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CnC_Renegade/Code/ww3d2/hanimmgr.cpp

403 lines
19 KiB
C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** 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 3 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, see <http://www.gnu.org/licenses/>.
*/
/* $Header: /Commando/Code/ww3d2/hanimmgr.cpp 3 1/16/02 9:51a Jani_p $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando / G 3D Library *
* *
* $Archive:: /Commando/Code/ww3d2/hanimmgr.cpp $*
* *
* Author:: Greg_h *
* *
* $Modtime:: 1/16/02 9:49a $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* HAnimManagerClass::HAnimManagerClass -- constructor *
* HAnimManagerClass::~HAnimManagerClass -- destructor *
* HAnimManagerClass::Load_Anim -- loads a set of motion data from a file *
* HAnimManagerClass::Get_Anim_ID -- looks up the ID of a named Hierarchy Animation *
* HAnimManagerClass::Get_Anim -- returns a pointer to the specified animation data *
* HAnimManagerClass::Get_Anim -- returns a pointer to the specified Hierarchy Animation *
* HAnimManagerClass::Free -- de-allocate all memory in use *
* HAnimManagerClass::Free_All_Anims -- de-allocate all currently loaded animations *
* HAnimManagerClass::Load_Raw_Anim -- Load a raw anim *
* HAnimManagerClass::Load_Compressed_Anim -- load a compressed animation *
* HAnimManagerClass::Add_Anim -- Adds an externally created animation to the manager *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "hanimmgr.h"
#include <string.h>
#include "hanim.h"
#include "hrawanim.h"
#include "hcanim.h"
#include "hmorphanim.h"
#include "chunkio.h"
#include "wwmemlog.h"
#include "animatedsoundmgr.h"
/***********************************************************************************************
* HAnimManagerClass::HAnimManagerClass -- constructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 08/11/1997 GH : Created. *
*=============================================================================================*/
HAnimManagerClass::HAnimManagerClass(void)
{
// Create the hash tables
AnimPtrTable = new HashTableClass( 2048 );
MissingAnimTable = new HashTableClass( 2048 );
}
/***********************************************************************************************
* HAnimManagerClass::~HAnimManagerClass -- destructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 08/11/1997 GH : Created. *
*=============================================================================================*/
HAnimManagerClass::~HAnimManagerClass(void)
{
Free_All_Anims();
Reset_Missing(); // Jani: Deleting missing animations as well
delete AnimPtrTable;
AnimPtrTable = NULL;
delete MissingAnimTable;
MissingAnimTable = NULL;
}
/***********************************************************************************************
* HAnimManagerClass::Load_Anim -- loads a set of motion data from a file *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 08/11/1997 GH : Created. *
*=============================================================================================*/
int HAnimManagerClass::Load_Anim(ChunkLoadClass & cload)
{
WWMEMLOG(MEM_ANIMATION);
switch (cload.Cur_Chunk_ID())
{
case W3D_CHUNK_ANIMATION:
return Load_Raw_Anim(cload);
break;
case W3D_CHUNK_COMPRESSED_ANIMATION:
return Load_Compressed_Anim(cload);
break;
case W3D_CHUNK_MORPH_ANIMATION:
return Load_Morph_Anim(cload);
break;
}
return 0;
}
/***********************************************************************************************
* HAnimManagerClass::Load_Morph_Anim -- Load a HMorphAnimClass *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 5/23/2000 pds : Created. *
*=============================================================================================*/
int HAnimManagerClass::Load_Morph_Anim(ChunkLoadClass & cload)
{
HMorphAnimClass * newanim = new HMorphAnimClass;
if (newanim == NULL) {
goto Error;
}
SET_REF_OWNER( newanim );
if (newanim->Load_W3D(cload) != HMorphAnimClass::OK) {
// load failed!
newanim->Release_Ref();
goto Error;
} else if (Peek_Anim(newanim->Get_Name()) != NULL) {
// duplicate exists!
newanim->Release_Ref(); // Release the one we just loaded
goto Error;
} else {
Add_Anim( newanim );
newanim->Release_Ref();
}
return 0;
Error:
return 1;
}
/***********************************************************************************************
* HAnimManagerClass::Load_Raw_Anim -- Load a raw anim *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 5/23/2000 gth : Created. *
*=============================================================================================*/
int HAnimManagerClass::Load_Raw_Anim(ChunkLoadClass & cload)
{
HRawAnimClass * newanim = new HRawAnimClass;
if (newanim == NULL) {
goto Error;
}
SET_REF_OWNER( newanim );
if (newanim->Load_W3D(cload) != HRawAnimClass::OK) {
// load failed!
newanim->Release_Ref();
goto Error;
} else if (Peek_Anim(newanim->Get_Name()) != NULL) {
// duplicate exists!
newanim->Release_Ref(); // Release the one we just loaded
goto Error;
} else {
Add_Anim( newanim );
newanim->Release_Ref();
}
return 0;
Error:
return 1;
}
/***********************************************************************************************
* HAnimManagerClass::Load_Compressed_Anim -- load a compressed animation *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 5/23/2000 gth : Created. *
*=============================================================================================*/
int HAnimManagerClass::Load_Compressed_Anim(ChunkLoadClass & cload)
{
HCompressedAnimClass * newanim = new HCompressedAnimClass;
if (newanim == NULL) {
goto Error;
}
SET_REF_OWNER( newanim );
if (newanim->Load_W3D(cload) != HCompressedAnimClass::OK) {
// load failed!
newanim->Release_Ref();
goto Error;
} else if (Peek_Anim(newanim->Get_Name()) != NULL) {
// duplicate exists!
newanim->Release_Ref(); // Release the one we just loaded
goto Error;
} else {
Add_Anim( newanim );
newanim->Release_Ref();
}
return 0;
Error:
return 1;
}
/***********************************************************************************************
* HAnimManagerClass::Peek_Anim -- returns a pointer to the specified animation data *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 08/11/1997 GH : Created. *
*=============================================================================================*/
HAnimClass * HAnimManagerClass::Peek_Anim(const char * name)
{
return (HAnimClass*)AnimPtrTable->Find( name );
}
/***********************************************************************************************
* HAnimManagerClass::Get_Anim -- returns a pointer to the specified animation data *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 08/11/1997 GH : Created. *
*=============================================================================================*/
HAnimClass * HAnimManagerClass::Get_Anim(const char * name)
{
HAnimClass * anim = Peek_Anim( name );
if ( anim != NULL ) {
anim->Add_Ref();
}
return anim;
}
/***********************************************************************************************
* HAnimManagerClass::Free_All_Anims -- de-allocate all currently loaded animations *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 08/11/1997 GH : Created. *
*=============================================================================================*/
void HAnimManagerClass::Free_All_Anims(void)
{
// Make an iterator, and release all ptrs
HAnimManagerIterator it( *this );
for( it.First(); !it.Is_Done(); it.Next() ) {
HAnimClass *anim = it.Get_Current_Anim();
anim->Release_Ref();
}
// Then clear the table
AnimPtrTable->Reset();
}
/***********************************************************************************************
* HAnimManagerClass::Add_Anim -- Adds an externally created animation to the manager *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 05/31/2000 PDS : Created. *
*=============================================================================================*/
bool HAnimManagerClass::Add_Anim(HAnimClass *new_anim)
{
WWASSERT (new_anim != NULL);
// Increment the refcount on the new animation and add it to our table.
new_anim->Add_Ref ();
AnimPtrTable->Add( new_anim );
//
// Check to see if this animation has any embedded sounds that may
// need to play while its animating.
//
bool has_sound_trigger = AnimatedSoundMgrClass::Does_Animation_Have_Embedded_Sounds( new_anim );
new_anim->Set_Has_Embedded_Sounds( has_sound_trigger );
return true;
}
/*
** Missing Anims
**
** The idea here, allow the system to register which anims are determined to be missing
** so that if they are asked for again, we can quickly return NULL, without searching the
** disk again.
*/
void HAnimManagerClass::Register_Missing( const char * name )
{
MissingAnimTable->Add( new MissingAnimClass( name ) );
}
bool HAnimManagerClass::Is_Missing( const char * name )
{
return ( MissingAnimTable->Find( name ) != NULL );
}
void HAnimManagerClass::Reset_Missing( void )
{
// Make an iterator, and release all ptrs
HashTableIteratorClass it( *MissingAnimTable );
for( it.First(); !it.Is_Done(); it.Next() ) {
MissingAnimClass *missing = (MissingAnimClass *)it.Get_Current();
delete missing;
}
// Then clear the table
MissingAnimTable->Reset();
}
/*
** Iterator converter from HashableClass to HAnimClass
*/
HAnimClass * HAnimManagerIterator::Get_Current_Anim( void )
{
return (HAnimClass *)Get_Current();
}