Crossfire Server, Branch 1.12  R12190
anim.c
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00001 /*
00002  * static char *rcsid_anim_c =
00003  *   "$Id: anim.c 11578 2009-02-23 22:02:27Z lalo $";
00004  */
00005 
00006 /*
00007     CrossFire, A Multiplayer game for X-windows
00008 
00009     Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
00010     Copyright (C) 1992 Frank Tore Johansen
00011 
00012     This program is free software; you can redistribute it and/or modify
00013     it under the terms of the GNU General Public License as published by
00014     the Free Software Foundation; either version 2 of the License, or
00015     (at your option) any later version.
00016 
00017     This program is distributed in the hope that it will be useful,
00018     but WITHOUT ANY WARRANTY; without even the implied warranty of
00019     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00020     GNU General Public License for more details.
00021 
00022     You should have received a copy of the GNU General Public License
00023     along with this program; if not, write to the Free Software
00024     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
00025 
00026     The authors can be reached via e-mail at crossfire-devel@real-time.com
00027 */
00028 
00034 #include <global.h>
00035 #include <stdio.h>
00036 #include <assert.h>
00037 
00041 void free_all_anim(void) {
00042     int i;
00043 
00044     for (i = 0; i <= num_animations; i++) {
00045         free_string(animations[i].name);
00046         free(animations[i].faces);
00047     }
00048     free(animations);
00049 }
00050 
00055 void init_anim(void) {
00056     char buf[MAX_BUF];
00057     FILE *fp;
00058     int num_frames = 0, faces[MAX_ANIMATIONS], i;
00059 
00060     animations_allocated = 9;
00061     num_animations = 0;
00062     /* Make a default.  New animations start at one, so if something
00063      * thinks it is animated but hasn't set the animation_id properly,
00064      * it will have a default value that should be pretty obvious.
00065      */
00066     animations = malloc(10*sizeof(Animations));
00067     /* set the name so we don't try to dereferance null.
00068      * Put # at start so it will be first in alphabetical
00069      * order.
00070      */
00071     animations[0].name = add_string("###none");
00072     animations[0].num_animations = 1;
00073     animations[0].faces = malloc(sizeof(Fontindex));
00074     animations[0].faces[0] = 0;
00075     animations[0].facings = 0;
00076 
00077     snprintf(buf, sizeof(buf), "%s/animations", settings.datadir);
00078     LOG(llevDebug, "Reading animations from %s...\n", buf);
00079     if ((fp = fopen(buf, "r")) == NULL) {
00080         LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror_local(errno, buf, sizeof(buf)));
00081         exit(-1);
00082     }
00083     while (fgets(buf, MAX_BUF-1, fp) != NULL) {
00084         if (*buf == '#')
00085             continue;
00086         if (strlen(buf) == 0)
00087             break;
00088         /* Kill the newline */
00089         buf[strlen(buf)-1] = '\0';
00090         if (!strncmp(buf, "anim ", 5)) {
00091             if (num_frames) {
00092                 LOG(llevError, "Didn't get a mina before %s\n", buf);
00093                 num_frames = 0;
00094             }
00095             num_animations++;
00096             if (num_animations == animations_allocated) {
00097                 animations = realloc(animations, sizeof(Animations)*(animations_allocated+10));
00098                 animations_allocated += 10;
00099             }
00100             animations[num_animations].name = add_string(buf+5);
00101             animations[num_animations].num = num_animations; /* for bsearch */
00102             animations[num_animations].facings = 1;
00103         } else if (!strncmp(buf, "mina", 4)) {
00104             animations[num_animations].faces = malloc(sizeof(Fontindex)*num_frames);
00105             for (i = 0; i < num_frames; i++)
00106                 animations[num_animations].faces[i] = faces[i];
00107             animations[num_animations].num_animations = num_frames;
00108             if (num_frames%animations[num_animations].facings) {
00109                 LOG(llevDebug, "Animation %s frame numbers (%d) is not a multiple of facings (%d)\n",
00110                     animations[num_animations].name, num_frames, animations[num_animations].facings);
00111             }
00112             num_frames = 0;
00113         } else if (!strncmp(buf, "facings", 7)) {
00114             if (!(animations[num_animations].facings = atoi(buf+7))) {
00115                 LOG(llevDebug, "Animation %s has 0 facings, line=%s\n",
00116                     animations[num_animations].name, buf);
00117                 animations[num_animations].facings = 1;
00118             }
00119 
00120         } else {
00121             if (!(faces[num_frames++] = find_face(buf, 0)))
00122                 LOG(llevDebug, "Could not find face %s for animation %s\n",
00123                     buf, animations[num_animations].name);
00124         }
00125     }
00126     fclose(fp);
00127     LOG(llevDebug, "done. got (%d)\n", num_animations);
00128 }
00129 
00134 static int anim_compare(const Animations *a, const Animations *b) {
00135     return strcmp(a->name, b->name);
00136 }
00137 
00146 int find_animation(const char *name) {
00147     int face = try_find_animation(name);
00148     if (!face)
00149         LOG(llevError, "Unable to find animation %s\n", name);
00150     return face;
00151 }
00152 
00161 int try_find_animation(const char *name) {
00162     Animations search, *match;
00163 
00164     search.name = name;
00165 
00166     match = (Animations *)bsearch(&search, animations, (num_animations+1), sizeof(Animations), (int (*)(const void *, const void *))anim_compare);
00167 
00168 
00169     if (match)
00170         return match->num;
00171     return 0;
00172 }
00173 
00186 void animate_object(object *op, int dir) {
00187     int max_state;  /* Max animation state object should be drawn in */
00188     int base_state; /* starting index # to draw from */
00189     int oldface = op->face->number;
00190 
00191     if (!op->animation_id || !NUM_ANIMATIONS(op)) {
00192         StringBuffer *sb;
00193         char *diff;
00194 
00195         LOG(llevError, "Object lacks animation.\n");
00196         sb = stringbuffer_new();
00197         dump_object(op, sb);
00198         diff = stringbuffer_finish(sb);
00199         LOG(llevError, diff);
00200         free(diff);
00201         return;
00202     }
00203 
00204     if (op->head) {
00205         dir = op->head->direction;
00206 
00207         if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head))
00208             op->state = op->head->state;
00209     }
00210 
00211     /* If object is turning, then max animation state is half through the
00212      * animations.  Otherwise, we can use all the animations.
00213      */
00214     max_state = NUM_ANIMATIONS(op)/NUM_FACINGS(op);
00215     base_state = 0;
00216     /* at least in the older aniamtions that used is_turning, the first half
00217      * of the animations were left facing, the second half right facing.
00218      * Note in old the is_turning, it was set so that the animation for a monster
00219      * was always towards the enemy - now it is whatever direction the monster
00220      * is facing.
00221      */
00222     if (NUM_FACINGS(op) == 2) {
00223         if (dir < 5)
00224             base_state = 0;
00225         else
00226             base_state = NUM_ANIMATIONS(op)/2;
00227     } else if (NUM_FACINGS(op) == 4) {
00228         if (dir == 0)
00229             base_state = 0;
00230         else
00231             base_state = ((dir-1)/2)*(NUM_ANIMATIONS(op)/4);
00232     } else if (NUM_FACINGS(op) == 8) {
00233         if (dir == 0)
00234             base_state = 0;
00235         else
00236             base_state = (dir-1)*(NUM_ANIMATIONS(op)/8);
00237     }
00238 
00239     /* If beyond drawable states, reset */
00240     if (op->state >= max_state) {
00241         op->state = 0;
00242         if (op->temp_animation_id) {
00243             op->temp_animation_id = 0;
00244             /* op->last_anim = 0; */
00245             /* update_object(op, UP_OBJ_FACE); */
00246             animate_object(op, dir);
00247             return;
00248         }
00249     }
00250     SET_ANIMATION(op, op->state+base_state);
00251 
00252     if (op->face == blank_face)
00253         op->invisible = 1;
00254 
00255     /* This block covers monsters (eg, pixies) which are supposed to
00256      * cycle from visible to invisible and back to being visible.
00257      * as such, disable it for players, as then players would become
00258      * visible.
00259      */
00260     else if (op->type != PLAYER && QUERY_FLAG((&op->arch->clone), FLAG_ALIVE)) {
00261         if (op->face->number == 0) {
00262             op->invisible = 1;
00263             CLEAR_FLAG(op, FLAG_ALIVE);
00264         } else {
00265             op->invisible = 0;
00266             SET_FLAG(op, FLAG_ALIVE);
00267         }
00268     }
00269 
00270     if (op->more)
00271         animate_object(op->more, dir);
00272 
00273     /* update_object will also recursively update all the pieces.
00274      * as such, we call it last, and only call it for the head
00275      * piece, and not for the other tail pieces.
00276      */
00277     if (!op->head && (oldface != op->face->number))
00278         update_object(op, UP_OBJ_FACE);
00279 }
00280 
00289 void apply_anim_suffix(object *who, sstring suffix) {
00290     int anim;
00291     object *head, *orig;
00292     char buf[MAX_BUF];
00293 
00294     assert(who);
00295     assert(suffix);
00296 
00297     if (who->temp_animation_id != 0)
00298         /* don't overlap animation, let the current one finish. */
00299         return;
00300 
00301     if (who->head != NULL)
00302         head = who->head;
00303     else
00304         head = who;
00305     orig = head;
00306     snprintf(buf, MAX_BUF, "%s_%s", animations[head->animation_id].name, suffix);
00307     anim = try_find_animation(buf);
00308     if (anim) {
00309         for (; head != NULL; head = head->more) {
00310             head->temp_animation_id = anim;
00311             head->temp_anim_speed = animations[anim].num_animations/animations[anim].facings;
00312             head->temp_last_anim = 0;
00313             head->last_anim = 0;
00314             head->state = 0;
00315         }
00316         animate_object(orig, orig->facing);
00317     }
00318 }