/***************************************************************************/ /* * Anim.c * * Anim functions * * Gareth Jones 11/7/97 * */ /***************************************************************************/ #include #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 ) { DBERROR( ("anim_Init: ANIM2D and ANIM3D structs not same size in anim.h!") ); } /* 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) { DBPRINTF(("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 = 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 = 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) { printf("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 ) { DBERROR( ("anim_Create3D: frames in pie %s != script objects %i\n", szPieFileName, uwObj ) ); return FALSE; } /* get pointers to individual frames */ psAnim3D->apFrame = MALLOC( uwFrames*sizeof(iIMDShape *) ); psFrames = psAnim3D->psFrames; for ( i=0; iapFrame[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 ) { DBERROR( ("anim_End3D: states in current anim not consistent with header\n") ); 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( (iFrameuwStates, "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 = resGetData( "ANI", szFileName ); if ( psAnim == NULL ) { DBERROR( ("anim_SetVals: can't find anim %s\n", szFileName) ); 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 ) { DBERROR( ("anim_LoadFromBuffer: couldn't parse file\n") ); 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 ) { DBERROR( ("anim_GetAnimID: %s isn't .ani file\n", szName)); 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( (uwFrameuwStates, "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; } } /***************************************************************************/