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/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
/**
* @file anim.c
* This file contains animation-related code.
**/
#include "global.h"
#include <assert.h>
#include <errno.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
static int animations_allocated = 0;
/**
* Clears all animation-related memory.
**/
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);
}
/**
* Loads the lib/animations file.
* Can be called multiple times without ill effects.
**/
void init_anim(void) {
char buf[MAX_BUF];
FILE *fp;
int num_frames = 0, i;
const Face *faces[MAX_ANIMATIONS];
Animations *alloc_ptr; // Used to temporarily catch the result of realloc, in case of failure.
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].num = 0;
animations[0].faces = malloc(sizeof(Face*));
animations[0].faces[0] = find_face("bug.111", NULL);
animations[0].facings = 0;
snprintf(buf, sizeof(buf), "%s/animations", settings.datadir);
if ((fp = fopen(buf, "r")) == NULL) {
LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno));
exit(-1);
}
while (fgets(buf, MAX_BUF-1, fp) != NULL) {
if (*buf == '#')
continue;
if (strlen(buf) == 0)
break;
/* 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) {
/*
* We will realloc fewer times if we take larger steps for the realloc size.
* This should prevent some copy operations during bootup, albeit at the expense of some RAM.
* Most implementations of variable-sized things double each realloc for balance between
* space and time efficiency.
* Since animations_allocated is one less than the actual amount,
* we aren't quite doubling the first allocation size.
* Nevertheless, we skip by larger after the first realloc.
* We should have enough animations for this to be worthwhile.
*
* While we are here, handle an allocation failure more gracefully than the inevitable segfault.
*
* Daniel Hawkins 2018-01-23
*/
alloc_ptr = realloc(animations, sizeof(Animations)*(animations_allocated << 1));
if (alloc_ptr)
{
animations = alloc_ptr;
animations_allocated <<= 1;
}
else
{
LOG(llevError, "anim: animation array reallocation failed at size %d resizing to %d.\n",
animations_allocated, animations_allocated << 1);
// We will not have our animations, so terminate gracefully.
fatal(OUT_OF_MEMORY);
}
}
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)) {
assert(num_frames > 0);
animations[num_animations].faces = malloc(sizeof(Face*)*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 <= 1) {
LOG(llevDebug, "anim: %s has less then two faces\n",
animations[num_animations].name);
}
if (num_frames%animations[num_animations].facings) {
LOG(llevDebug, "anim: %s has %d frames: 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, "anim: %s has 0 facings (line %s)\n",
animations[num_animations].name, buf);
animations[num_animations].facings = 1;
}
} else {
const Face *face = find_face(buf, NULL);
if (face == NULL) {
LOG(llevError, "Could not find face %s for animation %s\n",
buf, animations[num_animations].name);
face = find_face("bug.111", NULL);
}
faces[num_frames++] = face;
}
}
fclose(fp);
LOG(llevDebug, "anim: loaded %d animations\n", num_animations);
}
/**
* Utility function to compare 2 animations based on their name.
* Used for sorting/searching.
*/
static int anim_compare(const Animations *a, const Animations *b) {
return strcmp(a->name, b->name);
}
/**
* Finds the animation that matches name. Will LOG() an error if not found.
* @param name
* the animation's name.
* @return
* animation, or the "###none" animation if no match found.
* @see try_find_animation
*/
const Animations *find_animation(const char *name) {
const Animations *anim = try_find_animation(name);
if (!anim)
LOG(llevError, "Unable to find animation %s\n", name);
return anim ? anim : &animations[0];
}
/**
* Tries to find the animation that matches name, don't LOG() an error if not found.
* @param name
* the animation's name.
* @return
* animation, or NULL if no match found.
* @see find_animation
*/
const Animations *try_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);
return match;
}
/**
* Updates the face-variable of an object.
* If the object is the head of a multi-object, all objects are animated.
* The object's state is not changed, but merely updated if needed (out of bounds of
* new animation, reached end of animation, ...).
* This function correctly handles FLAG_IS_TURNABLE too.
*
* @param op is the object to animate.
* @param 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. This parameter is ignored if
* the object has a head or is turnable.
*/
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 */
int oldface = op->face->number;
if (!op->animation || !NUM_ANIMATIONS(op)) {
StringBuffer *sb;
char *diff;
LOG(llevError, "Object lacks animation.\n");
sb = stringbuffer_new();
object_dump(op, sb);
diff = stringbuffer_finish(sb);
LOG(llevError, "%s", diff);
free(diff);
return;
}
if (op->head) {
dir = op->head->direction;
if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head))
op->state = op->head->state;
} else if (QUERY_FLAG(op, FLAG_IS_TURNABLE)) {
dir = op->direction;
}
/* 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);
} else if (QUERY_FLAG(op, FLAG_IS_TURNABLE)) {
base_state = (NUM_ANIMATIONS(op) / 9) * (dir);
max_state = NUM_ANIMATIONS(op) / 9;
}
/* If beyond drawable states, reset */
if (op->state >= max_state) {
op->state = 0;
if (op->temp_animation) {
op->temp_animation = 0;
animate_object(op, dir);
return;
}
}
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);
/* object_update() 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 && (oldface != op->face->number))
object_update(op, UP_OBJ_FACE);
}
/**
* Applies a compound animation to an object.
*
* @param who
* object to apply the animation to. Must not be NULL.
* @param suffix
* animation suffix to apply. Must not be NULL.
*/
void apply_anim_suffix(object *who, const char *suffix) {
const Animations *anim;
object *head, *orig;
char buf[MAX_BUF];
assert(who);
assert(suffix);
if (who->temp_animation)
/* don't overlap animation, let the current one finish. */
return;
head = HEAD(who);
orig = head;
snprintf(buf, MAX_BUF, "%s_%s", (head->animation ? head->animation->name : ""), suffix);
anim = try_find_animation(buf);
if (anim) {
for (; head != NULL; head = head->more) {
head->temp_animation = anim;
head->temp_anim_speed = anim->num_animations / anim->facings;
head->last_anim = 0;
head->state = 0;
}
animate_object(orig, orig->facing);
}
}
/**
* Dump all animations to stderr, for debugging purposes.
*/
void dump_animations(void) {
int a;
fprintf(stderr, "id name faces\n");
for (a = 0; a < num_animations; a++) {
fprintf(stderr, "%5d %50s %5d\n", animations[a].num, animations[a].name, animations[a].num_animations);
}
}
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