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re3/src/animation/AnimBlendAssocGroup.cpp

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#include "common.h"
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#if defined _WIN32 && !defined __MINGW32__
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#include "ctype.h"
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#else
#include <cwctype>
#endif
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#include "General.h"
#include "RwHelper.h"
#include "ModelIndices.h"
#include "ModelInfo.h"
#include "AnimManager.h"
#include "RpAnimBlend.h"
#include "AnimBlendAssociation.h"
#include "AnimBlendAssocGroup.h"
//--MIAMI: file done
CAnimBlendAssocGroup::CAnimBlendAssocGroup(void)
{
animBlock = nil;
assocList = nil;
numAssociations = 0;
firstAnimId = 0;
groupId = -1;
}
CAnimBlendAssocGroup::~CAnimBlendAssocGroup(void)
{
DestroyAssociations();
}
void
CAnimBlendAssocGroup::DestroyAssociations(void)
{
if(assocList){
delete[] assocList;
assocList = nil;
numAssociations = 0;
}
}
CAnimBlendAssociation*
CAnimBlendAssocGroup::GetAnimation(uint32 id)
{
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return &assocList[id - firstAnimId];
}
CAnimBlendAssociation*
CAnimBlendAssocGroup::GetAnimation(const char *name)
{
int i;
for(i = 0; i < numAssociations; i++)
if(!CGeneral::faststricmp(assocList[i].hierarchy->name, name))
return &assocList[i];
debug("\n\nCan't find the fucking animation %s\n\n\n", name);
return nil;
}
CAnimBlendAssociation*
CAnimBlendAssocGroup::CopyAnimation(uint32 id)
{
CAnimBlendAssociation *anim = GetAnimation(id);
if(anim == nil)
return nil;
CAnimManager::UncompressAnimation(anim->hierarchy);
return new CAnimBlendAssociation(*anim);
}
CAnimBlendAssociation*
CAnimBlendAssocGroup::CopyAnimation(const char *name)
{
CAnimBlendAssociation *anim = GetAnimation(name);
if(anim == nil)
return nil;
CAnimManager::UncompressAnimation(anim->hierarchy);
return new CAnimBlendAssociation(*anim);
}
bool
strcmpIgnoringDigits(const char *s1, const char *s2)
{
char c1, c2;
for(;;){
c1 = *s1;
c2 = *s2;
if(c1) s1++;
if(c2) s2++;
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if(c1 == '\0' && c2 == '\0') return true;
#if defined _WIN32 && !defined __MINGW32__
if(__ascii_iswdigit(c1) && __ascii_iswdigit(c2))
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#else
if(iswdigit(c1) && iswdigit(c2))
#endif
continue;
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#if defined _WIN32 && !defined __MINGW32__
c1 = __ascii_toupper(c1);
c2 = __ascii_toupper(c2);
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#else
c1 = toupper(c1);
c2 = toupper(c2);
#endif
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if(c1 && c2 && c1 != c2)
return false;
}
}
CBaseModelInfo*
GetModelFromName(const char *name)
{
int i;
CBaseModelInfo *mi;
char playername[32];
if(strncasecmp(name, "CSplay", 6) == 0 &&
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strncasecmp(CModelInfo::GetModelInfo(MI_PLAYER)->GetModelName(), "ig", 2) == 0){
strcpy(playername, CModelInfo::GetModelInfo(MI_PLAYER)->GetModelName());
playername[0] = 'C';
playername[1] = 'S';
name = playername;
}
for(i = 0; i < MODELINFOSIZE; i++){
mi = CModelInfo::GetModelInfo(i);
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if(mi && mi->GetRwObject() && RwObjectGetType(mi->GetRwObject()) == rpCLUMP &&
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strcmpIgnoringDigits(mi->GetModelName(), name))
return mi;
}
return nil;
}
void
CAnimBlendAssocGroup::CreateAssociations(const char *name)
{
int i;
CAnimBlock *animBlock;
DestroyAssociations();
animBlock = CAnimManager::GetAnimationBlock(name);
assocList = new CAnimBlendAssociation[animBlock->numAnims];
numAssociations = 0;
for(i = 0; i < animBlock->numAnims; i++){
CAnimBlendHierarchy *anim = CAnimManager::GetAnimation(animBlock->firstIndex + i);
CBaseModelInfo *model = GetModelFromName(anim->name);
if(model){
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debug("Associated anim %s with model %s\n", anim->name, model->GetModelName());
RpClump *clump = (RpClump*)model->CreateInstance();
RpAnimBlendClumpInit(clump);
assocList[i].Init(clump, anim);
if(IsClumpSkinned(clump))
RpClumpForAllAtomics(clump, AtomicRemoveAnimFromSkinCB, nil);
RpClumpDestroy(clump);
assocList[i].animId = firstAnimId + i;
assocList[i].groupId = groupId;
}else
debug("\n\nCANNOT FIND MODELINFO WITH NAME %s\n\n\n", anim->name);
}
numAssociations = animBlock->numAnims;
}
// Create associations from hierarchies for a given clump
void
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CAnimBlendAssocGroup::CreateAssociations(const char *blockName, RpClump *clump, const char **animNames, int numAssocs)
{
int i;
DestroyAssociations();
animBlock = CAnimManager::GetAnimationBlock(blockName);
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assocList = new CAnimBlendAssociation[numAssocs];
numAssociations = 0;
for(i = 0; i < numAssocs; i++){
assocList[i].Init(clump, CAnimManager::GetAnimation(animNames[i], animBlock));
assocList[i].animId = firstAnimId + i;
assocList[i].groupId = groupId;
}
numAssociations = numAssocs;
}