/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2009 Warzone Resurrection 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 */ /***************************************************************************/ /* * Anim.c * * Anim functions * * Gareth Jones 11/7/97 * */ /***************************************************************************/ #include #include "lib/framework/frame.h" #include "lib/framework/string_ext.h" #include "lib/framework/frameresource.h" #include "lib/ivis_opengl/piematrix.h" #include "lib/framework/fixedpoint.h" #include "anim.h" #include "parser.h" #include "lib/framework/listmacs.h" #define INT_SCALE 1000 /***************************************************************************/ /* structs */ /***************************************************************************/ /* global variables */ static struct { BASEANIM *psAnimList; UWORD uwCurObj; UWORD uwCurState; } g_animGlobals; /***************************************************************************/ /* * Anim functions */ /***************************************************************************/ /** * Initialise animation subsystem. */ BOOL anim_Init() { /* init globals */ g_animGlobals.psAnimList = NULL; g_animGlobals.uwCurObj = 0; g_animGlobals.uwCurState = 0; return true; } /***************************************************************************/ /** * Stop and release given animation. */ void anim_ReleaseAnim(BASEANIM *psAnim) { // 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) { ANIM3D *psAnim3D = (ANIM3D *)psAnim; free( psAnim3D->apFrame ); } free(psAnim); } /** * Shut down animation subsystem. */ BOOL anim_Shutdown() { BASEANIM *psAnim, *psAnimTmp; if (g_animGlobals.psAnimList != NULL) { debug(LOG_ERROR, "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, ANIM_MODE 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) ); } /** * Create animation for a model. Called from animation script. */ BOOL anim_Create3D(char szPieFileName[], UWORD uwStates, UWORD uwFrameRate, UWORD uwObj, ANIM_MODE 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 = (iIMDShape*)resGetData("IMD", szPieFileName); /* count frames in imd */ psFrames = psAnim3D->psFrames; uwFrames = 0; while ( psFrames != NULL ) { 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; 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() { /* update globals */ g_animGlobals.uwCurState = 0; } /***************************************************************************/ BOOL anim_EndScript() { 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, Vector3i vecPos, Vector3i vecRot, Vector3i 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 = (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; sstrcpy(psAnim->szFileName, szFileName); } /***************************************************************************/ BASEANIM *anim_LoadFromFile(PHYSFS_file* fileHandle) { if ( ParseResourceFile( fileHandle ) == false ) { debug( LOG_ERROR, "anim_LoadFromFile: 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 && strcasecmp( psAnim->szFileName, szName ) != 0 ) { psAnim = psAnim->psNext; } if ( psAnim != NULL ) { return psAnim->uwID; } else { return NO_ANIM; } } /***************************************************************************/ iIMDShape *anim_GetShapeFromID(UWORD uwID) { BASEANIM *psAnim = g_animGlobals.psAnimList; /* find matching anim id in list */ while( psAnim != NULL && psAnim->uwID != uwID ) { psAnim = psAnim->psNext; } if ( psAnim == NULL ) { return NULL; } else { ANIM3D *psAnim3D = (ANIM3D *)psAnim; ASSERT(psAnim3D != NULL, "anim_GetShapeFromID: invalid anim pointer"); return psAnim3D->psFrames; } } /***************************************************************************/ UWORD anim_GetFrame3D(ANIM3D *psAnim, UWORD uwObj, UDWORD udwGameTime, UDWORD udwStartTime, UDWORD udwStartDelay, Vector3i *psVecPos, Vector3i *psVecRot, Vector3i *psVecScale) { SDWORD 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 = (dwTime % psAnim->uwAnimTime) * psAnim->uwFrameRate / 1000; /* check in range */ ASSERT(uwFrameuwStates, "anim_GetObjectFrame3D: error in animation calculation"); /* 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; } } /***************************************************************************/