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/cvs/deliantra/server/common/anim.C
Revision: 1.4
Committed: Sun Sep 3 00:18:39 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.3: +17 -18 lines
Log Message:
THIS CODE WILL NOT COMPILE
use the STABLE tag instead.

- major changes in object lifetime and memory management
- replaced manual refcounting by shstr class
- removed quest system
- many optimisations
- major changes

File Contents

# Content
1 /*
2 * static char *rcsid_anim_c =
3 * "$Id: anim.C,v 1.3 2006-08-30 16:30:36 root Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 /* This file contains animation related code. */
30
31 #include <global.h>
32 #include <stdio.h>
33
34 std::vector<Animations> animations;
35
36 void free_all_anim(void)
37 {
38 for (int i=0; i<=num_animations; i++)
39 {
40 animations[i].name = 0;
41 free (animations[i].faces);
42 }
43
44 animations.clear ();
45 }
46
47 void init_anim(void) {
48 char buf[MAX_BUF];
49 FILE *fp;
50 static int anim_init=0;
51 int num_frames=0,faces[MAX_ANIMATIONS],i;
52
53 if (anim_init) return;
54 num_animations=0;
55 /* Make a default. New animations start at one, so if something
56 * thinks it is animated but hasn't set the animation_id properly,
57 * it will have a default value that should be pretty obvious.
58 */
59 /* set the name so we don't try to dereferance null.
60 * Put # at start so it will be first in alphabetical
61 * order.
62 */
63 animations[0].name = "###none";
64 animations[0].num_animations=1;
65 animations[0].faces = (Fontindex *) malloc(sizeof(Fontindex));
66 animations[0].faces[0]=0;
67 animations[0].facings=0;
68
69 sprintf(buf,"%s/animations", settings.datadir);
70 LOG(llevDebug,"Reading animations from %s...", buf);
71 if ((fp=fopen(buf,"r")) ==NULL) {
72 LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno));
73 exit(-1);
74 }
75 while (fgets(buf, MAX_BUF-1, fp)!=NULL) {
76 if (*buf=='#') continue;
77 /* Kill the newline */
78 buf[strlen(buf)-1] = '\0';
79 if (!strncmp(buf,"anim ", 5)) {
80 if (num_frames) {
81 LOG(llevError,"Didn't get a mina before %s\n", buf);
82 num_frames=0;
83 }
84 num_animations++;
85
86 animations.resize (num_animations + 1);
87 animations[num_animations].name = buf + 5;
88 animations[num_animations].num = num_animations; /* for bsearch */
89 animations[num_animations].facings = 1;
90 }
91 else if (!strncmp(buf,"mina",4)) {
92 animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames);
93 for (i=0; i<num_frames; i++)
94 animations[num_animations].faces[i]=faces[i];
95 animations[num_animations].num_animations = num_frames;
96 if (num_frames % animations[num_animations].facings) {
97 LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
98 &animations[num_animations].name, num_frames, animations[num_animations].facings);
99 }
100 num_frames=0;
101 }
102 else if (!strncmp(buf,"facings",7)) {
103 if (!(animations[num_animations].facings = atoi(buf+7))) {
104 LOG(llevDebug,"Animation %s has 0 facings, line=%s\n",
105 &animations[num_animations].name, buf);
106 animations[num_animations].facings=1;
107 }
108
109 } else {
110 if (!(faces[num_frames++] = FindFace(buf,0)))
111 LOG(llevDebug,"Could not find face %s for animation %s\n",
112 buf, &animations[num_animations].name);
113 }
114 }
115 fclose(fp);
116 LOG(llevDebug,"done. got (%d)\n", num_animations);
117 }
118
119 static int anim_compare(const Animations *a, const Animations *b) {
120 return strcmp(a->name, b->name);
121 }
122
123 /* Tries to find the animation id that matches name. Returns an integer match
124 * 0 if no match found (animation 0 is initialized as the 'bug' face
125 */
126 int find_animation(const char *name)
127 {
128 Animations search, *match;
129
130 search.name = name;
131
132 match = (Animations*)bsearch(&search, animations, (num_animations+1),
133 sizeof(Animations), (int (*)(const void*, const void*))anim_compare);
134
135
136 if (match) return match->num;
137 LOG(llevError,"Unable to find animation %s\n", name);
138 return 0;
139 }
140
141 /*
142 * animate_object(object) updates the face-variable of an object.
143 * If the object is the head of a multi-object, all objects are animated.
144 * op is the object to animate.
145 * dir is the direction the object is facing. This is generally same as
146 * op->direction, but in some cases, op->facing is used instead - the
147 * caller has a better idea which one it really wants to be using,
148 * so let it pass along the right one.
149 */
150
151 void animate_object(object *op, int dir) {
152 int max_state; /* Max animation state object should be drawn in */
153 int base_state; /* starting index # to draw from */
154
155 if(!op->animation_id || !NUM_ANIMATIONS(op)) {
156 LOG(llevError,"Object lacks animation.\n");
157 dump_object(op);
158 return;
159 }
160 if (op->head) {
161 dir=op->head->direction;
162
163 if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head))
164 op->state = op->head->state;
165 else
166 ++op->state;
167 }
168 else {
169 ++op->state; /* increase draw state */
170 }
171
172 /* If object is turning, then max animation state is half through the
173 * animations. Otherwise, we can use all the animations.
174 */
175 max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op);
176 base_state=0;
177 /* at least in the older aniamtions that used is_turning, the first half
178 * of the animations were left facing, the second half right facing.
179 * Note in old the is_turning, it was set so that the animation for a monster
180 * was always towards the enemy - now it is whatever direction the monster
181 * is facing.
182 */
183 if (NUM_FACINGS(op)==2) {
184 if (dir<5) base_state=0;
185 else base_state=NUM_ANIMATIONS(op)/2;
186 }
187 else if (NUM_FACINGS(op)==4) {
188 if (dir==0) base_state=0;
189 else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4);
190 }
191 else if (NUM_FACINGS(op)==8) {
192 if (dir==0) base_state=0;
193 else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8);
194 }
195
196 /* If beyond drawable states, reset */
197 if (op->state>=max_state) op->state=0;
198
199 SET_ANIMATION(op, op->state + base_state);
200
201 if(op->face==blank_face)
202 op->invisible=1;
203
204 /* This block covers monsters (eg, pixies) which are supposed to
205 * cycle from visible to invisible and back to being visible.
206 * as such, disable it for players, as then players would become
207 * visible.
208 */
209 else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) {
210 if(op->face->number==0) {
211 op->invisible=1;
212 CLEAR_FLAG(op, FLAG_ALIVE);
213 } else {
214 op->invisible=0;
215 SET_FLAG(op, FLAG_ALIVE);
216 }
217 }
218
219 if(op->more)
220 animate_object(op->more, dir);
221
222 /* update_object will also recursively update all the pieces.
223 * as such, we call it last, and only call it for the head
224 * piece, and not for the other tail pieces.
225 */
226 if (!op->head)
227 update_object(op, UP_OBJ_FACE);
228 }
229