/* * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. * * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * * Crossfire TRT 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 Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * The authors can be reached via e-mail to */ /* This file contains animation related code. */ #include #include animhash_t animhash; std::vector animations; void animation::resize (int new_size) { sfree (faces, num_animations); num_animations = new_size; faces = salloc (num_animations); } animation & animation::create (const char *name, uint8 frames, uint8 facings) { if (animations.size () == MAXANIMNUM) cleanup ("trying to create new animation, but MAXANIMNUM animations in use."); animations.push_back (animation ()); animation &anim = animations.back (); anim.number = animations.size () - 1; anim.name = name; anim.num_animations = frames; anim.facings = facings; anim.faces = salloc (frames); animhash.insert (std::make_pair (anim.name, anim.number)); return anim; } animation & animation::find (const char *name) { if (!name) return animations [0]; animhash_t::iterator i = animhash.find (name); return animations [i == animhash.end () ? 0 : i->second]; } void init_anim (void) { animation &anim0 = animation::create ("none", 1, 0); anim0.faces [0] = 0; } /* Tries to find the animation id that matches name. Returns an integer match * 0 if no match found (animation 0 is initialised as the 'bug' face */ //TODO: nuke this function and replace all occurences by animations::find int find_animation (const char *name) { return animation::find (name).number; } /* * 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 ()); CLEAR_FLAG (op, FLAG_ANIMATE); return; } if (op->head_ () != op) { 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 animations 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 && op->arch->clone.flag [FLAG_ALIVE]) { if (op->face == 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_ () == op) update_object (op, UP_OBJ_FACE); }