/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2011 Warzone 2100 Project Warzone 2100 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. Warzone 2100 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 Warzone 2100; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ /***************************************************************************/ /* * Animobj.c * * Anim object functions * * Gareth Jones 14/11/97 */ /***************************************************************************/ #include #include "lib/framework/frame.h" #include "hashtable.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 = NULL; static ANIMOBJDIEDTESTFUNC g_pDiedFunc = NULL; /***************************************************************************/ /* local functions */ static UDWORD animObj_HashFunction(intptr_t iKey1, intptr_t 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 ); g_pAnimObjTable = NULL; g_pDiedFunc = NULL; 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 UDWORD animObj_HashFunction(intptr_t iKey1, intptr_t iKey2) { return (iKey1 + iKey2)%ANIM_HASH_TABLE_SIZE; } /***************************************************************************/ static void animObj_HashFreeElementFunc( void * psElement ) { #ifdef DEBUG ANIM_OBJECT *psObj = (ANIM_OBJECT *) psElement; ASSERT( psObj != NULL, "animObj_HashFreeElementFunc: object pointer invalid\n" ); #endif } /***************************************************************************/ 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 = graphicsTime - 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, (intptr_t) psObj->psParent, psObj->psAnim->uwID ) == false ) { debug( LOG_FATAL, "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"); return(NULL); } /* init object */ psObj->uwID = (UWORD) iAnimID; psObj->psAnim = (ANIM3D *) psAnim; psObj->udwStartTime = gameTime - deltaGameTime; // Start animation at beginning of update period. 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_FATAL, "animObj_Add: number of components too small\n" ); abort(); } /* set parent pointer and shape pointer */ for ( i=0; iapComponents[i].psParent = pParentObj; psObj->apComponents[i].psShape = psObj->psAnim->apFrame[i]; } /* insert object in table by parent */ hashTable_InsertElement(g_pAnimObjTable, psObj, (intptr_t) pParentObj, iAnimID); return psObj; } /***************************************************************************/ ANIM_OBJECT * animObj_GetFirst( void ) { ANIM_OBJECT *psObj; psObj = (ANIM_OBJECT *) hashTable_GetFirst( g_pAnimObjTable ); 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, (intptr_t) pParentObj, iAnimID); } bool animObj_Remove(ANIM_OBJECT* psObj, int iAnimID) { return hashTable_RemoveElement(g_pAnimObjTable, psObj, (intptr_t)psObj->psParent, iAnimID); }