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/*
* static char *rcsid_anim_c =
* "$Id: anim.c 7569 2007-11-24 21:19:31Z akirschbaum $";
*/
/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
Copyright (C) 1992 Frank Tore Johansen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
The authors can be reached via e-mail at crossfire-devel@real-time.com
*/
/* This file contains animation related code. */
#include <global.h>
#include <stdio.h>
void free_all_anim(void) {
int i;
for (i=0; i<=num_animations; i++) {
free_string(animations[i].name);
free(animations[i].faces);
}
free(animations);
}
void init_anim(void) {
char buf[MAX_BUF];
FILE *fp;
int num_frames=0,faces[MAX_ANIMATIONS],i;
animations_allocated=9;
num_animations=0;
/* Make a default. New animations start at one, so if something
* thinks it is animated but hasn't set the animation_id properly,
* it will have a default value that should be pretty obvious.
*/
animations = malloc(10*sizeof(Animations));
/* set the name so we don't try to dereferance null.
* Put # at start so it will be first in alphabetical
* order.
*/
animations[0].name=add_string("###none");
animations[0].num_animations=1;
animations[0].faces = malloc(sizeof(Fontindex));
animations[0].faces[0]=0;
animations[0].facings=0;
sprintf(buf,"%s/animations", settings.datadir);
LOG(llevDebug,"Reading animations from %s...", buf);
if ((fp=fopen(buf,"r")) ==NULL) {
LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror_local(errno));
exit(-1);
}
while (fgets(buf, MAX_BUF-1, fp)!=NULL) {
if (*buf=='#') continue;
/* Kill the newline */
buf[strlen(buf)-1] = '\0';
if (!strncmp(buf,"anim ", 5)) {
if (num_frames) {
LOG(llevError,"Didn't get a mina before %s\n", buf);
num_frames=0;
}
num_animations++;
if (num_animations==animations_allocated) {
animations=realloc(animations, sizeof(Animations)*(animations_allocated+10));
animations_allocated+=10;
}
animations[num_animations].name = add_string(buf+5);
animations[num_animations].num = num_animations; /* for bsearch */
animations[num_animations].facings = 1;
}
else if (!strncmp(buf,"mina",4)) {
animations[num_animations].faces = malloc(sizeof(Fontindex)*num_frames);
for (i=0; i<num_frames; i++)
animations[num_animations].faces[i]=faces[i];
animations[num_animations].num_animations = num_frames;
if (num_frames % animations[num_animations].facings) {
LOG(llevDebug,"Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
animations[num_animations].name, num_frames, animations[num_animations].facings);
}
num_frames=0;
}
else if (!strncmp(buf,"facings",7)) {
if (!(animations[num_animations].facings = atoi(buf+7))) {
LOG(llevDebug,"Animation %s has 0 facings, line=%s\n",
animations[num_animations].name, buf);
animations[num_animations].facings=1;
}
} else {
if (!(faces[num_frames++] = find_face(buf,0)))
LOG(llevDebug,"Could not find face %s for animation %s\n",
buf, animations[num_animations].name);
}
}
fclose(fp);
LOG(llevDebug,"done. got (%d)\n", num_animations);
}
static int anim_compare(const Animations *a, const Animations *b) {
return strcmp(a->name, b->name);
}
/**
* Tries to find the animation id that matches name. Returns an integer match
* 0 if no match found (animation 0 is initialized as the 'bug' face
*/
int find_animation(const char *name)
{
Animations search, *match;
search.name = name;
match = (Animations*)bsearch(&search, animations, (num_animations+1),
sizeof(Animations), (int (*)(const void*, const void*))anim_compare);
if (match) return match->num;
LOG(llevError,"Unable to find animation %s\n", name);
return 0;
}
/**
* animate_object(object) updates the face-variable of an object.
* If the object is the head of a multi-object, all objects are animated.
* op is the object to animate.
* dir is the direction the object is facing. This is generally same as
* op->direction, but in some cases, op->facing is used instead - the
* caller has a better idea which one it really wants to be using,
* so let it pass along the right one.
*/
void animate_object(object *op, int dir) {
int max_state; /* Max animation state object should be drawn in */
int base_state; /* starting index # to draw from */
if(!op->animation_id || !NUM_ANIMATIONS(op)) {
LOG(llevError,"Object lacks animation.\n");
dump_object(op);
return;
}
if (op->head) {
dir=op->head->direction;
if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head))
op->state = op->head->state;
else
++op->state;
}
else {
++op->state; /* increase draw state */
}
/* If object is turning, then max animation state is half through the
* animations. Otherwise, we can use all the animations.
*/
max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op);
base_state=0;
/* at least in the older aniamtions that used is_turning, the first half
* of the animations were left facing, the second half right facing.
* Note in old the is_turning, it was set so that the animation for a monster
* was always towards the enemy - now it is whatever direction the monster
* is facing.
*/
if (NUM_FACINGS(op)==2) {
if (dir<5) base_state=0;
else base_state=NUM_ANIMATIONS(op)/2;
}
else if (NUM_FACINGS(op)==4) {
if (dir==0) base_state=0;
else base_state = ((dir-1)/2) * (NUM_ANIMATIONS(op)/4);
}
else if (NUM_FACINGS(op)==8) {
if (dir==0) base_state=0;
else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8);
}
/* If beyond drawable states, reset */
if (op->state>=max_state) op->state=0;
SET_ANIMATION(op, op->state + base_state);
if(op->face==blank_face)
op->invisible=1;
/* This block covers monsters (eg, pixies) which are supposed to
* cycle from visible to invisible and back to being visible.
* as such, disable it for players, as then players would become
* visible.
*/
else if(op->type != PLAYER && QUERY_FLAG((&op->arch->clone),FLAG_ALIVE)) {
if(op->face->number==0) {
op->invisible=1;
CLEAR_FLAG(op, FLAG_ALIVE);
} else {
op->invisible=0;
SET_FLAG(op, FLAG_ALIVE);
}
}
if(op->more)
animate_object(op->more, dir);
/* update_object will also recursively update all the pieces.
* as such, we call it last, and only call it for the head
* piece, and not for the other tail pieces.
*/
if (!op->head)
update_object(op, UP_OBJ_FACE);
}
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