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/cvs/deliantra/server/common/anim.C
Revision: 1.6
Committed: Sun Sep 3 08:05:39 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.5: +14 -7 lines
Log Message:
for some unexplicable reasons, it seems to run after fixing the obvious errors

File Contents

# Content
1 /*
2 * static char *rcsid_anim_c =
3 * "$Id: anim.C,v 1.5 2006-09-03 07:57:54 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 {
64 Animations anim0;
65
66 anim0.name = "###none";
67 anim0.num_animations=1;
68 anim0.faces = (Fontindex *) malloc(sizeof(Fontindex));
69 anim0.faces[0]=0;
70 anim0.facings=0;
71
72 animations.push_back (anim0);
73 }
74
75 sprintf(buf,"%s/animations", settings.datadir);
76 LOG(llevDebug,"Reading animations from %s...", buf);
77 if ((fp=fopen(buf,"r")) ==NULL) {
78 LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno));
79 exit(-1);
80 }
81 while (fgets(buf, MAX_BUF-1, fp)!=NULL) {
82 if (*buf=='#') continue;
83 /* Kill the newline */
84 buf[strlen(buf)-1] = '\0';
85 if (!strncmp(buf,"anim ", 5)) {
86 if (num_frames) {
87 LOG(llevError,"Didn't get a mina before %s\n", buf);
88 num_frames=0;
89 }
90 num_animations++;
91
92 Animations anim;
93 anim.name = buf + 5;
94 anim.num = num_animations; /* for bsearch */
95 anim.facings = 1;
96 animations.push_back (anim);
97 }
98 else if (!strncmp(buf,"mina",4)) {
99 animations[num_animations].faces = (Fontindex *) malloc(sizeof(Fontindex)*num_frames);
100 for (i=0; i<num_frames; i++)
101 animations[num_animations].faces[i]=faces[i];
102 animations[num_animations].num_animations = num_frames;
103 if (num_frames % animations[num_animations].facings) {
104 LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
105 &animations[num_animations].name, num_frames, animations[num_animations].facings);
106 }
107 num_frames=0;
108 }
109 else if (!strncmp(buf,"facings",7)) {
110 if (!(animations[num_animations].facings = atoi(buf+7))) {
111 LOG(llevDebug,"Animation %s has 0 facings, line=%s\n",
112 &animations[num_animations].name, buf);
113 animations[num_animations].facings=1;
114 }
115
116 } else {
117 if (!(faces[num_frames++] = FindFace(buf,0)))
118 LOG(llevDebug,"Could not find face %s for animation %s\n",
119 buf, &animations[num_animations].name);
120 }
121 }
122 fclose(fp);
123 LOG(llevDebug,"done. got (%d)\n", num_animations);
124 }
125
126 static int anim_compare(const Animations *a, const Animations *b) {
127 return strcmp(a->name, b->name);
128 }
129
130 /* Tries to find the animation id that matches name. Returns an integer match
131 * 0 if no match found (animation 0 is initialized as the 'bug' face
132 */
133 int find_animation(const char *name)
134 {
135 Animations search, *match;
136
137 search.name = name;
138
139 match = (Animations*)bsearch(&search, &animations [0], (num_animations+1),
140 sizeof(Animations), (int (*)(const void*, const void*))anim_compare);
141
142
143 if (match) return match->num;
144 LOG(llevError,"Unable to find animation %s\n", name);
145 return 0;
146 }
147
148 /*
149 * animate_object(object) updates the face-variable of an object.
150 * If the object is the head of a multi-object, all objects are animated.
151 * op is the object to animate.
152 * dir is the direction the object is facing. This is generally same as
153 * op->direction, but in some cases, op->facing is used instead - the
154 * caller has a better idea which one it really wants to be using,
155 * so let it pass along the right one.
156 */
157
158 void animate_object(object *op, int dir) {
159 int max_state; /* Max animation state object should be drawn in */
160 int base_state; /* starting index # to draw from */
161
162 if(!op->animation_id || !NUM_ANIMATIONS(op)) {
163 LOG(llevError,"Object lacks animation.\n");
164 dump_object(op);
165 return;
166 }
167 if (op->head) {
168 dir=op->head->direction;
169
170 if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head))
171 op->state = op->head->state;
172 else
173 ++op->state;
174 }
175 else {
176 ++op->state; /* increase draw state */
177 }
178
179 /* If object is turning, then max animation state is half through the
180 * animations. Otherwise, we can use all the animations.
181 */
182 max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op);
183 base_state=0;
184 /* at least in the older aniamtions that used is_turning, the first half
185 * of the animations were left facing, the second half right facing.
186 * Note in old the is_turning, it was set so that the animation for a monster
187 * was always towards the enemy - now it is whatever direction the monster
188 * is facing.
189 */
190 if (NUM_FACINGS(op)==2) {
191 if (dir<5) base_state=0;
192 else base_state=NUM_ANIMATIONS(op)/2;
193 }
194 else if (NUM_FACINGS(op)==4) {
195 if (dir==0) base_state=0;
196 else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4);
197 }
198 else if (NUM_FACINGS(op)==8) {
199 if (dir==0) base_state=0;
200 else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8);
201 }
202
203 /* If beyond drawable states, reset */
204 if (op->state>=max_state) op->state=0;
205
206 SET_ANIMATION(op, op->state + base_state);
207
208 if(op->face==blank_face)
209 op->invisible=1;
210
211 /* This block covers monsters (eg, pixies) which are supposed to
212 * cycle from visible to invisible and back to being visible.
213 * as such, disable it for players, as then players would become
214 * visible.
215 */
216 else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) {
217 if(op->face->number==0) {
218 op->invisible=1;
219 CLEAR_FLAG(op, FLAG_ALIVE);
220 } else {
221 op->invisible=0;
222 SET_FLAG(op, FLAG_ALIVE);
223 }
224 }
225
226 if(op->more)
227 animate_object(op->more, dir);
228
229 /* update_object will also recursively update all the pieces.
230 * as such, we call it last, and only call it for the head
231 * piece, and not for the other tail pieces.
232 */
233 if (!op->head)
234 update_object(op, UP_OBJ_FACE);
235 }
236