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Comparing deliantra/server/common/anim.C (file contents):
Revision 1.9 by root, Tue Sep 12 19:20:05 2006 UTC vs.
Revision 1.22 by root, Thu Apr 12 14:18:04 2007 UTC

1
2/* 1/*
3 * static char *rcsid_anim_c = 2 * CrossFire, A Multiplayer game for X-windows
4 * "$Id: anim.C,v 1.9 2006/09/12 19:20:05 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
30animhash_t animhash;
35std::vector < Animations > animations; 31std::vector<animation> animations;
36 32
37void 33void
38free_all_anim (void) 34animation::resize (int new_size)
39{ 35{
40 for (int i = 0; i <= num_animations; i++) 36 sfree <faceidx> (faces, num_animations);
41 { 37 num_animations = new_size;
42 animations[i].name = 0; 38 faces = salloc<faceidx> (num_animations);
43 free (animations[i].faces); 39}
44 }
45 40
46 animations.clear (); 41animation &
42animation::create (const char *name, uint8 frames, uint8 facings)
43{
44 animations.push_back (animation ());
45 animation &anim = animations.back ();
46
47 anim.number = animations.size () - 1;
48 anim.name = name;
49 anim.num_animations = frames;
50 anim.facings = facings;
51 anim.faces = salloc<faceidx> (frames);
52
53 animhash.insert (std::make_pair (anim.name, anim.number));
54
55 return anim;
56}
57
58animation &
59animation::find (const char *name)
60{
61 if (!name)
62 return animations [0];
63
64 animhash_t::iterator i = animhash.find (name);
65 return animations [i == animhash.end () ? 0 : i->second];
47} 66}
48 67
49void 68void
50init_anim (void) 69init_anim (void)
51{ 70{
52 char 71 animation &anim0 = animation::create ("none", 1, 0);
53 buf[MAX_BUF];
54 FILE *
55 fp;
56 static int
57 anim_init = 0;
58 int
59 num_frames = 0, faces[MAX_ANIMATIONS], i;
60
61 if (anim_init)
62 return;
63 num_animations = 0;
64 /* Make a default. New animations start at one, so if something
65 * thinks it is animated but hasn't set the animation_id properly,
66 * it will have a default value that should be pretty obvious.
67 */
68 /* set the name so we don't try to dereferance null.
69 * Put # at start so it will be first in alphabetical
70 * order.
71 */
72 {
73 Animations anim0;
74
75 anim0.name = "###none";
76 anim0.num_animations = 1;
77 anim0.faces = (Fontindex *) malloc (sizeof (Fontindex));
78 anim0.faces[0] = 0; 72 anim0.faces [0] = 0;
79 anim0.facings = 0;
80
81 animations.push_back (anim0);
82 }
83
84 sprintf (buf, "%s/animations", settings.datadir);
85 LOG (llevDebug, "Reading animations from %s...", buf);
86 if ((fp = fopen (buf, "r")) == NULL)
87 {
88 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
89 exit (-1);
90 }
91 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
92 {
93 if (*buf == '#')
94 continue;
95 /* Kill the newline */
96 buf[strlen (buf) - 1] = '\0';
97 if (!strncmp (buf, "anim ", 5))
98 {
99 if (num_frames)
100 {
101 LOG (llevError, "Didn't get a mina before %s\n", buf);
102 num_frames = 0;
103 }
104 num_animations++;
105
106 Animations anim;
107
108 anim.name = buf + 5;
109 anim.num = num_animations; /* for bsearch */
110 anim.facings = 1;
111 animations.push_back (anim);
112 }
113 else if (!strncmp (buf, "mina", 4))
114 {
115 animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames);
116 for (i = 0; i < num_frames; i++)
117 animations[num_animations].faces[i] = faces[i];
118 animations[num_animations].num_animations = num_frames;
119 if (num_frames % animations[num_animations].facings)
120 {
121 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
122 &animations[num_animations].name, num_frames, animations[num_animations].facings);
123 }
124 num_frames = 0;
125 }
126 else if (!strncmp (buf, "facings", 7))
127 {
128 if (!(animations[num_animations].facings = atoi (buf + 7)))
129 {
130 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
131 animations[num_animations].facings = 1;
132 }
133
134 }
135 else
136 {
137 if (!(faces[num_frames++] = FindFace (buf, 0)))
138 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
139 }
140 }
141 fclose (fp);
142 LOG (llevDebug, "done. got (%d)\n", num_animations);
143}
144
145static int
146anim_compare (const Animations * a, const Animations * b)
147{
148 return strcmp (a->name, b->name);
149} 73}
150 74
151/* Tries to find the animation id that matches name. Returns an integer match 75/* Tries to find the animation id that matches name. Returns an integer match
152 * 0 if no match found (animation 0 is initialized as the 'bug' face 76 * 0 if no match found (animation 0 is initialised as the 'bug' face
153 */ 77 */
78//TODO: nuke this function and replace all occurences by animations::find
154int 79int
155find_animation (const char *name) 80find_animation (const char *name)
156{ 81{
157 Animations 82 return animation::find (name).number;
158 search, *
159 match;
160
161 search.name = name;
162
163 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
164 sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
165
166
167 if (match)
168 return match->num;
169 LOG (llevError, "Unable to find animation %s\n", name);
170 return 0;
171} 83}
172 84
173/* 85/*
174 * animate_object(object) updates the face-variable of an object. 86 * animate_object(object) updates the face-variable of an object.
175 * If the object is the head of a multi-object, all objects are animated. 87 * If the object is the head of a multi-object, all objects are animated.
177 * dir is the direction the object is facing. This is generally same as 89 * dir is the direction the object is facing. This is generally same as
178 * op->direction, but in some cases, op->facing is used instead - the 90 * op->direction, but in some cases, op->facing is used instead - the
179 * caller has a better idea which one it really wants to be using, 91 * caller has a better idea which one it really wants to be using,
180 * so let it pass along the right one. 92 * so let it pass along the right one.
181 */ 93 */
182
183void 94void
184animate_object (object *op, int dir) 95animate_object (object *op, int dir)
185{ 96{
186 int
187 max_state; /* Max animation state object should be drawn in */ 97 int max_state; /* Max animation state object should be drawn in */
188 int
189 base_state; /* starting index # to draw from */ 98 int base_state; /* starting index # to draw from */
190 99
191 if (!op->animation_id || !NUM_ANIMATIONS (op)) 100 if (!op->animation_id || !NUM_ANIMATIONS (op))
192 { 101 {
193 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); 102 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
103 CLEAR_FLAG (op, FLAG_ANIMATE);
194 return; 104 return;
195 } 105 }
196 106
197 if (op->head) 107 if (op->head)
198 { 108 {
209 /* If object is turning, then max animation state is half through the 119 /* If object is turning, then max animation state is half through the
210 * animations. Otherwise, we can use all the animations. 120 * animations. Otherwise, we can use all the animations.
211 */ 121 */
212 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); 122 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
213 base_state = 0; 123 base_state = 0;
214 /* at least in the older aniamtions that used is_turning, the first half 124 /* at least in the older animations that used is_turning, the first half
215 * of the animations were left facing, the second half right facing. 125 * of the animations were left facing, the second half right facing.
216 * Note in old the is_turning, it was set so that the animation for a monster 126 * Note in old the is_turning, it was set so that the animation for a monster
217 * was always towards the enemy - now it is whatever direction the monster 127 * was always towards the enemy - now it is whatever direction the monster
218 * is facing. 128 * is facing.
219 */ 129 */
252 /* This block covers monsters (eg, pixies) which are supposed to 162 /* This block covers monsters (eg, pixies) which are supposed to
253 * cycle from visible to invisible and back to being visible. 163 * cycle from visible to invisible and back to being visible.
254 * as such, disable it for players, as then players would become 164 * as such, disable it for players, as then players would become
255 * visible. 165 * visible.
256 */ 166 */
257 else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE)) 167 else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE])
258 { 168 {
259 if (op->face->number == 0) 169 if (op->face == 0)
260 { 170 {
261 op->invisible = 1; 171 op->invisible = 1;
262 CLEAR_FLAG (op, FLAG_ALIVE); 172 CLEAR_FLAG (op, FLAG_ALIVE);
263 } 173 }
264 else 174 else
276 * piece, and not for the other tail pieces. 186 * piece, and not for the other tail pieces.
277 */ 187 */
278 if (!op->head) 188 if (!op->head)
279 update_object (op, UP_OBJ_FACE); 189 update_object (op, UP_OBJ_FACE);
280} 190}
191

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