warzone2100/lib/gamelib/anim.cpp

432 lines
10 KiB
C++

/*
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
*/
/***************************************************************************/
/*
* Anim.c
*
* Anim functions
*
* Gareth Jones 11/7/97
*
*/
/***************************************************************************/
#include <string.h>
#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
if (g_animGlobals.psAnimList)
{
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 )
{
ASSERT(false, "Frames in pie %s != script objects %i", szPieFileName, uwObj);
free(psAnim3D);
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()
{
/* 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 )
{
ASSERT(false, "States in current anim not consistent with header");
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( 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 )
{
ASSERT(false, "Can't find anim %s", szFileName);
return ;
}
/* set anim vals */
psAnim->uwID = uwAnimID;
sstrcpy(psAnim->szFileName, szFileName);
}
/***************************************************************************/
BASEANIM *anim_LoadFromFile(PHYSFS_file* fileHandle)
{
if ( ParseResourceFile( fileHandle ) == false )
{
ASSERT(false, "Couldn't parse file");
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 )
{
ASSERT(false, "%s isn't .ani file", szName);
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 udwGraphicsTime, UDWORD udwStartTime,
UDWORD udwStartDelay, Vector3i *psVecPos, Vector3i *psVecRot, Vector3i *psVecScale)
{
SDWORD dwTime;
UWORD uwState, uwFrame;
ANIM_STATE *psState;
/* calculate current anim frame */
dwTime = udwGraphicsTime - 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(uwFrame<psAnim->uwStates, "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;
}
}
/***************************************************************************/