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/cvs/deliantra/server/common/anim.C
Revision: 1.7
Committed: Sun Sep 10 16:00:23 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +208 -161 lines
Log Message:
indent

File Contents

# Content
1
2 /*
3 * static char *rcsid_anim_c =
4 * "$Id: anim.C,v 1.6 2006-09-03 08:05:39 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 /* This file contains animation related code. */
31
32 #include <global.h>
33 #include <stdio.h>
34
35 std::vector < Animations > animations;
36
37 void
38 free_all_anim (void)
39 {
40 for (int i = 0; i <= num_animations; i++)
41 {
42 animations[i].name = 0;
43 free (animations[i].faces);
44 }
45
46 animations.clear ();
47 }
48
49 void
50 init_anim (void)
51 {
52 char
53 buf[MAX_BUF];
54 FILE *
55 fp;
56 static int
57 anim_init = 0;
58 int
59 num_frames = 0, faces[MAX_ANIMATIONS], i;
60
61 if (anim_init)
62 return;
63 num_animations = 0;
64 /* Make a default. New animations start at one, so if something
65 * thinks it is animated but hasn't set the animation_id properly,
66 * it will have a default value that should be pretty obvious.
67 */
68 /* set the name so we don't try to dereferance null.
69 * Put # at start so it will be first in alphabetical
70 * order.
71 */
72 {
73 Animations
74 anim0;
75
76 anim0.name = "###none";
77 anim0.num_animations = 1;
78 anim0.faces = (Fontindex *) malloc (sizeof (Fontindex));
79 anim0.faces[0] = 0;
80 anim0.facings = 0;
81
82 animations.push_back (anim0);
83 }
84
85 sprintf (buf, "%s/animations", settings.datadir);
86 LOG (llevDebug, "Reading animations from %s...", buf);
87 if ((fp = fopen (buf, "r")) == NULL)
88 {
89 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
90 exit (-1);
91 }
92 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
93 {
94 if (*buf == '#')
95 continue;
96 /* Kill the newline */
97 buf[strlen (buf) - 1] = '\0';
98 if (!strncmp (buf, "anim ", 5))
99 {
100 if (num_frames)
101 {
102 LOG (llevError, "Didn't get a mina before %s\n", buf);
103 num_frames = 0;
104 }
105 num_animations++;
106
107 Animations
108 anim;
109
110 anim.name = buf + 5;
111 anim.num = num_animations; /* for bsearch */
112 anim.facings = 1;
113 animations.push_back (anim);
114 }
115 else if (!strncmp (buf, "mina", 4))
116 {
117 animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames);
118 for (i = 0; i < num_frames; i++)
119 animations[num_animations].faces[i] = faces[i];
120 animations[num_animations].num_animations = num_frames;
121 if (num_frames % animations[num_animations].facings)
122 {
123 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
124 &animations[num_animations].name, num_frames, animations[num_animations].facings);
125 }
126 num_frames = 0;
127 }
128 else if (!strncmp (buf, "facings", 7))
129 {
130 if (!(animations[num_animations].facings = atoi (buf + 7)))
131 {
132 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
133 animations[num_animations].facings = 1;
134 }
135
136 }
137 else
138 {
139 if (!(faces[num_frames++] = FindFace (buf, 0)))
140 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
141 }
142 }
143 fclose (fp);
144 LOG (llevDebug, "done. got (%d)\n", num_animations);
145 }
146
147 static int
148 anim_compare (const Animations * a, const Animations * b)
149 {
150 return strcmp (a->name, b->name);
151 }
152
153 /* Tries to find the animation id that matches name. Returns an integer match
154 * 0 if no match found (animation 0 is initialized as the 'bug' face
155 */
156 int
157 find_animation (const char *name)
158 {
159 Animations
160 search, *
161 match;
162
163 search.name = name;
164
165 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
166 sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
167
168
169 if (match)
170 return match->num;
171 LOG (llevError, "Unable to find animation %s\n", name);
172 return 0;
173 }
174
175 /*
176 * animate_object(object) updates the face-variable of an object.
177 * If the object is the head of a multi-object, all objects are animated.
178 * op is the object to animate.
179 * dir is the direction the object is facing. This is generally same as
180 * op->direction, but in some cases, op->facing is used instead - the
181 * caller has a better idea which one it really wants to be using,
182 * so let it pass along the right one.
183 */
184
185 void
186 animate_object (object *op, int dir)
187 {
188 int
189 max_state; /* Max animation state object should be drawn in */
190 int
191 base_state; /* starting index # to draw from */
192
193 if (!op->animation_id || !NUM_ANIMATIONS (op))
194 {
195 LOG (llevError, "Object lacks animation.\n");
196 dump_object (op);
197 return;
198 }
199 if (op->head)
200 {
201 dir = op->head->direction;
202
203 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
204 op->state = op->head->state;
205 else
206 ++op->state;
207 }
208 else
209 {
210 ++op->state; /* increase draw state */
211 }
212
213 /* If object is turning, then max animation state is half through the
214 * animations. Otherwise, we can use all the animations.
215 */
216 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
217 base_state = 0;
218 /* at least in the older aniamtions that used is_turning, the first half
219 * of the animations were left facing, the second half right facing.
220 * Note in old the is_turning, it was set so that the animation for a monster
221 * was always towards the enemy - now it is whatever direction the monster
222 * is facing.
223 */
224 if (NUM_FACINGS (op) == 2)
225 {
226 if (dir < 5)
227 base_state = 0;
228 else
229 base_state = NUM_ANIMATIONS (op) / 2;
230 }
231 else if (NUM_FACINGS (op) == 4)
232 {
233 if (dir == 0)
234 base_state = 0;
235 else
236 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
237 }
238 else if (NUM_FACINGS (op) == 8)
239 {
240 if (dir == 0)
241 base_state = 0;
242 else
243 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
244 }
245
246 /* If beyond drawable states, reset */
247 if (op->state >= max_state)
248 op->state = 0;
249
250 SET_ANIMATION (op, op->state + base_state);
251
252 if (op->face == blank_face)
253 op->invisible = 1;
254
255 /* This block covers monsters (eg, pixies) which are supposed to
256 * cycle from visible to invisible and back to being visible.
257 * as such, disable it for players, as then players would become
258 * visible.
259 */
260 else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE))
261 {
262 if (op->face->number == 0)
263 {
264 op->invisible = 1;
265 CLEAR_FLAG (op, FLAG_ALIVE);
266 }
267 else
268 {
269 op->invisible = 0;
270 SET_FLAG (op, FLAG_ALIVE);
271 }
272 }
273
274 if (op->more)
275 animate_object (op->more, dir);
276
277 /* update_object will also recursively update all the pieces.
278 * as such, we call it last, and only call it for the head
279 * piece, and not for the other tail pieces.
280 */
281 if (!op->head)
282 update_object (op, UP_OBJ_FACE);
283 }