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/cvs/deliantra/server/common/anim.C
Revision: 1.11
Committed: Wed Dec 13 21:27:09 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.10: +2 -4 lines
Log Message:
continued simplifying network code, partially removed support for sc protocol 1026

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 void
30 free_all_anim (void)
31 {
32 for (int i = 0; i <= num_animations; i++)
33 {
34 animations[i].name = 0;
35 free (animations[i].faces);
36 }
37
38 animations.clear ();
39 }
40
41 void
42 init_anim (void)
43 {
44 char
45 buf[MAX_BUF];
46 FILE *
47 fp;
48 static int
49 anim_init = 0;
50 int
51 num_frames = 0, faces[MAX_ANIMATIONS], i;
52
53 if (anim_init)
54 return;
55 num_animations = 0;
56 /* Make a default. New animations start at one, so if something
57 * thinks it is animated but hasn't set the animation_id properly,
58 * it will have a default value that should be pretty obvious.
59 */
60 /* set the name so we don't try to dereferance null.
61 * Put # at start so it will be first in alphabetical
62 * order.
63 */
64 {
65 Animations anim0;
66
67 anim0.name = "###none";
68 anim0.num_animations = 1;
69 anim0.faces = (uint16 *)malloc (sizeof (uint16));
70 anim0.faces[0] = 0;
71 anim0.facings = 0;
72
73 animations.push_back (anim0);
74 }
75
76 sprintf (buf, "%s/animations", settings.datadir);
77 LOG (llevDebug, "Reading animations from %s...", buf);
78 if ((fp = fopen (buf, "r")) == NULL)
79 {
80 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
81 exit (-1);
82 }
83 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
84 {
85 if (*buf == '#')
86 continue;
87 /* Kill the newline */
88 buf[strlen (buf) - 1] = '\0';
89 if (!strncmp (buf, "anim ", 5))
90 {
91 if (num_frames)
92 {
93 LOG (llevError, "Didn't get a mina before %s\n", buf);
94 num_frames = 0;
95 }
96 num_animations++;
97
98 Animations anim;
99
100 anim.name = buf + 5;
101 anim.num = num_animations; /* for bsearch */
102 anim.facings = 1;
103 animations.push_back (anim);
104 }
105 else if (!strncmp (buf, "mina", 4))
106 {
107 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
108 for (i = 0; i < num_frames; i++)
109 animations[num_animations].faces[i] = faces[i];
110 animations[num_animations].num_animations = num_frames;
111 if (num_frames % animations[num_animations].facings)
112 {
113 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
114 &animations[num_animations].name, num_frames, animations[num_animations].facings);
115 }
116 num_frames = 0;
117 }
118 else if (!strncmp (buf, "facings", 7))
119 {
120 if (!(animations[num_animations].facings = atoi (buf + 7)))
121 {
122 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
123 animations[num_animations].facings = 1;
124 }
125
126 }
127 else
128 {
129 if (!(faces[num_frames++] = FindFace (buf, 0)))
130 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
131 }
132 }
133 fclose (fp);
134 LOG (llevDebug, "done. got (%d)\n", num_animations);
135 }
136
137 static int
138 anim_compare (const Animations * a, const Animations * b)
139 {
140 return strcmp (a->name, b->name);
141 }
142
143 /* Tries to find the animation id that matches name. Returns an integer match
144 * 0 if no match found (animation 0 is initialized as the 'bug' face
145 */
146 int
147 find_animation (const char *name)
148 {
149 Animations
150 search, *
151 match;
152
153 search.name = name;
154
155 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
156 sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
157
158
159 if (match)
160 return match->num;
161 LOG (llevError, "Unable to find animation %s\n", name);
162 return 0;
163 }
164
165 /*
166 * animate_object(object) updates the face-variable of an object.
167 * If the object is the head of a multi-object, all objects are animated.
168 * op is the object to animate.
169 * dir is the direction the object is facing. This is generally same as
170 * op->direction, but in some cases, op->facing is used instead - the
171 * caller has a better idea which one it really wants to be using,
172 * so let it pass along the right one.
173 */
174
175 void
176 animate_object (object *op, int dir)
177 {
178 int
179 max_state; /* Max animation state object should be drawn in */
180 int
181 base_state; /* starting index # to draw from */
182
183 if (!op->animation_id || !NUM_ANIMATIONS (op))
184 {
185 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
186 return;
187 }
188
189 if (op->head)
190 {
191 dir = op->head->direction;
192
193 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
194 op->state = op->head->state;
195 else
196 ++op->state;
197 }
198 else
199 ++op->state; /* increase draw state */
200
201 /* If object is turning, then max animation state is half through the
202 * animations. Otherwise, we can use all the animations.
203 */
204 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
205 base_state = 0;
206 /* at least in the older aniamtions that used is_turning, the first half
207 * of the animations were left facing, the second half right facing.
208 * Note in old the is_turning, it was set so that the animation for a monster
209 * was always towards the enemy - now it is whatever direction the monster
210 * is facing.
211 */
212
213 if (NUM_FACINGS (op) == 2)
214 {
215 if (dir < 5)
216 base_state = 0;
217 else
218 base_state = NUM_ANIMATIONS (op) / 2;
219 }
220 else if (NUM_FACINGS (op) == 4)
221 {
222 if (dir == 0)
223 base_state = 0;
224 else
225 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
226 }
227 else if (NUM_FACINGS (op) == 8)
228 {
229 if (dir == 0)
230 base_state = 0;
231 else
232 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
233 }
234
235 /* If beyond drawable states, reset */
236 if (op->state >= max_state)
237 op->state = 0;
238
239 SET_ANIMATION (op, op->state + base_state);
240
241 if (op->face == blank_face)
242 op->invisible = 1;
243
244 /* This block covers monsters (eg, pixies) which are supposed to
245 * cycle from visible to invisible and back to being visible.
246 * as such, disable it for players, as then players would become
247 * visible.
248 */
249 else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE))
250 {
251 if (op->face->number == 0)
252 {
253 op->invisible = 1;
254 CLEAR_FLAG (op, FLAG_ALIVE);
255 }
256 else
257 {
258 op->invisible = 0;
259 SET_FLAG (op, FLAG_ALIVE);
260 }
261 }
262
263 if (op->more)
264 animate_object (op->more, dir);
265
266 /* update_object will also recursively update all the pieces.
267 * as such, we call it last, and only call it for the head
268 * piece, and not for the other tail pieces.
269 */
270 if (!op->head)
271 update_object (op, UP_OBJ_FACE);
272 }