';
79 if (!strncmp(buf,"anim ", 5)) { 97 if (!strncmp (buf, "anim ", 5))
98 {
80 if (num_frames) { 99 if (num_frames)
100 {
81 LOG(llevError,"Didn't get a mina before %s\n", buf); 101 LOG (llevError, "Didn't get a mina before %s\n", buf);
82 num_frames=0; 102 num_frames = 0;
83 } 103 }
84 num_animations++; 104 num_animations++;
85 105
86 animations.resize (num_animations + 1); 106 Animations anim;
87 animations[num_animations].name = buf + 5; 107
108 anim.name = buf + 5;
88 animations[num_animations].num = num_animations; /* for bsearch */ 109 anim.num = num_animations; /* for bsearch */
89 animations[num_animations].facings = 1; 110 anim.facings = 1;
111 animations.push_back (anim);
90 } 112 }
91 else if (!strncmp(buf,"mina",4)) { 113 else if (!strncmp (buf, "mina", 4))
114 {
92 animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); 115 animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames);
93 for (i=0; i<num_frames; i++) 116 for (i = 0; i < num_frames; i++)
94 animations[num_animations].faces[i]=faces[i]; 117 animations[num_animations].faces[i] = faces[i];
95 animations[num_animations].num_animations = num_frames; 118 animations[num_animations].num_animations = num_frames;
96 if (num_frames % animations[num_animations].facings) { 119 if (num_frames % animations[num_animations].facings)
120 {
97 LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", 121 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
98 &animations[num_animations].name, num_frames, animations[num_animations].facings); 122 &animations[num_animations].name, num_frames, animations[num_animations].facings);
99 } 123 }
100 num_frames=0; 124 num_frames = 0;
101 } 125 }
102 else if (!strncmp(buf,"facings",7)) { 126 else if (!strncmp (buf, "facings", 7))
127 {
103 if (!(animations[num_animations].facings = atoi(buf+7))) { 128 if (!(animations[num_animations].facings = atoi (buf + 7)))
129 {
104 LOG(llevDebug,"Animation %s has 0 facings, line=%s\n", 130 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
105 &animations[num_animations].name, buf);
106 animations[num_animations].facings=1; 131 animations[num_animations].facings = 1;
107 } 132 }
108 133
134 }
109 } else { 135 else
136 {
110 if (!(faces[num_frames++] = FindFace(buf,0))) 137 if (!(faces[num_frames++] = FindFace (buf, 0)))
111 LOG(llevDebug,"Could not find face %s for animation %s\n", 138 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
112 buf, &animations[num_animations].name);
113 } 139 }
114 } 140 }
115 fclose(fp); 141 fclose (fp);
116 LOG(llevDebug,"done. got (%d)\n", num_animations); 142 LOG (llevDebug, "done. got (%d)\n", num_animations);
117} 143}
118 144
145static int
119static int anim_compare(const Animations *a, const Animations *b) { 146anim_compare (const Animations * a, const Animations * b)
147{
120 return strcmp(a->name, b->name); 148 return strcmp (a->name, b->name);
121} 149}
122 150
123/* Tries to find the animation id that matches name. Returns an integer match 151/* Tries to find the animation id that matches name. Returns an integer match
124 * 0 if no match found (animation 0 is initialized as the 'bug' face 152 * 0 if no match found (animation 0 is initialized as the 'bug' face
125 */ 153 */
154int
126int find_animation(const char *name) 155find_animation (const char *name)
127{ 156{
128 Animations search, *match; 157 Animations
158 search, *
159 match;
129 160
130 search.name = name; 161 search.name = name;
131 162
132 match = (Animations*)bsearch(&search, animations, (num_animations+1), 163 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
133 sizeof(Animations), (int (*)(const void*, const void*))anim_compare); 164 sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
134 165
135 166
167 if (match)
136 if (match) return match->num; 168 return match->num;
137 LOG(llevError,"Unable to find animation %s\n", name); 169 LOG (llevError, "Unable to find animation %s\n", name);
138 return 0; 170 return 0;
139} 171}
140 172
141/* 173/*
142 * animate_object(object) updates the face-variable of an object. 174 * animate_object(object) updates the face-variable of an object.
143 * If the object is the head of a multi-object, all objects are animated. 175 * If the object is the head of a multi-object, all objects are animated.
146 * op->direction, but in some cases, op->facing is used instead - the 178 * op->direction, but in some cases, op->facing is used instead - the
147 * caller has a better idea which one it really wants to be using, 179 * caller has a better idea which one it really wants to be using,
148 * so let it pass along the right one. 180 * so let it pass along the right one.
149 */ 181 */
150 182
183void
151void animate_object(object *op, int dir) { 184animate_object (object *op, int dir)
185{
186 int
152 int max_state; /* Max animation state object should be drawn in */ 187 max_state; /* Max animation state object should be drawn in */
188 int
153 int base_state; /* starting index # to draw from */ 189 base_state; /* starting index # to draw from */
154 190
155 if(!op->animation_id || !NUM_ANIMATIONS(op)) { 191 if (!op->animation_id || !NUM_ANIMATIONS (op))
192 {
156 LOG(llevError,"Object lacks animation.\n"); 193 LOG (llevError, "Object lacks animation.\n");
157 dump_object(op); 194 dump_object (op);
158 return; 195 return;
159 } 196 }
160 if (op->head) { 197 if (op->head)
198 {
161 dir=op->head->direction; 199 dir = op->head->direction;
162 200
163 if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) 201 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
164 op->state = op->head->state; 202 op->state = op->head->state;
165 else 203 else
166 ++op->state; 204 ++op->state;
205 }
206 else
167 } 207 {
168 else {
169 ++op->state; /* increase draw state */ 208 ++op->state; /* increase draw state */
170 } 209 }
171 210
172 /* If object is turning, then max animation state is half through the 211 /* If object is turning, then max animation state is half through the
173 * animations. Otherwise, we can use all the animations. 212 * animations. Otherwise, we can use all the animations.
174 */ 213 */
175 max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op); 214 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
176 base_state=0; 215 base_state = 0;
177 /* at least in the older aniamtions that used is_turning, the first half 216 /* at least in the older aniamtions that used is_turning, the first half
178 * of the animations were left facing, the second half right facing. 217 * of the animations were left facing, the second half right facing.
179 * Note in old the is_turning, it was set so that the animation for a monster 218 * Note in old the is_turning, it was set so that the animation for a monster
180 * was always towards the enemy - now it is whatever direction the monster 219 * was always towards the enemy - now it is whatever direction the monster
181 * is facing. 220 * is facing.
182 */ 221 */
183 if (NUM_FACINGS(op)==2) { 222 if (NUM_FACINGS (op) == 2)
223 {
224 if (dir < 5)
184 if (dir<5) base_state=0; 225 base_state = 0;
226 else
185 else base_state=NUM_ANIMATIONS(op)/2; 227 base_state = NUM_ANIMATIONS (op) / 2;
186 } 228 }
187 else if (NUM_FACINGS(op)==4) { 229 else if (NUM_FACINGS (op) == 4)
230 {
231 if (dir == 0)
188 if (dir==0) base_state=0; 232 base_state = 0;
233 else
189 else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4); 234 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
190 } 235 }
191 else if (NUM_FACINGS(op)==8) { 236 else if (NUM_FACINGS (op) == 8)
237 {
238 if (dir == 0)
192 if (dir==0) base_state=0; 239 base_state = 0;
240 else
193 else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); 241 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
194 } 242 }
195 243
196 /* If beyond drawable states, reset */ 244 /* If beyond drawable states, reset */
197 if (op->state>=max_state) op->state=0; 245 if (op->state >= max_state)
246 op->state = 0;
198 247
199 SET_ANIMATION(op, op->state + base_state); 248 SET_ANIMATION (op, op->state + base_state);
200 249
201 if(op->face==blank_face) 250 if (op->face == blank_face)
202 op->invisible=1; 251 op->invisible = 1;
203 252
204 /* This block covers monsters (eg, pixies) which are supposed to 253 /* This block covers monsters (eg, pixies) which are supposed to
205 * cycle from visible to invisible and back to being visible. 254 * cycle from visible to invisible and back to being visible.
206 * as such, disable it for players, as then players would become 255 * as such, disable it for players, as then players would become
207 * visible. 256 * visible.
208 */ 257 */
209 else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { 258 else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE))
259 {
210 if(op->face->number==0) { 260 if (op->face->number == 0)
261 {
211 op->invisible=1; 262 op->invisible = 1;
212 CLEAR_FLAG(op, FLAG_ALIVE); 263 CLEAR_FLAG (op, FLAG_ALIVE);
264 }
213 } else { 265 else
266 {
214 op->invisible=0; 267 op->invisible = 0;
215 SET_FLAG(op, FLAG_ALIVE); 268 SET_FLAG (op, FLAG_ALIVE);
216 } 269 }
217 } 270 }
218 271
219 if(op->more) 272 if (op->more)
220 animate_object(op->more, dir); 273 animate_object (op->more, dir);
221 274
222 /* update_object will also recursively update all the pieces. 275 /* update_object will also recursively update all the pieces.
223 * as such, we call it last, and only call it for the head 276 * as such, we call it last, and only call it for the head
224 * piece, and not for the other tail pieces. 277 * piece, and not for the other tail pieces.
225 */ 278 */
226 if (!op->head) 279 if (!op->head)
227 update_object(op, UP_OBJ_FACE); 280 update_object (op, UP_OBJ_FACE);
228} 281}
229

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