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/cvs/deliantra/server/common/anim.C
Revision: 1.10
Committed: Thu Sep 14 22:33:58 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +2 -8 lines
Log Message:
indent

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 /* This file contains animation related code. */
25
26 #include <global.h>
27 #include <stdio.h>
28
29 std::vector<Animations> animations;
30
31 void
32 free_all_anim (void)
33 {
34 for (int i = 0; i <= num_animations; i++)
35 {
36 animations[i].name = 0;
37 free (animations[i].faces);
38 }
39
40 animations.clear ();
41 }
42
43 void
44 init_anim (void)
45 {
46 char
47 buf[MAX_BUF];
48 FILE *
49 fp;
50 static int
51 anim_init = 0;
52 int
53 num_frames = 0, faces[MAX_ANIMATIONS], i;
54
55 if (anim_init)
56 return;
57 num_animations = 0;
58 /* Make a default. New animations start at one, so if something
59 * thinks it is animated but hasn't set the animation_id properly,
60 * it will have a default value that should be pretty obvious.
61 */
62 /* set the name so we don't try to dereferance null.
63 * Put # at start so it will be first in alphabetical
64 * order.
65 */
66 {
67 Animations anim0;
68
69 anim0.name = "###none";
70 anim0.num_animations = 1;
71 anim0.faces = (Fontindex *) malloc (sizeof (Fontindex));
72 anim0.faces[0] = 0;
73 anim0.facings = 0;
74
75 animations.push_back (anim0);
76 }
77
78 sprintf (buf, "%s/animations", settings.datadir);
79 LOG (llevDebug, "Reading animations from %s...", buf);
80 if ((fp = fopen (buf, "r")) == NULL)
81 {
82 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
83 exit (-1);
84 }
85 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
86 {
87 if (*buf == '#')
88 continue;
89 /* Kill the newline */
90 buf[strlen (buf) - 1] = '\0';
91 if (!strncmp (buf, "anim ", 5))
92 {
93 if (num_frames)
94 {
95 LOG (llevError, "Didn't get a mina before %s\n", buf);
96 num_frames = 0;
97 }
98 num_animations++;
99
100 Animations anim;
101
102 anim.name = buf + 5;
103 anim.num = num_animations; /* for bsearch */
104 anim.facings = 1;
105 animations.push_back (anim);
106 }
107 else if (!strncmp (buf, "mina", 4))
108 {
109 animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames);
110 for (i = 0; i < num_frames; i++)
111 animations[num_animations].faces[i] = faces[i];
112 animations[num_animations].num_animations = num_frames;
113 if (num_frames % animations[num_animations].facings)
114 {
115 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
116 &animations[num_animations].name, num_frames, animations[num_animations].facings);
117 }
118 num_frames = 0;
119 }
120 else if (!strncmp (buf, "facings", 7))
121 {
122 if (!(animations[num_animations].facings = atoi (buf + 7)))
123 {
124 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
125 animations[num_animations].facings = 1;
126 }
127
128 }
129 else
130 {
131 if (!(faces[num_frames++] = FindFace (buf, 0)))
132 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
133 }
134 }
135 fclose (fp);
136 LOG (llevDebug, "done. got (%d)\n", num_animations);
137 }
138
139 static int
140 anim_compare (const Animations * a, const Animations * b)
141 {
142 return strcmp (a->name, b->name);
143 }
144
145 /* Tries to find the animation id that matches name. Returns an integer match
146 * 0 if no match found (animation 0 is initialized as the 'bug' face
147 */
148 int
149 find_animation (const char *name)
150 {
151 Animations
152 search, *
153 match;
154
155 search.name = name;
156
157 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
158 sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
159
160
161 if (match)
162 return match->num;
163 LOG (llevError, "Unable to find animation %s\n", name);
164 return 0;
165 }
166
167 /*
168 * animate_object(object) updates the face-variable of an object.
169 * If the object is the head of a multi-object, all objects are animated.
170 * op is the object to animate.
171 * dir is the direction the object is facing. This is generally same as
172 * op->direction, but in some cases, op->facing is used instead - the
173 * caller has a better idea which one it really wants to be using,
174 * so let it pass along the right one.
175 */
176
177 void
178 animate_object (object *op, int dir)
179 {
180 int
181 max_state; /* Max animation state object should be drawn in */
182 int
183 base_state; /* starting index # to draw from */
184
185 if (!op->animation_id || !NUM_ANIMATIONS (op))
186 {
187 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
188 return;
189 }
190
191 if (op->head)
192 {
193 dir = op->head->direction;
194
195 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
196 op->state = op->head->state;
197 else
198 ++op->state;
199 }
200 else
201 ++op->state; /* increase draw state */
202
203 /* If object is turning, then max animation state is half through the
204 * animations. Otherwise, we can use all the animations.
205 */
206 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
207 base_state = 0;
208 /* at least in the older aniamtions that used is_turning, the first half
209 * of the animations were left facing, the second half right facing.
210 * Note in old the is_turning, it was set so that the animation for a monster
211 * was always towards the enemy - now it is whatever direction the monster
212 * is facing.
213 */
214
215 if (NUM_FACINGS (op) == 2)
216 {
217 if (dir < 5)
218 base_state = 0;
219 else
220 base_state = NUM_ANIMATIONS (op) / 2;
221 }
222 else if (NUM_FACINGS (op) == 4)
223 {
224 if (dir == 0)
225 base_state = 0;
226 else
227 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
228 }
229 else if (NUM_FACINGS (op) == 8)
230 {
231 if (dir == 0)
232 base_state = 0;
233 else
234 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
235 }
236
237 /* If beyond drawable states, reset */
238 if (op->state >= max_state)
239 op->state = 0;
240
241 SET_ANIMATION (op, op->state + base_state);
242
243 if (op->face == blank_face)
244 op->invisible = 1;
245
246 /* This block covers monsters (eg, pixies) which are supposed to
247 * cycle from visible to invisible and back to being visible.
248 * as such, disable it for players, as then players would become
249 * visible.
250 */
251 else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE))
252 {
253 if (op->face->number == 0)
254 {
255 op->invisible = 1;
256 CLEAR_FLAG (op, FLAG_ALIVE);
257 }
258 else
259 {
260 op->invisible = 0;
261 SET_FLAG (op, FLAG_ALIVE);
262 }
263 }
264
265 if (op->more)
266 animate_object (op->more, dir);
267
268 /* update_object will also recursively update all the pieces.
269 * as such, we call it last, and only call it for the head
270 * piece, and not for the other tail pieces.
271 */
272 if (!op->head)
273 update_object (op, UP_OBJ_FACE);
274 }