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/cvs/deliantra/server/common/anim.C
Revision: 1.9
Committed: Tue Sep 12 19:20:05 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.8: +5 -6 lines
Log Message:
- improve assign to prepend "..."
- make more use of assign
- implement op->debug_desc() and make some more use of it

File Contents

# Content
1
2 /*
3 * static char *rcsid_anim_c =
4 * "$Id: anim.C,v 1.8 2006-09-11 20:28:37 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 anim0;
74
75 anim0.name = "###none";
76 anim0.num_animations = 1;
77 anim0.faces = (Fontindex *) malloc (sizeof (Fontindex));
78 anim0.faces[0] = 0;
79 anim0.facings = 0;
80
81 animations.push_back (anim0);
82 }
83
84 sprintf (buf, "%s/animations", settings.datadir);
85 LOG (llevDebug, "Reading animations from %s...", buf);
86 if ((fp = fopen (buf, "r")) == NULL)
87 {
88 LOG (llevError, "Cannot open animations file %s: %s\n", buf, strerror (errno));
89 exit (-1);
90 }
91 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
92 {
93 if (*buf == '#')
94 continue;
95 /* Kill the newline */
96 buf[strlen (buf) - 1] = '\0';
97 if (!strncmp (buf, "anim ", 5))
98 {
99 if (num_frames)
100 {
101 LOG (llevError, "Didn't get a mina before %s\n", buf);
102 num_frames = 0;
103 }
104 num_animations++;
105
106 Animations anim;
107
108 anim.name = buf + 5;
109 anim.num = num_animations; /* for bsearch */
110 anim.facings = 1;
111 animations.push_back (anim);
112 }
113 else if (!strncmp (buf, "mina", 4))
114 {
115 animations[num_animations].faces = (Fontindex *) malloc (sizeof (Fontindex) * num_frames);
116 for (i = 0; i < num_frames; i++)
117 animations[num_animations].faces[i] = faces[i];
118 animations[num_animations].num_animations = num_frames;
119 if (num_frames % animations[num_animations].facings)
120 {
121 LOG (llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
122 &animations[num_animations].name, num_frames, animations[num_animations].facings);
123 }
124 num_frames = 0;
125 }
126 else if (!strncmp (buf, "facings", 7))
127 {
128 if (!(animations[num_animations].facings = atoi (buf + 7)))
129 {
130 LOG (llevDebug, "Animation %s has 0 facings, line=%s\n", &animations[num_animations].name, buf);
131 animations[num_animations].facings = 1;
132 }
133
134 }
135 else
136 {
137 if (!(faces[num_frames++] = FindFace (buf, 0)))
138 LOG (llevDebug, "Could not find face %s for animation %s\n", buf, &animations[num_animations].name);
139 }
140 }
141 fclose (fp);
142 LOG (llevDebug, "done. got (%d)\n", num_animations);
143 }
144
145 static int
146 anim_compare (const Animations * a, const Animations * b)
147 {
148 return strcmp (a->name, b->name);
149 }
150
151 /* Tries to find the animation id that matches name. Returns an integer match
152 * 0 if no match found (animation 0 is initialized as the 'bug' face
153 */
154 int
155 find_animation (const char *name)
156 {
157 Animations
158 search, *
159 match;
160
161 search.name = name;
162
163 match = (Animations *) bsearch (&search, &animations[0], (num_animations + 1),
164 sizeof (Animations), (int (*)(const void *, const void *)) anim_compare);
165
166
167 if (match)
168 return match->num;
169 LOG (llevError, "Unable to find animation %s\n", name);
170 return 0;
171 }
172
173 /*
174 * animate_object(object) updates the face-variable of an object.
175 * If the object is the head of a multi-object, all objects are animated.
176 * op is the object to animate.
177 * dir is the direction the object is facing. This is generally same as
178 * op->direction, but in some cases, op->facing is used instead - the
179 * caller has a better idea which one it really wants to be using,
180 * so let it pass along the right one.
181 */
182
183 void
184 animate_object (object *op, int dir)
185 {
186 int
187 max_state; /* Max animation state object should be drawn in */
188 int
189 base_state; /* starting index # to draw from */
190
191 if (!op->animation_id || !NUM_ANIMATIONS (op))
192 {
193 LOG (llevError, "Object %s lacks animation.\n", op->debug_desc ());
194 return;
195 }
196
197 if (op->head)
198 {
199 dir = op->head->direction;
200
201 if (NUM_ANIMATIONS (op) == NUM_ANIMATIONS (op->head))
202 op->state = op->head->state;
203 else
204 ++op->state;
205 }
206 else
207 ++op->state; /* increase draw state */
208
209 /* If object is turning, then max animation state is half through the
210 * animations. Otherwise, we can use all the animations.
211 */
212 max_state = NUM_ANIMATIONS (op) / NUM_FACINGS (op);
213 base_state = 0;
214 /* at least in the older aniamtions that used is_turning, the first half
215 * of the animations were left facing, the second half right facing.
216 * Note in old the is_turning, it was set so that the animation for a monster
217 * was always towards the enemy - now it is whatever direction the monster
218 * is facing.
219 */
220
221 if (NUM_FACINGS (op) == 2)
222 {
223 if (dir < 5)
224 base_state = 0;
225 else
226 base_state = NUM_ANIMATIONS (op) / 2;
227 }
228 else if (NUM_FACINGS (op) == 4)
229 {
230 if (dir == 0)
231 base_state = 0;
232 else
233 base_state = ((dir - 1) / 2) * (NUM_ANIMATIONS (op) / 4);
234 }
235 else if (NUM_FACINGS (op) == 8)
236 {
237 if (dir == 0)
238 base_state = 0;
239 else
240 base_state = (dir - 1) * (NUM_ANIMATIONS (op) / 8);
241 }
242
243 /* If beyond drawable states, reset */
244 if (op->state >= max_state)
245 op->state = 0;
246
247 SET_ANIMATION (op, op->state + base_state);
248
249 if (op->face == blank_face)
250 op->invisible = 1;
251
252 /* This block covers monsters (eg, pixies) which are supposed to
253 * cycle from visible to invisible and back to being visible.
254 * as such, disable it for players, as then players would become
255 * visible.
256 */
257 else if (op->type != PLAYER && QUERY_FLAG ((&op->arch->clone), FLAG_ALIVE))
258 {
259 if (op->face->number == 0)
260 {
261 op->invisible = 1;
262 CLEAR_FLAG (op, FLAG_ALIVE);
263 }
264 else
265 {
266 op->invisible = 0;
267 SET_FLAG (op, FLAG_ALIVE);
268 }
269 }
270
271 if (op->more)
272 animate_object (op->more, dir);
273
274 /* update_object will also recursively update all the pieces.
275 * as such, we call it last, and only call it for the head
276 * piece, and not for the other tail pieces.
277 */
278 if (!op->head)
279 update_object (op, UP_OBJ_FACE);
280 }