/* * static char *rcsid_anim_c = * "$Id: anim.C,v 1.6 2006/09/03 08:05:39 root Exp $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program 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 this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ /* This file contains animation related code. */ #include #include std::vector animations; void free_all_anim(void) { for (int i=0; i<=num_animations; i++) { animations[i].name = 0; free (animations[i].faces); } animations.clear (); } void init_anim(void) { char buf[MAX_BUF]; FILE *fp; static int anim_init=0; int num_frames=0,faces[MAX_ANIMATIONS],i; if (anim_init) return; num_animations=0; /* Make a default. New animations start at one, so if something * thinks it is animated but hasn't set the animation_id properly, * it will have a default value that should be pretty obvious. */ /* set the name so we don't try to dereferance null. * Put # at start so it will be first in alphabetical * order. */ { Animations anim0; anim0.name = "###none"; anim0.num_animations=1; anim0.faces = (Fontindex *) malloc(sizeof(Fontindex)); anim0.faces[0]=0; anim0.facings=0; animations.push_back (anim0); } sprintf(buf,"%s/animations", settings.datadir); LOG(llevDebug,"Reading animations from %s...", buf); if ((fp=fopen(buf,"r")) ==NULL) { LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno)); exit(-1); } while (fgets(buf, MAX_BUF-1, fp)!=NULL) { if (*buf=='#') continue; /* Kill the newline */ buf[strlen(buf)-1] = '\0'; if (!strncmp(buf,"anim ", 5)) { if (num_frames) { LOG(llevError,"Didn't get a mina before %s\n", buf); num_frames=0; } num_animations++; Animations anim; anim.name = buf + 5; anim.num = num_animations; /* for bsearch */ anim.facings = 1; animations.push_back (anim); } else if (!strncmp(buf,"mina",4)) { animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames); for (i=0; iname, b->name); } /* Tries to find the animation id that matches name. Returns an integer match * 0 if no match found (animation 0 is initialized as the 'bug' face */ int find_animation(const char *name) { Animations search, *match; search.name = name; match = (Animations*)bsearch(&search, &animations [0], (num_animations+1), sizeof(Animations), (int (*)(const void*, const void*))anim_compare); if (match) return match->num; LOG(llevError,"Unable to find animation %s\n", name); return 0; } /* * 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 lacks animation.\n"); dump_object(op); return; } if (op->head) { 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 aniamtions 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 && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) { if(op->face->number==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) update_object(op, UP_OBJ_FACE); }