433 lines
10 KiB
C
433 lines
10 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2007 Warzone Resurrection Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/***************************************************************************/
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/*
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* Anim.c
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*
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* Anim functions
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*
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* Gareth Jones 11/7/97
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*
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*/
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/***************************************************************************/
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#include <string.h>
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#include "lib/framework/frame.h"
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#include "lib/framework/frameresource.h"
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#include "lib/ivis_opengl/piematrix.h"
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#include "anim.h"
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#include "parser.h"
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#include "lib/framework/listmacs.h"
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#define INT_SCALE 1000
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/***************************************************************************/
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/* structs */
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/***************************************************************************/
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/* global variables */
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struct
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{
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BASEANIM *psAnimList;
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UWORD uwCurObj;
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UWORD uwCurState;
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}
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static g_animGlobals;
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/***************************************************************************/
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/*
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* Anim functions
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*/
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/***************************************************************************/
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/**
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* Initialise animation subsystem.
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*/
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BOOL anim_Init()
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{
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/* init globals */
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g_animGlobals.psAnimList = NULL;
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g_animGlobals.uwCurObj = 0;
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g_animGlobals.uwCurState = 0;
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return true;
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}
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/***************************************************************************/
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/**
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* Stop and release given animation.
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*/
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void anim_ReleaseAnim(BASEANIM *psAnim)
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{
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// remove the anim from the list
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LIST_REMOVE(g_animGlobals.psAnimList, psAnim, BASEANIM);
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/* free anim scripts */
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free( psAnim->psStates );
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/* free anim shape */
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if (psAnim->animType == ANIM_3D_FRAMES || psAnim->animType == ANIM_3D_TRANS)
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{
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ANIM3D *psAnim3D = (ANIM3D *)psAnim;
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free( psAnim3D->apFrame );
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}
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free(psAnim);
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}
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/**
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* Shut down animation subsystem.
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*/
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BOOL anim_Shutdown()
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{
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BASEANIM *psAnim, *psAnimTmp;
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if (g_animGlobals.psAnimList != NULL)
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{
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debug(LOG_ERROR, "anim_Shutdown: warning: anims still allocated");
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}
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/* empty anim list */
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psAnim = g_animGlobals.psAnimList;
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while ( psAnim != NULL )
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{
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psAnimTmp = psAnim->psNext;
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anim_ReleaseAnim( psAnim );
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psAnim = psAnimTmp;
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}
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return true;
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}
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static void anim_InitBaseMembers(BASEANIM * psAnim, UWORD uwStates, UWORD uwFrameRate,
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UWORD uwObj, ANIM_MODE ubType, UWORD uwID)
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{
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psAnim->uwStates = uwStates;
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psAnim->uwFrameRate = uwFrameRate;
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psAnim->uwObj = uwObj;
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psAnim->ubType = ubType;
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psAnim->uwID = uwID;
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psAnim->uwAnimTime = (UWORD) (uwStates*1000 / psAnim->uwFrameRate);
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/* allocate frames */
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psAnim->psStates = (ANIM_STATE*)malloc( uwObj*psAnim->uwStates*sizeof(ANIM_STATE) );
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}
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/**
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* Create animation for a model. Called from animation script.
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*/
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BOOL anim_Create3D(char szPieFileName[], UWORD uwStates, UWORD uwFrameRate, UWORD uwObj,
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ANIM_MODE ubType, UWORD uwID)
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{
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ANIM3D *psAnim3D;
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iIMDShape *psFrames;
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UWORD uwFrames, i;
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/* allocate anim */
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if ( (psAnim3D = (ANIM3D*)malloc(sizeof(ANIM3D))) == NULL )
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{
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return false;
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}
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/* get local pointer to shape */
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psAnim3D->psFrames = (iIMDShape*)resGetData("IMD", szPieFileName);
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/* count frames in imd */
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psFrames = psAnim3D->psFrames;
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uwFrames = 0;
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while ( psFrames != NULL )
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{
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uwFrames++;
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psFrames = psFrames->next;
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}
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/* check frame count matches script */
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if ( ubType == ANIM_3D_TRANS && uwObj != uwFrames )
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{
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debug( LOG_ERROR, "anim_Create3D: frames in pie %s != script objects %i\n",
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szPieFileName, uwObj );
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abort();
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return false;
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}
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/* get pointers to individual frames */
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psAnim3D->apFrame = (iIMDShape**)malloc( uwFrames*sizeof(iIMDShape *) );
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psFrames = psAnim3D->psFrames;
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for ( i=0; i<uwFrames; i++ )
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{
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psAnim3D->apFrame[i] = psFrames;
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psFrames = psFrames->next;
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}
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/* init members */
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psAnim3D->animType = ubType;
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anim_InitBaseMembers( (BASEANIM * ) psAnim3D, uwStates,
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uwFrameRate, uwObj, ubType, uwID );
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/* add to head of list */
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psAnim3D->psNext = g_animGlobals.psAnimList;
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g_animGlobals.psAnimList = (BASEANIM * ) psAnim3D;
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/* update globals */
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g_animGlobals.uwCurObj = 0;
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return true;
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}
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/***************************************************************************/
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void anim_BeginScript()
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{
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/* update globals */
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g_animGlobals.uwCurState = 0;
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}
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/***************************************************************************/
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BOOL anim_EndScript()
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{
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BASEANIM *psAnim;
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/* get pointer to current anim */
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psAnim = g_animGlobals.psAnimList;
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if ( g_animGlobals.uwCurState != psAnim->uwStates )
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{
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debug( LOG_ERROR, "anim_End3D: states in current anim not consistent with header\n" );
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abort();
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return false;
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}
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/* update globals */
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g_animGlobals.uwCurObj++;
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return true;
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}
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/***************************************************************************/
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BOOL anim_AddFrameToAnim(int iFrame, Vector3i vecPos, Vector3i vecRot, Vector3i vecScale)
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{
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ANIM_STATE *psState;
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BASEANIM *psAnim;
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UWORD uwState;
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/* get pointer to current anim */
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psAnim = g_animGlobals.psAnimList;
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/* check current anim valid */
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ASSERT( psAnim != NULL, "anim_AddFrameToAnim: NULL current anim\n" );
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/* check frame number in range */
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ASSERT( iFrame<psAnim->uwStates,
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"anim_AddFrameToAnim: frame number %i > %i frames in imd\n",
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iFrame, psAnim->uwObj );
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/* get state */
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uwState = (g_animGlobals.uwCurObj * psAnim->uwStates) +
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g_animGlobals.uwCurState;
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psState = &psAnim->psStates[uwState];
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/* set state pointer */
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psState->uwFrame = (UWORD) iFrame;
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psState->vecPos.x = vecPos.x;
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psState->vecPos.y = vecPos.y;
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psState->vecPos.z = vecPos.z;
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/* max anims right-handed; Necromancer anims left */
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psState->vecAngle.x = vecRot.x;
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psState->vecAngle.y = vecRot.y;
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psState->vecAngle.z = vecRot.z;
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psState->vecScale.x = vecScale.x;
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psState->vecScale.y = vecScale.y;
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psState->vecScale.z = vecScale.z;
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/* update globals */
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g_animGlobals.uwCurState++;
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return true;
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}
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/***************************************************************************/
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BASEANIM *anim_GetAnim(UWORD uwAnimID)
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{
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BASEANIM *psAnim;
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/* find matching anim id in list */
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psAnim = g_animGlobals.psAnimList;
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while( psAnim != NULL && psAnim->uwID != uwAnimID )
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{
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psAnim = psAnim->psNext;
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}
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return psAnim;
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}
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/***************************************************************************/
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void anim_SetVals(char szFileName[], UWORD uwAnimID)
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{
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/* get track pointer from resource */
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BASEANIM *psAnim = (BASEANIM*)resGetData( "ANI", szFileName );
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if ( psAnim == NULL )
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{
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debug( LOG_ERROR, "anim_SetVals: can't find anim %s\n", szFileName );
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abort();
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return ;
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}
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/* set anim vals */
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psAnim->uwID = uwAnimID;
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strlcpy(psAnim->szFileName, szFileName, sizeof(psAnim->szFileName));
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}
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/***************************************************************************/
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BASEANIM *anim_LoadFromFile(PHYSFS_file* fileHandle)
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{
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if ( ParseResourceFile( fileHandle ) == false )
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{
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debug( LOG_ERROR, "anim_LoadFromFile: couldn't parse file\n" );
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abort();
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return NULL;
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}
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/* loaded anim is at head of list */
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return g_animGlobals.psAnimList;
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}
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/***************************************************************************/
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UWORD anim_GetAnimID(char *szName)
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{
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BASEANIM *psAnim;
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char *cPos = strstr( szName, ".ani" );
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if ( cPos == NULL )
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{
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debug( LOG_ERROR, "anim_GetAnimID: %s isn't .ani file\n", szName );
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abort();
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return NO_ANIM;
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}
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/* find matching anim string in list */
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psAnim = g_animGlobals.psAnimList;
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while( psAnim != NULL && strcasecmp( psAnim->szFileName, szName ) != 0 )
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{
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psAnim = psAnim->psNext;
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}
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if ( psAnim != NULL )
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{
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return psAnim->uwID;
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}
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else
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{
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return NO_ANIM;
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}
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}
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/***************************************************************************/
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iIMDShape *anim_GetShapeFromID(UWORD uwID)
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{
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BASEANIM *psAnim = g_animGlobals.psAnimList;
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/* find matching anim id in list */
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while( psAnim != NULL && psAnim->uwID != uwID )
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{
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psAnim = psAnim->psNext;
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}
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if ( psAnim == NULL )
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{
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return NULL;
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}
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else
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{
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ANIM3D *psAnim3D = (ANIM3D *)psAnim;
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ASSERT(psAnim3D != NULL, "anim_GetShapeFromID: invalid anim pointer");
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return psAnim3D->psFrames;
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}
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}
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/***************************************************************************/
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UWORD anim_GetFrame3D(ANIM3D *psAnim, UWORD uwObj, UDWORD udwGameTime, UDWORD udwStartTime,
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UDWORD udwStartDelay, Vector3i *psVecPos, Vector3i *psVecRot, Vector3i *psVecScale)
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{
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SDWORD dwTime;
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UWORD uwState, uwFrame;
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ANIM_STATE *psState;
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/* calculate current anim frame */
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dwTime = udwGameTime - udwStartTime - udwStartDelay;
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/* return NULL if animation still delayed */
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if ( dwTime < 0 )
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{
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return ANIM_DELAYED;
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}
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uwFrame = (dwTime % psAnim->uwAnimTime) * psAnim->uwFrameRate / 1000;
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/* check in range */
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ASSERT(uwFrame<psAnim->uwStates, "anim_GetObjectFrame3D: error in animation calculation");
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/* find current state */
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uwState = (uwObj * psAnim->uwStates) + uwFrame;
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psState = &psAnim->psStates[uwState];
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psVecPos->x = psState->vecPos.x / INT_SCALE;
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psVecPos->y = psState->vecPos.y / INT_SCALE;
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psVecPos->z = psState->vecPos.z / INT_SCALE;
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psVecRot->x = psState->vecAngle.x * DEG_1 / INT_SCALE;
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psVecRot->y = psState->vecAngle.y * DEG_1 / INT_SCALE;
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psVecRot->z = psState->vecAngle.z * DEG_1 / INT_SCALE;
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psVecScale->x = psState->vecScale.x;
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psVecScale->y = psState->vecScale.y;
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psVecScale->z = psState->vecScale.z;
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if ( psAnim->ubType == ANIM_3D_TRANS )
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{
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return uwFrame;
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}
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else
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{
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return psAnim->psStates[uwState].uwFrame;
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}
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}
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/***************************************************************************/
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