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authorFelix Morgner <felix.morgner@gmail.com>2026-08-24 11:16:07 +0200
committerFelix Morgner <felix.morgner@gmail.com>2026-08-24 11:16:07 +0200
commitc068f22329d5cc722622a2183bbb22eef2093df7 (patch)
tree12d56c1aede67988a55e241364606bfbb4dba933 /src/parsec/obj_vani.cpp
downloadopenparsec-main.tar.xz
openparsec-main.zip
initial importHEADmain
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diff --git a/src/parsec/obj_vani.cpp b/src/parsec/obj_vani.cpp
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+/*
+ * PARSEC - Vertex Animations
+ *
+ * $Author: uberlinuxguy $ - $Date: 2004/09/15 12:25:24 $
+ *
+ * Orginally written by:
+ * Copyright (c) Markus Hadwiger <msh@parsec.org> 2000
+ *
+ * This program 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.
+ *
+ * This program 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 this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+// C library
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+// compilation flags/debug support
+#include "config.h"
+#include "debug.h"
+
+// general definitions
+#include "general.h"
+#include "objstruc.h"
+
+// global externals
+#include "globals.h"
+
+// mathematics header
+#include "utl_math.h"
+
+// local module header
+#include "obj_vani.h"
+
+// proprietary module headers
+#include "e_vtxani.h"
+#include "obj_clas.h"
+#include "obj_creg.h"
+#include "obj_name.h"
+
+
+
+// vertex animation callback that does not actually do any animation ----------
+//
+PRIVATE
+int VtxAnimIdentity( GenObject *gobj, dword animid )
+{
+ ASSERT( gobj != NULL );
+ ASSERT( animid < gobj->ActiveVtxAnims );
+
+ return TRUE;
+}
+
+
+// vertex animation callback for hurricane ------------------------------------
+//
+PRIVATE
+int VtxAnimHurricane( GenObject *gobj, dword animid )
+{
+ ASSERT( gobj != NULL );
+ ASSERT( animid < gobj->ActiveVtxAnims );
+
+ VtxAnimState *anim = &gobj->VtxAnimStates[ animid ];
+
+ bams_t angle = 0x0020 * CurScreenRefFrames;
+ CamRotZ( anim->CurrentXmatrx, angle );
+
+ return TRUE;
+}
+
+
+// register vertex animations for hurricane -----------------------------------
+//
+PRIVATE
+void RegisterVtxAnimsHurricane( GenObject *gobj )
+{
+ ASSERT( gobj != NULL );
+ ASSERT( gobj->ActiveVtxAnims == 0 );
+ ASSERT( gobj->VtxAnimStates != NULL );
+
+ dword *faceids = (dword *) ALLOCMEM( ( 72 - 0 ) * sizeof( dword ) );
+ if ( faceids == NULL ) {
+ OUTOFMEM( 0 );
+ }
+
+ int faceid;
+ dword *fillp = faceids;
+
+ // fi06_17a.3df
+ for ( faceid = 0; faceid <= 31; )
+ *fillp++ = faceid++;
+ // fi06_10a.3df (partly)
+ for ( faceid = 32; faceid <= 63; )
+ *fillp++ = faceid++;
+ // fi06_18a.3df
+ for ( faceid = 64; faceid <= 71; )
+ *fillp++ = faceid++;
+
+ VtxAnimState *anim = VtxAnimCreateFromFaceList( gobj, 0, ( 72 - 0 ), faceids );
+ if ( anim != NULL ) {
+ anim->AnimCallback = VtxAnimHurricane;
+ MakeIdMatrx( anim->CurrentXmatrx );
+ }
+
+ FREEMEM( faceids );
+}
+
+
+// vertex animation callback for proximity mine extra -------------------------
+//
+PRIVATE
+int VtxAnimProximityMine( GenObject *gobj, dword animid )
+{
+ ASSERT( gobj != NULL );
+ ASSERT( animid < gobj->ActiveVtxAnims );
+
+ VtxAnimState *anim = &gobj->VtxAnimStates[ animid ];
+
+ bams_t angle = -0x0010 * CurScreenRefFrames;
+ CamRotX( anim->CurrentXmatrx, angle );
+ angle = -0x002a * CurScreenRefFrames;
+ CamRotY( anim->CurrentXmatrx, angle );
+ angle = -0x0014 * CurScreenRefFrames;
+ CamRotZ( anim->CurrentXmatrx, angle );
+
+ return TRUE;
+}
+
+
+// register vertex animations for proximity mine extra ------------------------
+//
+PRIVATE
+void RegisterVtxAnimsProximityMine( GenObject *gobj )
+{
+ ASSERT( gobj != NULL );
+ ASSERT( gobj->ActiveVtxAnims == 0 );
+ ASSERT( gobj->VtxAnimStates != NULL );
+
+ dword faceids[ 16 ];
+ for ( int faceid = 0; faceid < 16; faceid++ ) {
+ faceids[ faceid ] = faceid;
+ }
+
+ // mi01_01a.3df (core)
+ VtxAnimState *anim = VtxAnimCreateFromFaceList( gobj, 0, 8, &faceids[ 0 ] );
+ if ( anim != NULL ) {
+ anim->AnimCallback = VtxAnimProximityMine;
+ MakeIdMatrx( anim->CurrentXmatrx );
+ }
+
+ // mi01_01a.3df (hull)
+ anim = VtxAnimCreateFromFaceList( gobj, 0, 8, &faceids[ 0 ] );
+ if ( anim != NULL ) {
+ anim->AnimCallback = VtxAnimIdentity;
+ MakeIdMatrx( anim->CurrentXmatrx );
+ }
+}
+
+
+// vertex animation callback for invulnerability extra ------------------------
+//
+PRIVATE
+int VtxAnimInvulnerability( GenObject *gobj, dword animid )
+{
+ ASSERT( gobj != NULL );
+ ASSERT( animid < gobj->ActiveVtxAnims );
+
+ VtxAnimState *anim = &gobj->VtxAnimStates[ animid ];
+
+ bams_t angle = -0x0010 * CurScreenRefFrames;
+ CamRotX( anim->CurrentXmatrx, angle );
+ angle = -0x0020 * CurScreenRefFrames;
+ CamRotY( anim->CurrentXmatrx, angle );
+
+ return TRUE;
+}
+
+
+// register vertex animations for invulnerability extra -----------------------
+//
+PRIVATE
+void RegisterVtxAnimsInvulnerability( GenObject *gobj )
+{
+ ASSERT( gobj != NULL );
+ ASSERT( gobj->ActiveVtxAnims == 0 );
+ ASSERT( gobj->VtxAnimStates != NULL );
+
+ dword *faceids = (dword *) ALLOCMEM( ( 224 - 0 ) * sizeof( dword ) );
+ if ( faceids == NULL ) {
+ OUTOFMEM( 0 );
+ }
+
+ int faceid;
+ dword *fillp = faceids;
+
+ // in01_00a.3df
+ for ( faceid = 0; faceid <= 223; )
+ *fillp++ = faceid++;
+
+ VtxAnimState *anim = VtxAnimCreateFromFaceList( gobj, 0, ( 224 - 0 ), faceids );
+ if ( anim != NULL ) {
+ anim->AnimCallback = VtxAnimInvulnerability;
+ MakeIdMatrx( anim->CurrentXmatrx );
+ }
+
+ FREEMEM( faceids );
+}
+
+
+// vertex animation callback for afterburner extra ----------------------------
+//
+PRIVATE
+int VtxAnimAfterburner( GenObject *gobj, dword animid )
+{
+ ASSERT( gobj != NULL );
+ ASSERT( animid < gobj->ActiveVtxAnims );
+
+ VtxAnimState *anim = &gobj->VtxAnimStates[ animid ];
+
+ bams_t angle = -0x0015 * CurScreenRefFrames;
+ CamRotX( anim->CurrentXmatrx, angle );
+ angle = -0x0024 * CurScreenRefFrames;
+ CamRotZ( anim->CurrentXmatrx, angle );
+
+ return TRUE;
+}
+
+
+// register vertex animations for afterburner extra ---------------------------
+//
+PRIVATE
+void RegisterVtxAnimsAfterburner( GenObject *gobj )
+{
+ ASSERT( gobj != NULL );
+ ASSERT( gobj->ActiveVtxAnims == 0 );
+ ASSERT( gobj->VtxAnimStates != NULL );
+
+ dword *faceids = (dword *) ALLOCMEM( ( 224 - 0 ) * sizeof( dword ) );
+ if ( faceids == NULL ) {
+ OUTOFMEM( 0 );
+ }
+
+ int faceid;
+ dword *fillp = faceids;
+
+ // in01_00a.3df
+ for ( faceid = 0; faceid <= 223; )
+ *fillp++ = faceid++;
+
+ VtxAnimState *anim = VtxAnimCreateFromFaceList( gobj, 0, ( 224 - 0 ), faceids );
+ if ( anim != NULL ) {
+ anim->AnimCallback = VtxAnimAfterburner;
+ MakeIdMatrx( anim->CurrentXmatrx );
+ }
+
+ FREEMEM( faceids );
+}
+
+
+// vertex animation callback for swarm missiles pack --------------------------
+//
+PRIVATE
+int VtxAnimSwarmMissiles( GenObject *gobj, dword animid )
+{
+ ASSERT( gobj != NULL );
+ ASSERT( animid < gobj->ActiveVtxAnims );
+
+ VtxAnimState *anim = &gobj->VtxAnimStates[ animid ];
+
+ bams_t angle = -0x0015 * CurScreenRefFrames;
+ CamRotX( anim->CurrentXmatrx, angle );
+ angle = -0x0024 * CurScreenRefFrames;
+ CamRotZ( anim->CurrentXmatrx, angle );
+
+ return TRUE;
+}
+
+
+// register vertex animations for swarm missiles pack -------------------------
+//
+PRIVATE
+void RegisterVtxAnimsSwarmMissiles( GenObject *gobj )
+{
+ ASSERT( gobj != NULL );
+ ASSERT( gobj->ActiveVtxAnims == 0 );
+ ASSERT( gobj->VtxAnimStates != NULL );
+
+ dword *faceids = (dword *) ALLOCMEM( ( 224 - 0 ) * sizeof( dword ) );
+ if ( faceids == NULL ) {
+ OUTOFMEM( 0 );
+ }
+
+ int faceid;
+ dword *fillp = faceids;
+
+ // in01_00a.3df
+ for ( faceid = 0; faceid <= 223; )
+ *fillp++ = faceid++;
+
+ VtxAnimState *anim = VtxAnimCreateFromFaceList( gobj, 0, ( 224 - 0 ), faceids );
+ if ( anim != NULL ) {
+ anim->AnimCallback = VtxAnimSwarmMissiles;
+ MakeIdMatrx( anim->CurrentXmatrx );
+ }
+
+ FREEMEM( faceids );
+}
+
+
+// register vertex animation function -----------------------------------------
+//
+int OBJ_RegisterVtxAnimation( const char *classname, register_vtxanim_fpt regfunc )
+{
+ ASSERT( classname != NULL );
+ ASSERT( regfunc != NULL );
+
+ // try to resolve name to id
+ dword classid = OBJ_FetchObjectClassId( classname );
+ if ( classid == CLASS_ID_INVALID ) {
+ return FALSE;
+ }
+
+ GenObject *gobj = ObjClasses[ classid ];
+
+ // double registration not allowed
+ if ( gobj->ActiveVtxAnims > 0 ) {
+ return FALSE;
+ }
+
+ // only possible if memory reserved
+ if ( gobj->VtxAnimStates == NULL ) {
+ return FALSE;
+ }
+
+ // call registration function
+ (*regfunc)( gobj );
+
+ return TRUE;
+}
+
+
+// register vertex animations for all relevant and accessible classes ---------
+//
+PRIVATE
+void RegisterVertexAnimations( int numparams, int *params )
+{
+ //NOTE:
+ // must be idempotent.
+
+ // ships
+ OBJ_RegisterVtxAnimation(
+ OBJCLASSNAME_SHIP_HURRICANE, RegisterVtxAnimsHurricane );
+
+ // extras
+ OBJ_RegisterVtxAnimation(
+ OBJCLASSNAME_MISSILE_MINE, RegisterVtxAnimsProximityMine );
+
+ OBJ_RegisterVtxAnimation(
+ OBJCLASSNAME_DEVICE_INVULNERABILITY, RegisterVtxAnimsInvulnerability );
+
+ OBJ_RegisterVtxAnimation(
+ OBJCLASSNAME_DEVICE_AFTERBURNER, RegisterVtxAnimsAfterburner );
+
+ OBJ_RegisterVtxAnimation(
+ OBJCLASSNAME_EXTRA_PACK_SWARM, RegisterVtxAnimsSwarmMissiles );
+}
+
+
+// module registration function -----------------------------------------------
+//
+REGISTER_MODULE( OBJ_VANI )
+{
+ // register on creg
+ OBJ_RegisterClassRegistration( RegisterVertexAnimations );
+}
+
+
+