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/* |
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* static char *rcsid_anim_c = |
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* "$Id: anim.C,v 1.4 2006-09-03 00:18:39 root Exp $"; |
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*/ |
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|
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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) 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-devel@real-time.com |
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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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std::vector<Animations> animations; |
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|
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void free_all_anim(void) |
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{ |
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for (int i=0; i<=num_animations; i++) |
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{ |
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animations[i].name = 0; |
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free (animations[i].faces); |
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} |
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|
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animations.clear (); |
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} |
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|
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void init_anim(void) { |
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char buf[MAX_BUF]; |
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FILE *fp; |
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static int anim_init=0; |
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int num_frames=0,faces[MAX_ANIMATIONS],i; |
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|
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if (anim_init) return; |
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num_animations=0; |
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/* Make a default. New animations start at one, so if something |
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* thinks it is animated but hasn't set the animation_id properly, |
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* it will have a default value that should be pretty obvious. |
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*/ |
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/* set the name so we don't try to dereferance null. |
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* Put # at start so it will be first in alphabetical |
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* order. |
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*/ |
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animations[0].name = "###none"; |
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animations[0].num_animations=1; |
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animations[0].faces = (Fontindex *) malloc(sizeof(Fontindex)); |
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animations[0].faces[0]=0; |
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animations[0].facings=0; |
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|
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sprintf(buf,"%s/animations", settings.datadir); |
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LOG(llevDebug,"Reading animations from %s...", buf); |
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if ((fp=fopen(buf,"r")) ==NULL) { |
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LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno)); |
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exit(-1); |
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} |
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while (fgets(buf, MAX_BUF-1, fp)!=NULL) { |
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if (*buf=='#') continue; |
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/* Kill the newline */ |
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buf[strlen(buf)-1] = '\0'; |
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if (!strncmp(buf,"anim ", 5)) { |
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if (num_frames) { |
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LOG(llevError,"Didn't get a mina before %s\n", buf); |
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num_frames=0; |
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} |
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num_animations++; |
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|
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Animations &anim = animations.at (num_animations); |
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anim.name = buf + 5; |
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anim.num = num_animations; /* for bsearch */ |
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anim.facings = 1; |
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} |
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else if (!strncmp(buf,"mina",4)) { |
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animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); |
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for (i=0; i<num_frames; i++) |
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animations[num_animations].faces[i]=faces[i]; |
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animations[num_animations].num_animations = num_frames; |
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if (num_frames % animations[num_animations].facings) { |
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LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n", |
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&animations[num_animations].name, num_frames, animations[num_animations].facings); |
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} |
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num_frames=0; |
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} |
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else if (!strncmp(buf,"facings",7)) { |
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if (!(animations[num_animations].facings = atoi(buf+7))) { |
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LOG(llevDebug,"Animation %s has 0 facings, line=%s\n", |
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&animations[num_animations].name, buf); |
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animations[num_animations].facings=1; |
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} |
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|
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} else { |
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if (!(faces[num_frames++] = FindFace(buf,0))) |
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LOG(llevDebug,"Could not find face %s for animation %s\n", |
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buf, &animations[num_animations].name); |
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} |
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} |
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fclose(fp); |
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LOG(llevDebug,"done. got (%d)\n", num_animations); |
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} |
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|
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static int anim_compare(const Animations *a, const Animations *b) { |
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return strcmp(a->name, b->name); |
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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 initialized as the 'bug' face |
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*/ |
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int find_animation(const char *name) |
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{ |
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Animations search, *match; |
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|
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search.name = name; |
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|
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match = (Animations*)bsearch(&search, &animations [0], (num_animations+1), |
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sizeof(Animations), (int (*)(const void*, const void*))anim_compare); |
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|
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|
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if (match) return match->num; |
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LOG(llevError,"Unable to find animation %s\n", name); |
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return 0; |
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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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|
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void animate_object(object *op, int dir) { |
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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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LOG(llevError,"Object lacks animation.\n"); |
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dump_object(op); |
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return; |
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} |
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if (op->head) { |
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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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|
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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 aniamtions 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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if (NUM_FACINGS(op)==2) { |
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if (dir<5) base_state=0; |
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else base_state=NUM_ANIMATIONS(op)/2; |
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} |
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else if (NUM_FACINGS(op)==4) { |
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if (dir==0) base_state=0; |
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else 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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if (dir==0) base_state=0; |
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else 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) 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 && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { |
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if(op->face->number==0) { |
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op->invisible=1; |
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CLEAR_FLAG(op, FLAG_ALIVE); |
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} else { |
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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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|