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/cvs/deliantra/server/common/anim.C
Revision: 1.20
Committed: Fri Feb 9 01:52:09 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_0
Changes since 1.19: +10 -3 lines
Log Message:
minor stuff, indent

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
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 animation anim0;
68
69 anim0.name = "###none";
70 anim0.num_animations = 1;
71 anim0.faces = (uint16 *)malloc (sizeof (uint16));
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...\n", buf);
80
81 if ((fp = fopen (buf, "r")) == NULL)
82 {
83 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
84 exit (-1);
85 }
86
87 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
88 {
89 if (*buf == '#')
90 continue;
91
92 /* Kill the newline */
93 buf[strlen (buf) - 1] = '\0';
94 if (!strncmp (buf, "anim ", 5))
95 {
96 if (num_frames)
97 {
98 LOG (llevError, "Didn't get a mina before %s\n", buf);
99 num_frames = 0;
100 }
101
102 num_animations++;
103
104 animation anim;
105
106 anim.name = buf + 5;
107 anim.num = num_animations; /* for bsearch */
108 anim.facings = 1;
109 animations.push_back (anim);
110 }
111 else if (!strncmp (buf, "mina", 4))
112 {
113 animations[num_animations].faces = (uint16 *) malloc (sizeof (uint16) * num_frames);
114
115 for (i = 0; i < num_frames; i++)
116 animations[num_animations].faces[i] = faces[i];
117
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
142 fclose (fp);
143 LOG (llevDebug, "done. got (%d)\n", num_animations);
144 }
145
146 static int
147 anim_compare (const animation *a, const animation *b)
148 {
149 return std::strcmp (a->name, b->name);
150 }
151
152 /* Tries to find the animation id that matches name. Returns an integer match
153 * 0 if no match found (animation 0 is initialised as the 'bug' face
154 */
155 int
156 find_animation (const char *name)
157 {
158 animation search, *match;
159
160 search.name = name;
161
162 match = (animation *) bsearch (&search, &animations[0], (num_animations + 1),
163 sizeof (animation), (int (*)(const void *, const void *)) anim_compare);
164
165
166 if (match)
167 return match->num;
168
169 LOG (llevError, "Unable to find animation %s\n", name);
170
171 return 0;
172 }
173
174 /*
175 * animate_object(object) updates the face-variable of an object.
176 * If the object is the head of a multi-object, all objects are animated.
177 * op is the object to animate.
178 * dir is the direction the object is facing. This is generally same as
179 * op->direction, but in some cases, op->facing is used instead - the
180 * caller has a better idea which one it really wants to be using,
181 * so let it pass along the right one.
182 */
183 void
184 animate_object (object *op, int dir)
185 {
186 int max_state; /* Max animation state object should be drawn in */
187 int base_state; /* starting index # to draw from */
188
189 if (!op->animation_id || !NUM_ANIMATIONS (op))
190 {
191 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
192 CLEAR_FLAG (op, FLAG_ANIMATE);
193 return;
194 }
195
196 if (op->head)
197 {
198 dir = op->head->direction;
199
200 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
201 op->state = op->head->state;
202 else
203 ++op->state;
204 }
205 else
206 ++op->state; /* increase draw state */
207
208 /* If object is turning, then max animation state is half through the
209 * animations. Otherwise, we can use all the animations.
210 */
211 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
212 base_state = 0;
213 /* at least in the older animations that used is_turning, the first half
214 * of the animations were left facing, the second half right facing.
215 * Note in old the is_turning, it was set so that the animation for a monster
216 * was always towards the enemy - now it is whatever direction the monster
217 * is facing.
218 */
219
220 if (NUM_FACINGS (op) == 2)
221 {
222 if (dir < 5)
223 base_state = 0;
224 else
225 base_state = NUM_ANIMATIONS (op) / 2;
226 }
227 else if (NUM_FACINGS (op) == 4)
228 {
229 if (dir == 0)
230 base_state = 0;
231 else
232 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
233 }
234 else if (NUM_FACINGS (op) == 8)
235 {
236 if (dir == 0)
237 base_state = 0;
238 else
239 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
240 }
241
242 /* If beyond drawable states, reset */
243 if (op->state >= max_state)
244 op->state = 0;
245
246 SET_ANIMATION (op, op->state + base_state);
247
248 if (op->face == blank_face)
249 op->invisible = 1;
250 /* This block covers monsters (eg, pixies) which are supposed to
251 * cycle from visible to invisible and back to being visible.
252 * as such, disable it for players, as then players would become
253 * visible.
254 */
255 else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE])
256 {
257 if (op->face->number == 0)
258 {
259 op->invisible = 1;
260 CLEAR_FLAG (op, FLAG_ALIVE);
261 }
262 else
263 {
264 op->invisible = 0;
265 SET_FLAG (op, FLAG_ALIVE);
266 }
267 }
268
269 if (op->more)
270 animate_object (op->more, dir);
271
272 /* update_object will also recursively update all the pieces.
273 * as such, we call it last, and only call it for the head
274 * piece, and not for the other tail pieces.
275 */
276 if (!op->head)
277 update_object (op, UP_OBJ_FACE);
278 }