/* * static char *rcsid_anim_c = * "$Id: anim.c 11578 2009-02-23 22:02:27Z lalo $"; */ /* 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 */ /** * @file anim.c * This file contains animation-related code. **/ #include #include #include /** * 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, 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; snprintf(buf, sizeof(buf), "%s/animations", settings.datadir); LOG(llevDebug, "Reading animations from %s...\n", buf); if ((fp = fopen(buf, "r")) == NULL) { LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror_local(errno, buf, sizeof(buf))); 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) { 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); } /** * 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 id that matches name. Will LOG() an error if not found. * @param name * the animation's name. * @return * animation number, or 0 if no match found (animation 0 is initialized as the 'bug' face). * @see try_find_animation */ int find_animation(const char *name) { int face = try_find_animation(name); if (!face) LOG(llevError, "Unable to find animation %s\n", name); return face; } /** * Tries to find the animation id that matches name, don't LOG() an error if not found. * @param name * the animation's name. * @return * animation number, or 0 if no match found (animation 0 is initialized as the 'bug' face). * @see find_animation */ int 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); if (match) return match->num; return 0; } /** * 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, ...) * * @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. */ 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_id || !NUM_ANIMATIONS(op)) { StringBuffer *sb; char *diff; LOG(llevError, "Object lacks animation.\n"); sb = stringbuffer_new(); dump_object(op, sb); diff = stringbuffer_finish(sb); LOG(llevError, diff); free(diff); return; } if (op->head) { dir = op->head->direction; if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) op->state = op->head->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; if (op->temp_animation_id) { op->temp_animation_id = 0; /* op->last_anim = 0; */ /* update_object(op, UP_OBJ_FACE); */ 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); /* 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 && (oldface != op->face->number)) update_object(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, sstring suffix) { int anim; object *head, *orig; char buf[MAX_BUF]; assert(who); assert(suffix); if (who->temp_animation_id != 0) /* don't overlap animation, let the current one finish. */ return; if (who->head != NULL) head = who->head; else head = who; orig = head; snprintf(buf, MAX_BUF, "%s_%s", animations[head->animation_id].name, suffix); anim = try_find_animation(buf); if (anim) { for (; head != NULL; head = head->more) { head->temp_animation_id = anim; head->temp_anim_speed = animations[anim].num_animations/animations[anim].facings; head->temp_last_anim = 0; head->last_anim = 0; head->state = 0; } animate_object(orig, orig->facing); } }