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/cvs/deliantra/server/common/anim.C
Revision: 1.21
Committed: Sun Mar 11 02:12:44 2007 UTC (17 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.20: +12 -16 lines
Log Message:
- MAJOR CHANGE
- you now need to use cfutil to install arches.
- former bigfaces are broken in the server
- bigfaces are no longer supported. at all.
- use face numbers instead of pointers
  * saves lotsa space
  * saves lotsa indirections
  * saves lots(?) cpu cycles
- completely rewrote face handling
- faces can now be added at runtime
- reload will add new faces
- this does not apply to animations
- use a hastable instead of binary search (faster) for faces
- face caching is broken
- facesets are gone
- server always reports MAX_FACES to any client who asks

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 buf[MAX_BUF];
46 FILE * fp;
47 static int anim_init = 0;
48 int num_frames = 0, faces[MAX_ANIMATIONS], i;
49
50 if (anim_init)
51 return;
52
53 num_animations = 0;
54 /* Make a default. New animations start at one, so if something
55 * thinks it is animated but hasn't set the animation_id properly,
56 * it will have a default value that should be pretty obvious.
57 */
58 /* set the name so we don't try to dereferance null.
59 * Put # at start so it will be first in alphabetical
60 * order.
61 */
62 {
63 animation anim0;
64
65 anim0.name = "###none";
66 anim0.num_animations = 1;
67 anim0.faces = (uint16 *)malloc (sizeof (uint16));
68 anim0.faces[0] = 0;
69 anim0.facings = 0;
70
71 animations.push_back (anim0);
72 }
73
74 sprintf (buf, "%s/animations", settings.datadir);
75 LOG (llevDebug, "Reading animations from %s...\n", buf);
76
77 if ((fp = fopen (buf, "r")) == NULL)
78 {
79 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
80 exit (-1);
81 }
82
83 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
84 {
85 if (*buf == '#')
86 continue;
87
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
98 num_animations++;
99
100 animation 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 = (uint16 *) malloc (sizeof (uint16) * num_frames);
110
111 for (i = 0; i < num_frames; i++)
112 animations[num_animations].faces[i] = faces[i];
113
114 animations[num_animations].num_animations = num_frames;
115 if (num_frames % animations[num_animations].facings)
116 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
117 &animations[num_animations].name, num_frames, animations[num_animations].facings);
118
119 num_frames = 0;
120 }
121 else if (!strncmp (buf, "facings ", 8))
122 {
123 if (!(animations[num_animations].facings = atoi (buf + 8)))
124 {
125 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
126 animations[num_animations].facings = 1;
127 }
128
129 }
130 else
131 {
132 if (!(faces[num_frames++] = face_find (buf)))
133 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
134 }
135 }
136
137 fclose (fp);
138 LOG (llevDebug, "done. got (%d)\n", num_animations);
139 }
140
141 static int
142 anim_compare (const animation *a, const animation *b)
143 {
144 return std::strcmp (a->name, b->name);
145 }
146
147 /* Tries to find the animation id that matches name. Returns an integer match
148 * 0 if no match found (animation 0 is initialised as the 'bug' face
149 */
150 int
151 find_animation (const char *name)
152 {
153 animation search, *match;
154
155 search.name = name;
156
157 match = (animation *) bsearch (&search, &animations[0], (num_animations + 1),
158 sizeof (animation), (int (*)(const void *, const void *)) anim_compare);
159
160
161 if (match)
162 return match->num;
163
164 LOG (llevError, "Unable to find animation %s\n", name);
165
166 return 0;
167 }
168
169 /*
170 * animate_object(object) updates the face-variable of an object.
171 * If the object is the head of a multi-object, all objects are animated.
172 * op is the object to animate.
173 * dir is the direction the object is facing. This is generally same as
174 * op->direction, but in some cases, op->facing is used instead - the
175 * caller has a better idea which one it really wants to be using,
176 * so let it pass along the right one.
177 */
178 void
179 animate_object (object *op, int dir)
180 {
181 int max_state; /* Max animation state object should be drawn in */
182 int base_state; /* starting index # to draw from */
183
184 if (!op->animation_id || !NUM_ANIMATIONS (op))
185 {
186 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
187 CLEAR_FLAG (op, FLAG_ANIMATE);
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 animations 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 && op->arch->clone.flag [FLAG_ALIVE])
252 {
253 if (op->face == 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 }