/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at */ /* This file contains animation related code. */ #include #include void free_all_anim (void) { for (int i = 0; i <= num_animations; i++) { animations[i].name = 0; free (animations[i].faces); } animations.clear (); } void init_anim (void) { char buf[MAX_BUF]; FILE * fp; static int anim_init = 0; int num_frames = 0, faces[MAX_ANIMATIONS], i; if (anim_init) return; num_animations = 0; /* Make a default. New animations start at one, so if something * thinks it is animated but hasn't set the animation_id properly, * it will have a default value that should be pretty obvious. */ /* set the name so we don't try to dereferance null. * Put # at start so it will be first in alphabetical * order. */ { Animations anim0; anim0.name = "###none"; anim0.num_animations = 1; anim0.faces = (uint16 *)malloc (sizeof (uint16)); anim0.faces[0] = 0; anim0.facings = 0; animations.push_back (anim0); } sprintf (buf, "%s/animations", settings.datadir); LOG (llevDebug, "Reading animations from %s...", buf); if ((fp = fopen (buf, "r")) == NULL) { LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno)); exit (-1); } while (fgets (buf, MAX_BUF - 1, fp) != NULL) { if (*buf == '#') continue; /* Kill the newline */ buf[strlen (buf) - 1] = '\0'; if (!strncmp (buf, "anim ", 5)) { if (num_frames) { LOG (llevError, "Didn't get a mina before %s\n", buf); num_frames = 0; } num_animations++; Animations anim; anim.name = buf + 5; anim.num = num_animations; /* for bsearch */ anim.facings = 1; animations.push_back (anim); } else if (!strncmp (buf, "mina", 4)) { animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames); for (i = 0; i < num_frames; i++) animations[num_animations].faces[i] = faces[i]; animations[num_animations].num_animations = num_frames; if (num_frames % animations[num_animations].facings) { LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", &animations[num_animations].name, num_frames, animations[num_animations].facings); } num_frames = 0; } else if (!strncmp (buf, "facings", 7)) { if (!(animations[num_animations].facings = atoi (buf + 7))) { LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf); animations[num_animations].facings = 1; } } else { if (!(faces[num_frames++] = FindFace (buf, 0))) LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name); } } fclose (fp); LOG (llevDebug, "done. got (%d)\n", num_animations); } static int anim_compare (const Animations * a, const Animations * b) { return strcmp (a->name, b->name); } /* Tries to find the animation id that matches name. Returns an integer match * 0 if no match found (animation 0 is initialized as the 'bug' face */ int find_animation (const char *name) { Animations search, * match; search.name = name; match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1), sizeof (Animations), (int (*)(const void *, const void *)) anim_compare); if (match) return match->num; LOG (llevError, "Unable to find animation %s\n", name); return 0; } /* * animate_object(object) updates the face-variable of an object. * If the object is the head of a multi-object, all objects are animated. * op is the object to animate. * dir is the direction the object is facing. This is generally same as * op->direction, but in some cases, op->facing is used instead - the * caller has a better idea which one it really wants to be using, * so let it pass along the right one. */ void animate_object (object *op, int dir) { int max_state; /* Max animation state object should be drawn in */ int base_state; /* starting index # to draw from */ if (!op->animation_id || !NUM_ANIMATIONS (op)) { LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); return; } if (op->head) { dir = op->head->direction; if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) op->state = op->head->state; else ++op->state; } else ++op->state; /* increase draw state */ /* If object is turning, then max animation state is half through the * animations. Otherwise, we can use all the animations. */ max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); base_state = 0; /* at least in the older aniamtions that used is_turning, the first half * of the animations were left facing, the second half right facing. * Note in old the is_turning, it was set so that the animation for a monster * was always towards the enemy - now it is whatever direction the monster * is facing. */ if (NUM_FACINGS (op) == 2) { if (dir < 5) base_state = 0; else base_state = NUM_ANIMATIONS (op) / 2; } else if (NUM_FACINGS (op) == 4) { if (dir == 0) base_state = 0; else base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4); } else if (NUM_FACINGS (op) == 8) { if (dir == 0) base_state = 0; else base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8); } /* If beyond drawable states, reset */ if (op->state >= max_state) op->state = 0; SET_ANIMATION (op, op->state + base_state); if (op->face == blank_face) op->invisible = 1; /* This block covers monsters (eg, pixies) which are supposed to * cycle from visible to invisible and back to being visible. * as such, disable it for players, as then players would become * visible. */ else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE)) { if (op->face->number == 0) { op->invisible = 1; CLEAR_FLAG (op, FLAG_ALIVE); } else { op->invisible = 0; SET_FLAG (op, FLAG_ALIVE); } } if (op->more) animate_object (op->more, dir); /* update_object will also recursively update all the pieces. * as such, we call it last, and only call it for the head * piece, and not for the other tail pieces. */ if (!op->head) update_object (op, UP_OBJ_FACE); }