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/cvs/deliantra/server/common/anim.c
Revision: 1.1.1.1 (vendor branch)
Committed: Fri Feb 3 07:11:29 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_02_03
Changes since 1.1: +0 -0 lines
Log Message:
initial import

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_anim_c =
3     * "$Id: anim.c,v 1.20 2005/12/05 23:34:03 akirschbaum 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     void free_all_anim(void) {
35     int i;
36    
37     for (i=0; i<=num_animations; i++) {
38     free_string(animations[i].name);
39     free(animations[i].faces);
40     }
41     free(animations);
42     }
43    
44     void init_anim(void) {
45     char buf[MAX_BUF];
46     FILE *fp;
47     static int anim_init=0;
48     int num_frames=0,faces[MAX_ANIMATIONS],i;
49    
50     if (anim_init) return;
51     animations_allocated=9;
52     num_animations=0;
53     /* Make a default. New animations start at one, so if something
54     * thinks it is animated but hasn't set the animation_id properly,
55     * it will have a default value that should be pretty obvious.
56     */
57     animations = malloc(10*sizeof(Animations));
58     /* set the name so we don't try to dereferance null.
59     * Put # at start so it will be first in alphabetical
60     * order.
61     */
62     animations[0].name=add_string("###none");
63     animations[0].num_animations=1;
64     animations[0].faces = malloc(sizeof(Fontindex));
65     animations[0].faces[0]=0;
66     animations[0].facings=0;
67    
68     sprintf(buf,"%s/animations", settings.datadir);
69     LOG(llevDebug,"Reading animations from %s...", buf);
70     if ((fp=fopen(buf,"r")) ==NULL) {
71     LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror_local(errno));
72     exit(-1);
73     }
74     while (fgets(buf, MAX_BUF-1, fp)!=NULL) {
75     if (*buf=='#') continue;
76     /* Kill the newline */
77     buf[strlen(buf)-1] = '\0';
78     if (!strncmp(buf,"anim ", 5)) {
79     if (num_frames) {
80     LOG(llevError,"Didn't get a mina before %s\n", buf);
81     num_frames=0;
82     }
83     num_animations++;
84     if (num_animations==animations_allocated) {
85     animations=realloc(animations, sizeof(Animations)*(animations_allocated+10));
86     animations_allocated+=10;
87     }
88     animations[num_animations].name = add_string(buf+5);
89     animations[num_animations].num = num_animations; /* for bsearch */
90     animations[num_animations].facings = 1;
91     }
92     else if (!strncmp(buf,"mina",4)) {
93     animations[num_animations].faces = malloc(sizeof(Fontindex)*num_frames);
94     for (i=0; i<num_frames; i++)
95     animations[num_animations].faces[i]=faces[i];
96     animations[num_animations].num_animations = num_frames;
97     if (num_frames % animations[num_animations].facings) {
98     LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
99     animations[num_animations].name, num_frames, animations[num_animations].facings);
100     }
101     num_frames=0;
102     }
103     else if (!strncmp(buf,"facings",7)) {
104     if (!(animations[num_animations].facings = atoi(buf+7))) {
105     LOG(llevDebug,"Animation %s has 0 facings, line=%s\n",
106     animations[num_animations].name, buf);
107     animations[num_animations].facings=1;
108     }
109    
110     } else {
111     if (!(faces[num_frames++] = FindFace(buf,0)))
112     LOG(llevDebug,"Could not find face %s for animation %s\n",
113     buf, animations[num_animations].name);
114     }
115     }
116     fclose(fp);
117     LOG(llevDebug,"done. got (%d)\n", num_animations);
118     }
119    
120     static int anim_compare(Animations *a, Animations *b) {
121     return strcmp(a->name, b->name);
122     }
123    
124     /* Tries to find the animation id that matches name. Returns an integer match
125     * 0 if no match found (animation 0 is initialized as the 'bug' face
126     */
127     int find_animation(const char *name)
128     {
129     Animations search, *match;
130    
131     search.name = name;
132    
133     match = (Animations*)bsearch(&search, animations, (num_animations+1),
134     sizeof(Animations), (int (*)(const void*, const void*))anim_compare);
135    
136    
137     if (match) return match->num;
138     LOG(llevError,"Unable to find animation %s\n", name);
139     return 0;
140     }
141    
142     /*
143     * animate_object(object) updates the face-variable of an object.
144     * If the object is the head of a multi-object, all objects are animated.
145     * op is the object to animate.
146     * dir is the direction the object is facing. This is generally same as
147     * op->direction, but in some cases, op->facing is used instead - the
148     * caller has a better idea which one it really wants to be using,
149     * so let it pass along the right one.
150     */
151    
152     void animate_object(object *op, int dir) {
153     int max_state; /* Max animation state object should be drawn in */
154     int base_state; /* starting index # to draw from */
155    
156     if(!op->animation_id || !NUM_ANIMATIONS(op)) {
157     LOG(llevError,"Object lacks animation.\n");
158     dump_object(op);
159     return;
160     }
161     if (op->head) {
162     dir=op->head->direction;
163    
164     if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head))
165     op->state = op->head->state;
166     else
167     ++op->state;
168     }
169     else {
170     ++op->state; /* increase draw state */
171     }
172    
173     /* If object is turning, then max animation state is half through the
174     * animations. Otherwise, we can use all the animations.
175     */
176     max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op);
177     base_state=0;
178     /* at least in the older aniamtions that used is_turning, the first half
179     * of the animations were left facing, the second half right facing.
180     * Note in old the is_turning, it was set so that the animation for a monster
181     * was always towards the enemy - now it is whatever direction the monster
182     * is facing.
183     */
184     if (NUM_FACINGS(op)==2) {
185     if (dir<5) base_state=0;
186     else base_state=NUM_ANIMATIONS(op)/2;
187     }
188     else if (NUM_FACINGS(op)==4) {
189     if (dir==0) base_state=0;
190     else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4);
191     }
192     else if (NUM_FACINGS(op)==8) {
193     if (dir==0) base_state=0;
194     else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8);
195     }
196    
197     /* If beyond drawable states, reset */
198     if (op->state>=max_state) op->state=0;
199    
200     SET_ANIMATION(op, op->state + base_state);
201    
202     if(op->face==blank_face)
203     op->invisible=1;
204    
205     /* This block covers monsters (eg, pixies) which are supposed to
206     * cycle from visible to invisible and back to being visible.
207     * as such, disable it for players, as then players would become
208     * visible.
209     */
210     else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) {
211     if(op->face->number==0) {
212     op->invisible=1;
213     CLEAR_FLAG(op, FLAG_ALIVE);
214     } else {
215     op->invisible=0;
216     SET_FLAG(op, FLAG_ALIVE);
217     }
218     }
219    
220     if(op->more)
221     animate_object(op->more, dir);
222    
223     /* update_object will also recursively update all the pieces.
224     * as such, we call it last, and only call it for the head
225     * piece, and not for the other tail pieces.
226     */
227     if (!op->head)
228     update_object(op, UP_OBJ_FACE);
229     }
230