warzone2100/lib/gamelib/anim.c

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/***************************************************************************/
/*
* Anim.c
*
* Anim functions
*
* Gareth Jones 11/7/97
*
*/
/***************************************************************************/
#include <string.h>
#include "lib/framework/frame.h"
#include "lib/ivis_common/geo.h"
#include "anim.h"
#include "parser.h"
/***************************************************************************/
/* structs */
/***************************************************************************/
/* global variables */
ANIMGLOBALS g_animGlobals;
/***************************************************************************/
/* local functions */
//static UINT anim_HashFunction( int iKey1, int iKey2 );
/***************************************************************************/
/*
* Anim functions
*/
/***************************************************************************/
BOOL
anim_Init( GETSHAPEFUNC pGetShapeFunc )
{
int iSizeAnim2D = sizeof(ANIM2D),
iSizeAnim3D = sizeof(ANIM3D);
/* ensure ANIM2D and ANIM3D structs same size */
if ( iSizeAnim2D != iSizeAnim3D )
{
debug( LOG_ERROR, "anim_Init: ANIM2D and ANIM3D structs not same size in anim.h!" );
abort();
}
/* init globals */
g_animGlobals.psAnimList = NULL;
g_animGlobals.uwCurObj = 0;
g_animGlobals.uwCurState = 0;
g_animGlobals.pGetShapeFunc = pGetShapeFunc;
return TRUE;
}
/***************************************************************************/
void
anim_ReleaseAnim( BASEANIM *psAnim )
{
ANIM3D *psAnim3D;
// remove the anim from the list
LIST_REMOVE(g_animGlobals.psAnimList, psAnim, BASEANIM);
/* free anim scripts */
FREE( psAnim->psStates );
/* free anim shape */
if ( psAnim->animType == ANIM_3D_FRAMES ||
psAnim->animType == ANIM_3D_TRANS )
{
psAnim3D = (ANIM3D *) psAnim;
FREE( psAnim3D->apFrame );
}
FREE(psAnim);
}
/***************************************************************************/
BOOL
anim_Shutdown( void )
{
BASEANIM *psAnim, *psAnimTmp;
if (g_animGlobals.psAnimList != NULL)
{
debug( LOG_NEVER, "anim_Shutdown: warning: anims still allocated" );
}
/* empty anim list */
psAnim = g_animGlobals.psAnimList;
while ( psAnim != NULL )
{
psAnimTmp = psAnim->psNext;
anim_ReleaseAnim( psAnim );
psAnim = psAnimTmp;
}
return TRUE;
}
/***************************************************************************/
static void
anim_InitBaseMembers( BASEANIM * psAnim, UWORD uwStates, UWORD uwFrameRate,
UWORD uwObj, UBYTE ubType, UWORD uwID )
{
psAnim->uwStates = uwStates;
psAnim->uwFrameRate = uwFrameRate;
psAnim->uwObj = uwObj;
psAnim->ubType = ubType;
psAnim->uwID = uwID;
psAnim->uwAnimTime = (UWORD) (uwStates*1000 / psAnim->uwFrameRate);
/* allocate frames */
psAnim->psStates = (ANIM_STATE*)MALLOC( uwObj*psAnim->uwStates*sizeof(ANIM_STATE) );
}
/***************************************************************************/
BOOL
anim_Create3D( char szPieFileName[], UWORD uwStates,
UWORD uwFrameRate, UWORD uwObj, UBYTE ubType, UWORD uwID )
{
ANIM3D *psAnim3D;
iIMDShape *psFrames;
UWORD uwFrames, i;
/* allocate anim */
if ( (psAnim3D = (ANIM3D*)MALLOC(sizeof(ANIM3D))) == NULL )
{
return FALSE;
}
/* get local pointer to shape */
psAnim3D->psFrames = (g_animGlobals.pGetShapeFunc) (szPieFileName);
/* count frames in imd */
psFrames = psAnim3D->psFrames;
uwFrames = 0;
while ( psFrames != NULL )
{
#ifdef DEBUG
/* Where does this constant come from, though? - Per */
if ((UDWORD)psFrames==0xcdcdcdcd)
{
debug( LOG_ERROR, "bad pointer in Create 3D !!!! -[%s]\n", szPieFileName );
}
#endif
uwFrames++;
psFrames = psFrames->next;
}
/* check frame count matches script */
if ( ubType == ANIM_3D_TRANS && uwObj != uwFrames )
{
debug( LOG_ERROR, "anim_Create3D: frames in pie %s != script objects %i\n",
szPieFileName, uwObj );
abort();
return FALSE;
}
/* get pointers to individual frames */
psAnim3D->apFrame = (iIMDShape**)MALLOC( uwFrames*sizeof(iIMDShape *) );
psFrames = psAnim3D->psFrames;
for ( i=0; i<uwFrames; i++ )
{
psAnim3D->apFrame[i] = psFrames;
psFrames = psFrames->next;
}
/* init members */
psAnim3D->animType = ubType;
anim_InitBaseMembers( (BASEANIM * ) psAnim3D, uwStates,
uwFrameRate, uwObj, ubType, uwID );
/* add to head of list */
psAnim3D->psNext = g_animGlobals.psAnimList;
g_animGlobals.psAnimList = (BASEANIM * ) psAnim3D;
/* update globals */
g_animGlobals.uwCurObj = 0;
return TRUE;
}
/***************************************************************************/
void
anim_BeginScript( void )
{
/* update globals */
g_animGlobals.uwCurState = 0;
}
/***************************************************************************/
BOOL
anim_EndScript( void )
{
BASEANIM *psAnim;
/* get pointer to current anim */
psAnim = g_animGlobals.psAnimList;
if ( g_animGlobals.uwCurState != psAnim->uwStates )
{
debug( LOG_ERROR, "anim_End3D: states in current anim not consistent with header\n" );
abort();
return FALSE;
}
/* update globals */
g_animGlobals.uwCurObj++;
return TRUE;
}
/***************************************************************************/
BOOL
anim_AddFrameToAnim( int iFrame, VECTOR3D vecPos, VECTOR3D vecRot,
VECTOR3D vecScale )
{
ANIM_STATE *psState;
BASEANIM *psAnim;
UWORD uwState;
/* get pointer to current anim */
psAnim = g_animGlobals.psAnimList;
/* check current anim valid */
ASSERT( psAnim != NULL, "anim_AddFrameToAnim: NULL current anim\n" );
/* check frame number in range */
ASSERT( iFrame<psAnim->uwStates,
"anim_AddFrameToAnim: frame number %i > %i frames in imd\n",
iFrame, psAnim->uwObj );
/* get state */
uwState = (g_animGlobals.uwCurObj * psAnim->uwStates) +
g_animGlobals.uwCurState;
psState = &psAnim->psStates[uwState];
/* set state pointer */
psState->uwFrame = (UWORD) iFrame;
psState->vecPos.x = vecPos.x;
psState->vecPos.y = vecPos.y;
psState->vecPos.z = vecPos.z;
/* max anims right-handed; Necromancer anims left */
psState->vecAngle.x = vecRot.x;
psState->vecAngle.y = vecRot.y;
psState->vecAngle.z = vecRot.z;
psState->vecScale.x = vecScale.x;
psState->vecScale.y = vecScale.y;
psState->vecScale.z = vecScale.z;
/* update globals */
g_animGlobals.uwCurState++;
return TRUE;
}
/***************************************************************************/
BASEANIM *
anim_GetAnim( UWORD uwAnimID )
{
BASEANIM *psAnim;
/* find matching anim id in list */
psAnim = g_animGlobals.psAnimList;
while( psAnim != NULL && psAnim->uwID != uwAnimID )
{
psAnim = psAnim->psNext;
}
return psAnim;
}
/***************************************************************************/
void
anim_SetVals( char szFileName[], UWORD uwAnimID )
{
/* get track pointer from resource */
BASEANIM *psAnim = (BASEANIM*)resGetData( "ANI", szFileName );
if ( psAnim == NULL )
{
debug( LOG_ERROR, "anim_SetVals: can't find anim %s\n", szFileName );
abort();
return ;
}
/* set anim vals */
psAnim->uwID = uwAnimID;
strcpy( psAnim->szFileName, szFileName );
}
/***************************************************************************/
// the playstation version uses sscanf's ... see animload.c
BASEANIM *anim_LoadFromBuffer(char *pBuffer, UDWORD size)
{
if ( ParseResourceFile( pBuffer, size ) == FALSE )
{
debug( LOG_ERROR, "anim_LoadFromBuffer: couldn't parse file\n" );
abort();
return NULL;
}
/* loaded anim is at head of list */
return g_animGlobals.psAnimList;
}
/***************************************************************************/
UWORD
anim_GetAnimID( char *szName )
{
BASEANIM *psAnim;
char *cPos = strstr( szName, ".ani" );
if ( cPos == NULL )
{
debug( LOG_ERROR, "anim_GetAnimID: %s isn't .ani file\n", szName );
abort();
return NO_ANIM;
}
/* find matching anim string in list */
psAnim = g_animGlobals.psAnimList;
while( psAnim != NULL &&
stricmp( psAnim->szFileName, szName ) != 0 )
{
psAnim = psAnim->psNext;
}
if ( psAnim != NULL )
{
return psAnim->uwID;
}
else
{
return NO_ANIM;
}
}
/***************************************************************************/
iIMDShape *
anim_GetShapeFromID( UWORD uwID )
{
BASEANIM *psAnim;
ANIM3D *psAnim3D;
/* find matching anim id in list */
psAnim = g_animGlobals.psAnimList;
while( psAnim != NULL && psAnim->uwID != uwID )
{
psAnim = psAnim->psNext;
}
if ( psAnim == NULL )
{
return NULL;
}
else
{
psAnim3D = (ANIM3D *) psAnim;
ASSERT( PTRVALID( psAnim3D, sizeof(ANIM3D)),
"anim_GetShapeFromID: invalid anim pointer\n" );
return psAnim3D->psFrames;
}
}
/***************************************************************************/
UWORD
anim_GetFrame3D( ANIM3D *psAnim, UWORD uwObj, UDWORD udwGameTime,
UDWORD udwStartTime, UDWORD udwStartDelay,
VECTOR3D *psVecPos, VECTOR3D *psVecRot, VECTOR3D *psVecScale )
{
DWORD dwTime;
UWORD uwState, uwFrame;
ANIM_STATE *psState;
/* calculate current anim frame */
dwTime = udwGameTime - udwStartTime - udwStartDelay;
/* return NULL if animation still delayed */
if ( dwTime < 0 )
{
return ANIM_DELAYED;
}
uwFrame = (UWORD) ((dwTime % psAnim->uwAnimTime) *
psAnim->uwFrameRate / 1000);
/* check in range */
ASSERT( uwFrame<psAnim->uwStates,
"anim_GetObjectFrame3D: error in animation calculation\n" );
/* find current state */
uwState = (uwObj * psAnim->uwStates) + uwFrame;
psState = &psAnim->psStates[uwState];
psVecPos->x = psState->vecPos.x / INT_SCALE;
psVecPos->y = psState->vecPos.y / INT_SCALE;
psVecPos->z = psState->vecPos.z / INT_SCALE;
psVecRot->x = psState->vecAngle.x * DEG_1 / INT_SCALE;
psVecRot->y = psState->vecAngle.y * DEG_1 / INT_SCALE;
psVecRot->z = psState->vecAngle.z * DEG_1 / INT_SCALE;
psVecScale->x = psState->vecScale.x;
psVecScale->y = psState->vecScale.y;
psVecScale->z = psState->vecScale.z;
if ( psAnim->ubType == ANIM_3D_TRANS )
{
return uwFrame;
}
else
{
return psAnim->psStates[uwState].uwFrame;
}
}
/***************************************************************************/