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/* |
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* CrossFire, A Multiplayer game for X-windows |
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* |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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* Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
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* Copyright (C) 1992 Frank Tore Johansen |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; either version 2 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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* |
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* The authors can be reached via e-mail at <crossfire@schmorp.de> |
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*/ |
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|
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/* This file contains animation related code. */ |
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|
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#include <global.h> |
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#include <stdio.h> |
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|
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animhash_t animhash; |
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std::vector<animation> animations; |
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|
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void |
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animation::resize (int new_size) |
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{ |
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sfree <faceidx> (faces, num_animations); |
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num_animations = new_size; |
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faces = salloc<faceidx> (num_animations); |
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} |
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|
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animation & |
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animation::create (const char *name, uint8 frames, uint8 facings) |
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{ |
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animations.push_back (animation ()); |
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animation &anim = animations.back (); |
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|
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anim.number = animations.size () - 1; |
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anim.name = name; |
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anim.num_animations = frames; |
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anim.facings = facings; |
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anim.faces = salloc<faceidx> (frames); |
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|
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animhash.insert (std::make_pair (anim.name, anim.number)); |
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|
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return anim; |
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} |
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|
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animation & |
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animation::find (const char *name) |
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{ |
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if (!name) |
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return animations [0]; |
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|
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animhash_t::iterator i = animhash.find (name); |
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return animations [i == animhash.end () ? 0 : i->second]; |
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} |
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|
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void |
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init_anim (void) |
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{ |
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animation &anim0 = animation::create ("none", 1, 0); |
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anim0.faces [0] = 0; |
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} |
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|
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/* Tries to find the animation id that matches name. Returns an integer match |
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* 0 if no match found (animation 0 is initialised as the 'bug' face |
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*/ |
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//TODO: nuke this function and replace all occurences by animations::find |
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int |
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find_animation (const char *name) |
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{ |
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return animation::find (name).number; |
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} |
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|
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/* |
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* animate_object(object) updates the face-variable of an object. |
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* If the object is the head of a multi-object, all objects are animated. |
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* op is the object to animate. |
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* dir is the direction the object is facing. This is generally same as |
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* op->direction, but in some cases, op->facing is used instead - the |
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* caller has a better idea which one it really wants to be using, |
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* so let it pass along the right one. |
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*/ |
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void |
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animate_object (object *op, int dir) |
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{ |
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int max_state; /* Max animation state object should be drawn in */ |
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int base_state; /* starting index # to draw from */ |
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|
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if (!op->animation_id || !NUM_ANIMATIONS (op)) |
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{ |
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LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ()); |
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CLEAR_FLAG (op, FLAG_ANIMATE); |
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return; |
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} |
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|
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if (op->head) |
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{ |
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dir = op->head->direction; |
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|
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if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head)) |
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op->state = op->head->state; |
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else |
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++op->state; |
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} |
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else |
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++op->state; /* increase draw state */ |
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|
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/* If object is turning, then max animation state is half through the |
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* animations. Otherwise, we can use all the animations. |
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*/ |
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max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op); |
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base_state = 0; |
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/* at least in the older animations that used is_turning, the first half |
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* of the animations were left facing, the second half right facing. |
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* Note in old the is_turning, it was set so that the animation for a monster |
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* was always towards the enemy - now it is whatever direction the monster |
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* is facing. |
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*/ |
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|
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if (NUM_FACINGS (op) == 2) |
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{ |
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if (dir < 5) |
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base_state = 0; |
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else |
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base_state = NUM_ANIMATIONS (op) / 2; |
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} |
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else if (NUM_FACINGS (op) == 4) |
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{ |
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if (dir == 0) |
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base_state = 0; |
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else |
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base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4); |
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} |
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else if (NUM_FACINGS (op) == 8) |
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{ |
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if (dir == 0) |
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base_state = 0; |
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else |
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base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8); |
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} |
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|
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/* If beyond drawable states, reset */ |
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if (op->state >= max_state) |
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op->state = 0; |
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|
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SET_ANIMATION (op, op->state + base_state); |
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|
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if (op->face == blank_face) |
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op->invisible = 1; |
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|
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/* This block covers monsters (eg, pixies) which are supposed to |
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* cycle from visible to invisible and back to being visible. |
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* as such, disable it for players, as then players would become |
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* visible. |
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*/ |
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else if (op->type != PLAYER && op->arch->clone.flag [FLAG_ALIVE]) |
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{ |
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if (op->face == 0) |
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{ |
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op->invisible = 1; |
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CLEAR_FLAG (op, FLAG_ALIVE); |
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} |
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else |
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{ |
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op->invisible = 0; |
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SET_FLAG (op, FLAG_ALIVE); |
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} |
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} |
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|
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if (op->more) |
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animate_object (op->more, dir); |
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|
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/* update_object will also recursively update all the pieces. |
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* as such, we call it last, and only call it for the head |
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* piece, and not for the other tail pieces. |
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*/ |
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if (!op->head) |
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update_object (op, UP_OBJ_FACE); |
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} |
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