ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/anim.C
Revision: 1.18
Committed: Fri Jan 19 17:50:10 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.17: +6 -6 lines
Log Message:
- rename Animations => animation
- rename New_Face => facetile
- add but do not implement some generic loader framework classes

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
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>
23 */
24
25 /* This file contains animation related code. */
26
27 #include <global.h>
28 #include <stdio.h>
29
30 void
31 free_all_anim (void)
32 {
33 for (int i = 0; i <= num_animations; i++)
34 {
35 animations[i].name = 0;
36 free (animations[i].faces);
37 }
38
39 animations.clear ();
40 }
41
42 void
43 init_anim (void)
44 {
45 char
46 buf[MAX_BUF];
47 FILE *
48 fp;
49 static int
50 anim_init = 0;
51 int
52 num_frames = 0, faces[MAX_ANIMATIONS], i;
53
54 if (anim_init)
55 return;
56 num_animations = 0;
57 /* Make a default. New animations start at one, so if something
58 * thinks it is animated but hasn't set the animation_id properly,
59 * it will have a default value that should be pretty obvious.
60 */
61 /* set the name so we don't try to dereferance null.
62 * Put # at start so it will be first in alphabetical
63 * order.
64 */
65 {
66 animation anim0;
67
68 anim0.name = "###none";
69 anim0.num_animations = 1;
70 anim0.faces = (uint16 *)malloc (sizeof (uint16));
71 anim0.faces[0] = 0;
72 anim0.facings = 0;
73
74 animations.push_back (anim0);
75 }
76
77 sprintf (buf, "%s/animations", settings.datadir);
78 LOG (llevDebug, "Reading animations from %s...\n", buf);
79 if ((fp = fopen (buf, "r")) == NULL)
80 {
81 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
82 exit (-1);
83 }
84 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
85 {
86 if (*buf == '#')
87 continue;
88 /* Kill the newline */
89 buf[strlen (buf) - 1] = '\0';
90 if (!strncmp (buf, "anim ", 5))
91 {
92 if (num_frames)
93 {
94 LOG (llevError, "Didn't get a mina before %s\n", buf);
95 num_frames = 0;
96 }
97 num_animations++;
98
99 animation anim;
100
101 anim.name = buf + 5;
102 anim.num = num_animations; /* for bsearch */
103 anim.facings = 1;
104 animations.push_back (anim);
105 }
106 else if (!strncmp (buf, "mina", 4))
107 {
108 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
109 for (i = 0; i < num_frames; i++)
110 animations[num_animations].faces[i] = faces[i];
111 animations[num_animations].num_animations = num_frames;
112 if (num_frames % animations[num_animations].facings)
113 {
114 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
115 &animations[num_animations].name, num_frames, animations[num_animations].facings);
116 }
117 num_frames = 0;
118 }
119 else if (!strncmp (buf, "facings", 7))
120 {
121 if (!(animations[num_animations].facings = atoi (buf + 7)))
122 {
123 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
124 animations[num_animations].facings = 1;
125 }
126
127 }
128 else
129 {
130 if (!(faces[num_frames++] = FindFace (buf, 0)))
131 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
132 }
133 }
134 fclose (fp);
135 LOG (llevDebug, "done. got (%d)\n", num_animations);
136 }
137
138 static int
139 anim_compare (const animation * a, const animation * b)
140 {
141 return strcmp (a->name, b->name);
142 }
143
144 /* Tries to find the animation id that matches name. Returns an integer match
145 * 0 if no match found (animation 0 is initialised as the 'bug' face
146 */
147 int
148 find_animation (const char *name)
149 {
150 animation search, *match;
151
152 search.name = name;
153
154 match = (animation *) bsearch (&search, &animations[0], (num_animations + 1),
155 sizeof (animation), (int (*)(const void *, const void *)) anim_compare);
156
157
158 if (match)
159 return match->num;
160
161 LOG (llevError, "Unable to find animation %s\n", name);
162
163 return 0;
164 }
165
166 /*
167 * animate_object(object) updates the face-variable of an object.
168 * If the object is the head of a multi-object, all objects are animated.
169 * op is the object to animate.
170 * dir is the direction the object is facing. This is generally same as
171 * op->direction, but in some cases, op->facing is used instead - the
172 * caller has a better idea which one it really wants to be using,
173 * so let it pass along the right one.
174 */
175 void
176 animate_object (object *op, int dir)
177 {
178 int max_state; /* Max animation state object should be drawn in */
179 int base_state; /* starting index # to draw from */
180
181 if (!op->animation_id || !NUM_ANIMATIONS (op))
182 {
183 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
184 CLEAR_FLAG (op, FLAG_ANIMATE);
185 return;
186 }
187
188 if (op->head)
189 {
190 dir = op->head->direction;
191
192 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
193 op->state = op->head->state;
194 else
195 ++op->state;
196 }
197 else
198 ++op->state; /* increase draw state */
199
200 /* If object is turning, then max animation state is half through the
201 * animations. Otherwise, we can use all the animations.
202 */
203 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
204 base_state = 0;
205 /* at least in the older aniamtions that used is_turning, the first half
206 * of the animations were left facing, the second half right facing.
207 * Note in old the is_turning, it was set so that the animation for a monster
208 * was always towards the enemy - now it is whatever direction the monster
209 * is facing.
210 */
211
212 if (NUM_FACINGS (op) == 2)
213 {
214 if (dir < 5)
215 base_state = 0;
216 else
217 base_state = NUM_ANIMATIONS (op) / 2;
218 }
219 else if (NUM_FACINGS (op) == 4)
220 {
221 if (dir == 0)
222 base_state = 0;
223 else
224 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
225 }
226 else if (NUM_FACINGS (op) == 8)
227 {
228 if (dir == 0)
229 base_state = 0;
230 else
231 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
232 }
233
234 /* If beyond drawable states, reset */
235 if (op->state >= max_state)
236 op->state = 0;
237
238 SET_ANIMATION (op, op->state + base_state);
239
240 if (op->face == blank_face)
241 op->invisible = 1;
242
243 /* This block covers monsters (eg, pixies) which are supposed to
244 * cycle from visible to invisible and back to being visible.
245 * as such, disable it for players, as then players would become
246 * visible.
247 */
248 else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE))
249 {
250 if (op->face->number == 0)
251 {
252 op->invisible = 1;
253 CLEAR_FLAG (op, FLAG_ALIVE);
254 }
255 else
256 {
257 op->invisible = 0;
258 SET_FLAG (op, FLAG_ALIVE);
259 }
260 }
261
262 if (op->more)
263 animate_object (op->more, dir);
264
265 /* update_object will also recursively update all the pieces.
266 * as such, we call it last, and only call it for the head
267 * piece, and not for the other tail pieces.
268 */
269 if (!op->head)
270 update_object (op, UP_OBJ_FACE);
271 }