warzone2100/lib/gamelib/animobj.c

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/***************************************************************************/
/*
* Animobj.c
*
* Anim object functions
*
* Gareth Jones 14/11/97
*/
/***************************************************************************/
#include <string.h>
#include "lib/framework/frame.h"
#include "hashtabl.h"
#include "gtime.h"
#include "animobj.h"
/***************************************************************************/
/* allocation sizes for anim object table */
#define ANIM_OBJ_INIT 100
#define ANIM_OBJ_EXT 20
/* max number of slots in hash table - prime numbers are best because hash
* function used here is modulous of object pointer with table size -
* prime number nearest 500 is 499.
* Table of nearest primes in Binstock+Rex, "Practical Algorithms" p 91.
*/
#define ANIM_HASH_TABLE_SIZE 499
/* Allocation sizes for the anim heap */
#define ANIM_INIT 10
#define ANIM_EXT 5
/***************************************************************************/
/* global variables */
static HASHTABLE *g_pAnimObjTable;
static ANIMOBJDIEDTESTFUNC g_pDiedFunc;
/***************************************************************************/
/* local functions */
static UINT animObj_HashFunction( int iKey1, int iKey2 );
static void animObj_HashFreeElementFunc( void * psElement );
/***************************************************************************/
/*
* Anim functions
*/
/***************************************************************************/
BOOL
animObj_Init( ANIMOBJDIEDTESTFUNC pDiedFunc )
{
SDWORD iSize = sizeof(ANIM_OBJECT);
/* allocate hashtable */
hashTable_Create( &g_pAnimObjTable, ANIM_HASH_TABLE_SIZE,
ANIM_OBJ_INIT, ANIM_OBJ_EXT, iSize );
/* set local hash table functions */
hashTable_SetHashFunction( g_pAnimObjTable, animObj_HashFunction );
hashTable_SetFreeElementFunction( g_pAnimObjTable,
animObj_HashFreeElementFunc );
/* set global died test function */
g_pDiedFunc = pDiedFunc;
return TRUE;
}
/***************************************************************************/
BOOL
animObj_Shutdown( void )
{
/* destroy hash table */
hashTable_Destroy( g_pAnimObjTable );
return TRUE;
}
/***************************************************************************/
void
animObj_SetDoneFunc( ANIM_OBJECT *psObj, ANIMOBJDONEFUNC pDoneFunc )
{
psObj->pDoneFunc = pDoneFunc;
}
/***************************************************************************/
/*
* animObj_HashFunction
*
* Takes object pointer and id and returns hashed index
*/
/***************************************************************************/
static UINT
animObj_HashFunction( int iKey1, int iKey2 )
{
return (iKey1 + iKey2)%ANIM_HASH_TABLE_SIZE;
}
/***************************************************************************/
static void
animObj_HashFreeElementFunc( void * psElement )
{
#ifdef DEBUG
ANIM_OBJECT *psObj = (ANIM_OBJECT *) psElement;
#endif
ASSERT( PTRVALID(psObj, sizeof(ANIM_OBJECT)),
"animObj_HashFreeElementFunc: object pointer invalid\n" );
}
/***************************************************************************/
void
animObj_Update( void )
{
ANIM_OBJECT *psObj;
SDWORD dwTime;
BOOL bRemove;
psObj = (ANIM_OBJECT*)hashTable_GetFirst( g_pAnimObjTable );
while ( psObj != NULL )
{
bRemove = FALSE;
/* test whether parent object has died */
if ( g_pDiedFunc != NULL )
{
bRemove = (g_pDiedFunc) (psObj->psParent);
}
/* remove any expired (non-looping) animations */
if ( (bRemove == FALSE) && (psObj->uwCycles != 0) )
{
dwTime = gameTime - psObj->udwStartTime - psObj->udwStartDelay;
if ( dwTime > (psObj->psAnim->uwAnimTime*psObj->uwCycles) )
{
/* fire callback if set */
if ( psObj->pDoneFunc != NULL )
{
(psObj->pDoneFunc) (psObj);
}
bRemove = TRUE;
}
}
/* remove object if flagged */
if ( bRemove == TRUE )
{
if ( hashTable_RemoveElement( g_pAnimObjTable, psObj,
(int) psObj->psParent, psObj->psAnim->uwID ) == FALSE )
{
debug( LOG_ERROR, "animObj_Update: couldn't remove anim obj\n" );
abort();
}
}
psObj = (ANIM_OBJECT*)hashTable_GetNext( g_pAnimObjTable );
}
}
/***************************************************************************/
/*
* anim_Add
*
* uwCycles=0 for infinite looping
*/
/***************************************************************************/
ANIM_OBJECT *
animObj_Add( void *pParentObj, int iAnimID,
UDWORD udwStartDelay, UWORD uwCycles )
{
ANIM_OBJECT *psObj;
BASEANIM *psAnim = anim_GetAnim( (UWORD) iAnimID );
UWORD i, uwObj;
ASSERT( psAnim != NULL,
"anim_AddAnimObject: anim id %i not found\n", iAnimID );
/* get object from table */
psObj = (ANIM_OBJECT*)hashTable_GetElement( g_pAnimObjTable );
if (psObj==NULL)
{
debug( LOG_ERROR, "animObj_Add: No room in hash table\n" );
abort();
return(NULL);
}
/* init object */
psObj->uwID = (UWORD) iAnimID;
psObj->psAnim = (ANIM3D *) psAnim;
psObj->udwStartTime = gameTime;
psObj->udwStartDelay = udwStartDelay;
psObj->uwCycles = uwCycles;
psObj->bVisible = TRUE;
psObj->psParent = pParentObj;
psObj->pDoneFunc = NULL;
/* allocate component objects */
if ( psAnim->animType == ANIM_3D_TRANS )
{
uwObj = psAnim->uwObj;
}
else
{
uwObj = psAnim->uwStates;
}
if ( uwObj > ANIM_MAX_COMPONENTS )
{
debug( LOG_ERROR, "animObj_Add: number of components too small\n" );
abort();
}
/* set parent pointer and shape pointer */
for ( i=0; i<uwObj; i++ )
{
psObj->apComponents[i].psParent = pParentObj;
psObj->apComponents[i].psShape = psObj->psAnim->apFrame[i];
}
/* insert object in table by parent */
hashTable_InsertElement( g_pAnimObjTable, psObj,
(int) pParentObj, iAnimID );
return psObj;
}
/***************************************************************************/
/*
* animObj_GetFrame3D
*
* returns NULL if animation not started yet
*/
/***************************************************************************/
UWORD
animObj_GetFrame3D( ANIM_OBJECT *psObj, UWORD uwObj, VECTOR3D *psVecPos,
VECTOR3D *psVecRot, VECTOR3D *psVecScale )
{
ANIM3D *psAnim;
/* get local anim pointer */
psAnim = (ANIM3D *) psObj->psAnim;
return anim_GetFrame3D( psAnim, uwObj, gameTime, psObj->udwStartTime,
psObj->udwStartDelay, psVecPos, psVecRot, psVecScale );
}
/***************************************************************************/
ANIM_OBJECT *
animObj_GetFirst( void )
{
ANIM_OBJECT *psObj;
psObj = (ANIM_OBJECT *) hashTable_GetFirst( g_pAnimObjTable );
ASSERT( psObj == NULL || PTRVALID(psObj, sizeof(ANIM_OBJECT)),
"animObj_GetFirst: object pointer not valid\n" );
return psObj;
}
/***************************************************************************/
ANIM_OBJECT *
animObj_GetNext( void )
{
return (ANIM_OBJECT*)hashTable_GetNext( g_pAnimObjTable );
}
/***************************************************************************/
ANIM_OBJECT *
animObj_Find( void *pParentObj, int iAnimID )
{
return (ANIM_OBJECT*)hashTable_FindElement( g_pAnimObjTable,
(int) pParentObj, iAnimID );
}
/***************************************************************************/
BOOL
animObj_Remove( ANIM_OBJECT **ppsObj, int iAnimID )
{
BOOL bRemOK = hashTable_RemoveElement( g_pAnimObjTable, *ppsObj,
(int) (*ppsObj)->psParent, iAnimID );
//init the animation
*ppsObj = NULL;
return bRemOK;
}
/***************************************************************************/