ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/anim.c
Revision: 1.2
Committed: Sun Aug 13 17:16:00 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.1: +1 -1 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# Content
1 /*
2 * static char *rcsid_anim_c =
3 * "$Id$";
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