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fs2open.github.com/code/anim/animplay.cpp
T

1165 lines
32 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "anim/animplay.h"
#include "globalincs/linklist.h"
#include "io/timer.h"
#include "bmpman/bmpman.h"
#include "graphics/2d.h"
#include "render/3d.h"
#include "pcxutils/pcxutils.h"
#include "anim/packunpack.h"
#include "cfile/cfile.h"
#include "cmdline/cmdline.h"
static color Color_xparent;
anim *first_anim = NULL;
anim_instance anim_free_list;
anim_instance anim_render_list;
#define MAX_ANIM_INSTANCES 25
anim_instance anim_render_instance[MAX_ANIM_INSTANCES];
int Anim_paused; // global variable to pause the playing back of anims
int Anim_inited = FALSE;
fix t1,t2;
int Anim_ignore_frametime=0; // flag used to ignore frametime... useful when need to avoid saturated frametimes
// -------------------------------------------------------------------------------------------------
// anim_init() will queue all the anim_render_instance[] elements onto the anim_free_list
//
void anim_init()
{
int i;
if ( Anim_inited == TRUE )
return;
list_init( &anim_free_list );
list_init( &anim_render_list );
// Link all anim render slots into the free list
for (i=1; i < MAX_ANIM_INSTANCES; i++) {
list_append(&anim_free_list, &anim_render_instance[i]);
}
Anim_paused = 0;
Anim_inited = TRUE;
}
// -------------------------------------------------------------------------------------------------
// anim_render_all() will display the frames for the currently playing anims
//
void anim_render_all(int screen_id, float frametime)
{
anim_instance* A;
anim_instance* temp;
A = GET_FIRST(&anim_render_list);
while( A !=END_OF_LIST(&anim_render_list) ) {
temp = GET_NEXT(A);
if ( A->screen_id == screen_id ) {
if ( Anim_ignore_frametime ) {
frametime = 0.0f;
Anim_ignore_frametime=0;
}
if ( anim_show_next_frame(A, frametime) == -1 ) {
A->data = NULL;
anim_release_render_instance(A);
}
}
A = temp;
}
}
// -------------------------------------------------------------------------------------------------
// anim_render_one() will display the frames for the passed animation, it will ignore animations which
// do not have the same id as the passed screen_id
//
void anim_render_one(int screen_id, anim_instance *ani, float frametime)
{
// make sure this guy's screen id matches the passed one
if(screen_id != ani->screen_id){
return;
}
// otherwise render it
if ( Anim_ignore_frametime ) {
frametime = 0.0f;
Anim_ignore_frametime=0;
}
if ( anim_show_next_frame(ani, frametime) == -1 ) {
ani->data = NULL;
anim_release_render_instance(ani);
}
}
MONITOR(NumANIPlayed)
// Setup an anim_play_struct for passing into anim_play(). Will fill in default values, which you
// can then change before calling anim_play().
//
void anim_play_init(anim_play_struct *aps, anim *a_info, int x, int y)
{
aps->anim_info = a_info;
aps->x = x;
aps->y = y;
aps->start_at = 0;
aps->stop_at = a_info->total_frames - 1;
aps->screen_id = 0;
aps->world_pos = NULL;
aps->radius = 0.0f;
aps->framerate_independent = 0;
aps->color = NULL;
aps->skip_frames = 1;
aps->looped = 0;
aps->ping_pong = 0;
}
// -------------------------------------------------------------------------------------------------
// anim_play() will add an anim instance to the anim_render_list. This will cause the
// anim to be played at the x,y position specified in the parameter list.
//
// input:
//
// anim_info => the compressed animation that we should make an instance from
// x => x position of animation to play at (top left corner)
// y => y position of animation to play at ( top left corner)
// start_at => frame number to start at (note: numbering is from 0->num_frames-1)
// stop_at => frame number to stop at (note: numbering is from 0->num_frames-1)
// screen_id => OPTIONAL (default value 0): screen signature so animation only plays when
// anim_render_all() called with that same signature
// world_pos => OPTIONAL (default value NULL): only give a world pos when you want to
// play the animation at a 3D location. You must specify radius when
// this is non-null.
// radius => OPTIONAL (default value 0): only needed when the animation is playing
// as a 3D animation (this is only when world_pos in not NULL).
// fi => OPTIONAL (default value 0): framerate indepentdent flag, when set TRUE
// the animation will skip frames if necessary to maintain the fps value
// associated with the animation
// color => OPTIONAL (default value NULL) address of an alpha color struct. Only
// required when the animation should be drawn with an alpha color.
// skip_frames => OPTIONAL (default value 1) should anim skip frames when doing framerate
// independent playback
// looped => OPTIONAL (default value 0) should anim play looped (ie forever)
//
// returns:
//
// pointer to instance => success
// NULL => if anim anim could not be played
//
anim_instance *anim_play(anim_play_struct *aps)
{
Assert( aps->anim_info != NULL );
Assert( aps->start_at >= 0 );
Assert( aps->stop_at < aps->anim_info->total_frames );
// Assert( aps->stop_at >= aps->start_at );
Assert( !(aps->looped && aps->ping_pong) ); // shouldn't have these both set at once
MONITOR_INC(NumANIPlayed, 1);
// if (aps->ping_pong && !(aps->anim_info->flags & ANF_ALL_KEYFRAMES));
anim_instance *instance;
// Find next free anim instance slot on queue
instance = GET_FIRST(&anim_free_list);
Assert( instance != &anim_free_list ); // shouldn't have the dummy element
// remove instance from the free list
list_remove( &anim_free_list, instance );
// insert instance onto the end of anim_render_list
list_append( &anim_render_list, instance );
aps->anim_info->instance_count++;
instance->frame_num = -1;
instance->last_frame_num = -99;
instance->parent = aps->anim_info;
instance->data = aps->anim_info->data;
if ( anim_instance_is_streamed(instance) ) {
instance->file_offset = instance->parent->file_offset;
}
instance->frame = (ubyte *) vm_malloc(instance->parent->width * instance->parent->height * 2);
Assert( instance->frame != NULL );
memset( instance->frame, 0, instance->parent->width * instance->parent->height * 2 );
instance->time_elapsed = 0.0f;
instance->stop_at = aps->stop_at;
instance->x = aps->x;
instance->y = aps->y;
instance->world_pos = aps->world_pos;
instance->radius = aps->radius;
instance->framerate_independent = aps->framerate_independent;
instance->last_bitmap = -1;
instance->stop_now = FALSE;
instance->screen_id = aps->screen_id;
instance->aa_color = aps->color;
instance->skip_frames = aps->skip_frames;
instance->looped = aps->looped;
instance->ping_pong = aps->ping_pong;
instance->direction = ANIM_DIRECT_FORWARD;
instance->paused = 0;
instance->loop_count = 0;
if ( aps->color == NULL ){
instance->xlate_pal = 1;
} else {
instance->xlate_pal = 0;
}
// determining the start_at frame is more complicated, since it must be a key-frame.
// Futhermore, need to subtract 1 from key-frame number, since frame number is always
// incremented the first time anim_show_next_frame() is called
instance->start_at = aps->start_at;
if ( aps->start_at > 0 ) {
key_frame *keyp;
int idx;
int key = 0;
int offset = 0;
int frame_num = aps->start_at;
keyp = instance->parent->keys;
idx = 0;
while (idx < instance->parent->num_keys) {
if (key == frame_num)
break;
key = keyp[idx].frame_num - 1;
offset = keyp[idx].offset;
idx++;
}
/*while (keyp) {
if (( (keyp->frame_num-1) <= frame_num) && ( (keyp->frame_num-1) > key)) { // find closest key
key = keyp->frame_num-1;
offset = keyp->offset;
if ( key == frame_num )
break;
}
keyp = keyp->next;
}*/
if (key > instance->frame_num) { // best key is closer than current position
instance->frame_num = key;
if ( anim_instance_is_streamed(instance) ) {
instance->file_offset = instance->parent->file_offset + offset;
} else {
instance->data = instance->parent->data + offset;
}
}
instance->frame_num--; // required
}
return instance;
}
// -----------------------------------------------------------------------------
// anim_show_next_frame()
//
// This function is called to blit the next frame of an anim instance to the
// screen. This is normally called by the anim_render_all() function.
//
// input: instance => pointer to animation instance
// frametime => time elapsed since last call, in seconds
//
int anim_show_next_frame(anim_instance *instance, float frametime)
{
int bitmap_id, bitmap_flags=0, new_frame_num, frame_diff=0, i, n_frames=0,frame_save;
float percent_through, decompress_time, render_time, time;
vertex image_vertex;
int aabitmap = 0;
int bpp = 16;
Assert( instance != NULL );
instance->time_elapsed += frametime;
// Advance to the next frame, if we determine enough time has elapsed.
if(instance->direction == ANIM_DIRECT_FORWARD)
n_frames = instance->stop_at - instance->start_at + 1;
else if(instance->direction == ANIM_DIRECT_REVERSE)
n_frames = instance->start_at - instance->stop_at + 1;
time = n_frames / i2fl(instance->parent->fps);
percent_through = instance->time_elapsed / time;
if(instance->direction == ANIM_DIRECT_FORWARD)
new_frame_num = instance->start_at - 1 + fl2i(percent_through * n_frames + 0.5f);
else
new_frame_num = instance->start_at - 1 - fl2i(percent_through * n_frames + 0.5f);
frame_save = instance->frame_num;
// If framerate independent, use the new_frame_num... unless instance->skip_frames is
// FALSE, then only advance a maximum of one frame (this is needed since some big animations
// should just play slower rather than taking the hit of decompressing multiple frames and
// creating an even greater slowdown
if (instance->framerate_independent) {
if(instance->direction == ANIM_DIRECT_FORWARD){
if ( new_frame_num > instance->last_frame_num) {
if ( instance->skip_frames )
instance->frame_num = new_frame_num;
else
instance->frame_num++;
}
} else if(instance->direction == ANIM_DIRECT_REVERSE){
if( new_frame_num < instance->last_frame_num) {
if ( instance->skip_frames )
instance->frame_num = new_frame_num;
else
instance->frame_num--;
}
}
}
else {
if(instance->direction == ANIM_DIRECT_FORWARD){
if ( new_frame_num > instance->last_frame_num) {
instance->frame_num++;
}
} else if(instance->direction == ANIM_DIRECT_REVERSE){
if ( new_frame_num < instance->last_frame_num) {
instance->frame_num--;
}
}
}
if(instance->direction == ANIM_DIRECT_FORWARD){
if ( instance->frame_num < instance->start_at ) {
instance->frame_num = instance->start_at;
}
} else if(instance->direction == ANIM_DIRECT_REVERSE){
if ( instance->frame_num > instance->start_at ) {
instance->frame_num = instance->start_at;
}
}
if ( instance->stop_now == TRUE ) {
return -1;
}
// If past the last frame, clamp to the last frame and then set the stop_now flag in the
// anim instance. The next iteration, the animation will stop.
if(instance->direction == ANIM_DIRECT_FORWARD){
if (instance->frame_num >= instance->stop_at ) {
if (instance->looped) { // looped animations
instance->frame_num = instance->stop_at;
instance->time_elapsed = 0.0f;
} else if(instance->ping_pong) { // pingponged animations
instance->frame_num = instance->stop_at;
// instance->time_elapsed = 0.0f;
anim_reverse_direction(instance);
} else { // one-shot animations
instance->frame_num = instance->stop_at;
instance->last_frame_num = instance->frame_num;
instance->stop_now = TRUE;
}
}
} else if(instance->direction == ANIM_DIRECT_REVERSE){
if (instance->frame_num <= instance->stop_at ) {
if (instance->looped) { // looped animations
instance->frame_num = instance->stop_at;
instance->time_elapsed = 0.0f;
} else if(instance->ping_pong) { // pingponged animations
instance->frame_num = instance->stop_at;
// instance->time_elapsed = 0.0f;
anim_reverse_direction(instance);
} else { // one-shot animations
instance->frame_num = instance->stop_at+1;
instance->last_frame_num = instance->frame_num;
instance->stop_now = TRUE;
}
}
}
if(instance->direction == ANIM_DIRECT_FORWARD){
if( instance->last_frame_num >= instance->start_at ) {
frame_diff = instance->frame_num - instance->last_frame_num;
} else {
frame_diff = 1;
}
} else if(instance->direction == ANIM_DIRECT_REVERSE){
if( instance->last_frame_num <= instance->start_at ) {
frame_diff = instance->last_frame_num - instance->frame_num;
} else {
frame_diff = 1;
}
}
Assert(frame_diff >= 0);
// nprintf(("Alan","FRAME DIFF: %d\n",frame_diff));
Assert( instance->frame_num >= 0 && instance->frame_num < instance->parent->total_frames );
// if the anim is paused, ignore all the above changes and still display this frame
if(instance->paused || Anim_paused){
instance->frame_num = frame_save;
instance->time_elapsed -= frametime;
frame_diff = 0;
}
if (instance->parent->flags & ANF_XPARENT){
// bitmap_flags = BMP_XPARENT;
bitmap_flags = 0;
}
bpp = 16;
if(instance->aa_color != NULL){
bitmap_flags |= BMP_AABITMAP;
aabitmap = 1;
bpp = 8;
}
if ( frame_diff > 0 ) {
instance->last_frame_num = instance->frame_num;
t1 = timer_get_fixed_seconds();
for ( i = 0; i < frame_diff; i++ ) {
anim_check_for_palette_change(instance);
// if we're playing backwards, every frame must be a keyframe and we set the data ptr here
if(instance->direction == ANIM_DIRECT_REVERSE){
if ( anim_instance_is_streamed(instance) ) {
instance->file_offset = instance->parent->file_offset + instance->parent->keys[instance->frame_num-1].offset;
} else {
instance->data = instance->parent->data + instance->parent->keys[instance->frame_num-1].offset;
}
}
ubyte *temp = NULL;
int temp_file_offset = -1;
// if we're using bitmap polys
BM_SELECT_TEX_FORMAT();
if ( anim_instance_is_streamed(instance) ) {
if ( instance->xlate_pal ){
temp_file_offset = unpack_frame_from_file(instance, instance->frame, instance->parent->width*instance->parent->height, instance->parent->palette_translation, aabitmap, bpp);
} else {
temp_file_offset = unpack_frame_from_file(instance, instance->frame, instance->parent->width*instance->parent->height, NULL, aabitmap, bpp);
}
} else {
if ( instance->xlate_pal ){
temp = unpack_frame(instance, instance->data, instance->frame, instance->parent->width*instance->parent->height, instance->parent->palette_translation, aabitmap, bpp);
} else {
temp = unpack_frame(instance, instance->data, instance->frame, instance->parent->width*instance->parent->height, NULL, aabitmap, bpp);
}
}
// always go back to screen format
BM_SELECT_SCREEN_FORMAT();
// see if we had an error during decode (corrupted anim stream)
if ( (temp == NULL) && (temp_file_offset < 0) ) {
mprintf(("ANI: Fatal ERROR at frame %i!! Aborting playback of \"%s\"...\n", instance->frame_num, instance->parent->name));
// return -1 to end all playing of this anim instanc
return -1;
}
if(instance->direction == ANIM_DIRECT_FORWARD){
if ( anim_instance_is_streamed(instance) ) {
instance->file_offset = temp_file_offset;
} else {
instance->data = temp;
}
}
}
t2 = timer_get_fixed_seconds();
}
else {
t2=t1=0;
}
// this only happens when the anim is being looped, we need to reset the last_frame_num
if ( (instance->time_elapsed == 0) && (instance->looped) ) {
instance->last_frame_num = -1;
instance->frame_num = -1;
instance->data = instance->parent->data;
instance->file_offset = instance->parent->file_offset;
instance->loop_count++;
}
decompress_time = f2fl(t2-t1);
t1 = timer_get_fixed_seconds();
if ( frame_diff == 0 && instance->last_bitmap != -1 ) {
bitmap_id = instance->last_bitmap;
}
else {
if ( instance->last_bitmap != -1 ){
bm_release(instance->last_bitmap);
}
bitmap_id = bm_create(16, instance->parent->width, instance->parent->height, instance->frame, bitmap_flags);
}
if ( bitmap_id == -1 ) {
// anim has finsished playing, free the instance frame data
anim_release_render_instance(instance);
return -1;
// NOTE: there is no need to free the instance, since it was pre-allocated as
// part of the anim_free_list
}
else {
gr_set_bitmap(bitmap_id);
// determine x,y to display the bitmap at
if ( instance->world_pos == NULL ) {
if ( instance->aa_color == NULL ) {
gr_bitmap(instance->x, instance->y);
}
else {
gr_set_color_fast( (color*)instance->aa_color );
gr_aabitmap(instance->x, instance->y);
}
}
else {
g3_rotate_vertex(&image_vertex,instance->world_pos);
Assert(instance->radius != 0.0f);
g3_draw_bitmap(&image_vertex, 0, instance->radius*1.5f, TMAP_FLAG_TEXTURED | TMAP_HTL_2D);
}
//bm_release(bitmap_id);
instance->last_bitmap = bitmap_id;
}
t2 = timer_get_fixed_seconds();
render_time = f2fl(t2-t1);
// nprintf(("Alan","DECOMPRESS: %.3fms RENDER: %.3fms\n", decompress_time*1000, render_time*1000));
return 0;
}
// -----------------------------------------------------------------------------
// anim_stop_playing()
//
// Stop an anim instance that is on the anim_render_list from playing
//
int anim_stop_playing(anim_instance* instance)
{
Assert(instance != NULL);
if ( anim_playing(instance) ) {
anim_release_render_instance(instance);
}
return 0;
}
// -----------------------------------------------------------------------------
// anim_release_render_instance()
//
// Free a particular animation instance that is on the anim_render_list. Do
// not call this function to free an animation instance in general (use
// free_anim_instance() for that), only when you want to free an instance
// that is on the anim_render_list
//
void anim_release_render_instance(anim_instance* instance)
{
Assert( instance != NULL );
if (instance->frame != NULL)
vm_free(instance->frame);
instance->frame = NULL;
instance->parent->instance_count--;
if ( instance->last_bitmap != -1 ) {
bm_release(instance->last_bitmap);
instance->last_bitmap = -1;
}
// remove instance from anim_render_list
list_remove( &anim_render_list, instance );
// insert instance into the anim_free_list
list_append( &anim_free_list, instance );
}
// -----------------------------------------------------------------------------
// anim_release_all_instances()
//
// Free all anim instances that are on the anim_render_list.
//
// input: screen_id => optional parameter that lets you only free a subset
// of the anim instances. A screen_id of 0 is the default
// value, and this is used for animations that always play
// when they are placed on the aim_render_list.
//
void anim_release_all_instances(int screen_id)
{
anim_instance* A;
anim_instance* temp;
if ( Anim_inited == FALSE )
return;
A = GET_FIRST(&anim_render_list);
while( A !=END_OF_LIST(&anim_render_list) ) {
temp = GET_NEXT(A);
if ( A->screen_id == screen_id || screen_id == 0 ) {
anim_release_render_instance(A);
}
A = temp;
}
}
// -----------------------------------------------------------------------------
// anim_read_header()
//
// Read the header of a .ani file. Below is the format of a .ani header
//
// #bytes | description
// 2 | obsolete, kept for compatibility with old versions
// 2 | version number
// 2 | fps
// 1 | transparent red value
// 1 | transparent green value
// 1 | transparent blue value
// 2 | width
// 2 | height
// 2 | number of frames
// 1 | packer code
// 763 | palette
// 2 | number of key frames
// 2 | key frame number } repeats
// 4 | key frame offset } repeats
// 4 | compressed data length
//
void anim_read_header(anim *ptr, CFILE *fp)
{
ptr->width = cfread_short(fp);
// If first 2 bytes are zero, this means we are using a new format, which includes
// a version, and fps values. This is only done since a version number was not included
// in the original header.
// default
Color_xparent.red = 0;
Color_xparent.green = 255;
Color_xparent.blue = 0;
if ( ptr->width == 0 ) {
ptr->version = cfread_short(fp);
ptr->fps = cfread_short(fp);
// version 2 added a custom transparency color
if ( ptr->version >= 2 ) {
cfread(&Color_xparent.red, 1, 1, fp);
cfread(&Color_xparent.green, 1, 1, fp);
cfread(&Color_xparent.blue, 1, 1, fp);
}
ptr->width = cfread_short(fp);
}
else {
ptr->version = 0;
ptr->fps = 30;
}
ptr->height = cfread_short(fp);
#ifndef NDEBUG
// get size of ani compared to power of 2
int r, floor_pow;
r = ptr->height;
floor_pow = 0;
while(r >= 2) {
r /= 2;
floor_pow++;
}
int floor_size = (int) pow(2.0, floor_pow);
int diff = ptr->height - floor_size;
float waste = 100.0f * float((floor_size - diff))/(2.0f *(float)floor_size);
if (diff != 0) {
if (ptr->height > 16) {
mprintf(("ANI %s with size %dx%d (%.1f%% wasted)\n", ptr->name, ptr->width, ptr->height, waste));
}
}
#endif
ptr->total_frames = cfread_short(fp);
ptr->packer_code = cfread_ubyte(fp);
cfread(&ptr->palette, 256, 3, fp);
ptr->num_keys = cfread_short(fp);
// store xparent colors
ptr->xparent_r = Color_xparent.red;
ptr->xparent_g = Color_xparent.green;
ptr->xparent_b = Color_xparent.blue;
if(ptr->total_frames == ptr->num_keys){
ptr->flags |= ANF_ALL_KEYFRAMES;
}
}
// -----------------------------------------------------------------------------
// anim_load()
//
// Load an animation. This stores the compressed data, which instances
// of the animation can reference. Must be free'ed later with anim_free()
//
// input: name => filename of animation
// file_mapped => boolean, whether to use memory-mapped file or not.
// Memory-mapped files will page in the animation from disk
// as it is needed, but performance is not as good
//
// returns: pointer to anim that is loaded => sucess
// NULL => failure
//
anim *anim_load(char *real_filename, int cf_dir_type, int file_mapped)
{
anim *ptr;
CFILE *fp;
int count,idx;
char name[_MAX_PATH];
Assert ( real_filename != NULL );
strcpy_s( name, real_filename );
char *p = strchr( name, '.' );
if ( p ) {
*p = 0;
}
strcat_s( name, ".ani" );
ptr = first_anim;
while (ptr) {
if (!stricmp(name, ptr->name))
break;
ptr = ptr->next;
}
if (!ptr) {
fp = cfopen(name, "rb", CFILE_NORMAL, cf_dir_type);
if ( !fp )
return NULL;
ptr = (anim *) vm_malloc(sizeof(anim));
Assert(ptr);
ptr->flags = 0;
ptr->next = first_anim;
first_anim = ptr;
Assert(strlen(name) < _MAX_PATH - 1);
strcpy_s(ptr->name, name);
ptr->instance_count = 0;
ptr->width = 0;
ptr->height = 0;
ptr->total_frames = 0;
ptr->keys = NULL;
ptr->ref_count=0;
anim_read_header(ptr, fp);
if(ptr->num_keys > 0){
ptr->keys = (key_frame*)vm_malloc(sizeof(key_frame) * ptr->num_keys);
Assert(ptr->keys != NULL);
}
// store how long the anim should take on playback (in seconds)
ptr->time = i2fl(ptr->total_frames)/ptr->fps;
for(idx=0;idx<ptr->num_keys;idx++){
ptr->keys[idx].frame_num = 0;
cfread(&ptr->keys[idx].frame_num, 2, 1, fp);
cfread(&ptr->keys[idx].offset, 4, 1, fp);
ptr->keys[idx].frame_num = INTEL_INT( ptr->keys[idx].frame_num );
ptr->keys[idx].offset = INTEL_INT( ptr->keys[idx].offset );
}
/*prev_keyp = &ptr->keys;
count = ptr->num_keys;
while (count--) {
keyp = (key_frame *) vm_malloc(sizeof(key_frame));
keyp->next = *prev_keyp;
*prev_keyp = keyp;
prev_keyp = &keyp->next;
keyp->frame_num = 0;
cfread(&keyp->frame_num, 2, 1, fp);
cfread(&keyp->offset, 4, 1, fp);
}*/
cfread(&count, 4, 1, fp); // size of compressed data
count = INTEL_INT( count );
ptr->cfile_ptr = NULL;
if ( file_mapped == PAGE_FROM_MEM) {
// Try mapping the file to memory
ptr->flags |= ANF_MEM_MAPPED;
ptr->cfile_ptr = cfopen(name, "rb", CFILE_MEMORY_MAPPED, cf_dir_type);
}
// couldn't memory-map file... must be in a packfile, so stream manually
if ( file_mapped && !ptr->cfile_ptr ) {
ptr->flags &= ~ANF_MEM_MAPPED;
ptr->flags |= ANF_STREAMED;
ptr->cfile_ptr = cfopen(name, "rb", CFILE_NORMAL, cf_dir_type);
}
ptr->cache = NULL;
// If it opened properly as mem-mapped (or streamed)
if (ptr->cfile_ptr != NULL) {
// VERY IMPORTANT STEP
// Set the data pointer to the compressed data (which is not at the start of the
// file). Use ftell() to find out how far we've already parsed into the file
//
int offset;
offset = cftell(fp);
ptr->file_offset = offset;
if ( ptr->flags & ANF_STREAMED ) {
ptr->data = NULL;
ptr->cache_file_offset = ptr->file_offset;
ptr->cache = (ubyte*)vm_malloc(ANI_STREAM_CACHE_SIZE+2);
Assert(ptr->cache);
cfseek(ptr->cfile_ptr, offset, CF_SEEK_SET);
cfread(ptr->cache, ANI_STREAM_CACHE_SIZE, 1, ptr->cfile_ptr);
} else {
ptr->data = (ubyte*)cf_returndata(ptr->cfile_ptr) + offset;
}
} else {
// Not a memory mapped file (or streamed)
ptr->flags &= ~ANF_MEM_MAPPED;
ptr->flags &= ~ANF_STREAMED;
ptr->data = (ubyte *) vm_malloc(count);
ptr->file_offset = -1;
cfread(ptr->data, count, 1, fp);
}
cfclose(fp);
// store screen signature, so we can tell if palette changes
ptr->screen_sig = gr_screen.signature;
anim_set_palette(ptr);
}
ptr->ref_count++;
return ptr;
}
// ---------------------------------------------------
// anim_free()
//
// Free an animation that was loaded with anim_load(). All instances
// referencing this animation must be free'ed or get an assert.
//
int anim_free(anim *ptr)
{
Assert ( ptr != NULL );
anim *list, **prev_anim;
list = first_anim;
prev_anim = &first_anim;
while (list && (list != ptr)) {
prev_anim = &list->next;
list = list->next;
}
if ( !list )
return -2;
// only free when ref_count is 0
ptr->ref_count--;
if ( ptr->ref_count > 0 )
return -1;
// only free if there are no playing instances
if ( ptr->instance_count > 0 )
return -1;
if(ptr->keys != NULL){
vm_free(ptr->keys);
ptr->keys = NULL;
}
if ( ptr->flags & (ANF_MEM_MAPPED|ANF_STREAMED) ) {
cfclose(ptr->cfile_ptr);
if ( ptr->cache ) {
vm_free(ptr->cache);
ptr->cache = NULL;
}
}
else {
Assert(ptr->data);
if ( ptr->data ) {
vm_free(ptr->data);
ptr->data = NULL;
}
}
*prev_anim = ptr->next;
vm_free(ptr);
return 0;
}
// ---------------------------------------------------------------------
// anim_playing()
//
// Return if an anim is playing or not.
//
int anim_playing(anim_instance *ai)
{
Assert(ai != NULL);
if ( ai->frame == NULL )
return 0;
else
return 1;
}
// ---------------------------------------------------------------------
// anim_level_init()
//
// Called at the beginning of a mission to initialize any mission dependent
// anim data.
//
void anim_level_init()
{
}
// ---------------------------------------------------------------------
// anim_level_close()
//
// Called after the end of a mission to clean up any mission dependent
// anim data.
//
void anim_level_close()
{
anim_release_all_instances();
}
// ---------------------------------------------------
// anim_write_frames_out()
//
// Write the frames of a .ani file out to disk as .pcx files.
// Use naming convention: filename0000.pcx, filename0001.pcx etc.
//
// return: 0 => success
// -1 => failed
//
int anim_write_frames_out(char *filename)
{
anim *source_anim;
anim_instance *ai;
char root_name[256], pcxname[256];
char buf[64];
int i,j;
ubyte **row_data;
strcpy_s(root_name, filename);
root_name[strlen(filename)-4] = 0;
source_anim = anim_load(filename);
if ( source_anim == NULL )
return -1;
ai = init_anim_instance(source_anim, 16);
row_data = (ubyte**)vm_malloc((source_anim->height+1) * 4);
for ( i = 0; i < source_anim->total_frames; i++ ) {
anim_get_next_raw_buffer(ai, 0, 0, 16);
strcpy_s(pcxname, root_name);
sprintf(buf,"%04d",i);
strcat_s(pcxname, buf);
for ( j = 0; j < source_anim->height; j++ ) {
row_data[j] = &ai->frame[j*source_anim->width];
}
pcx_write_bitmap( pcxname,
source_anim->width,
source_anim->height,
row_data,
source_anim->palette);
printf(".");
}
printf("\n");
vm_free(row_data);
return 0;
}
// ---------------------------------------------------
// anim_display_info()
//
// Display information and statistics about a .ani file.
// This is called when -i switch is on when running ac.exe
//
void anim_display_info(char *real_filename)
{
CFILE *fp;
anim A;
float percent;
int i, uncompressed, compressed, *key_frame_nums=NULL, tmp;
char filename[MAX_FILENAME_LEN];
strcpy_s( filename, real_filename );
char *p = strchr( filename, '.' );
if ( p ) {
*p = 0;
}
strcat_s( filename, ".ani" );
fp = cfopen(filename, "rb");
if ( !fp ) {
printf("Fatal error opening %s", filename);
return;
}
anim_read_header(&A, fp);
// read the keyframe frame nums and offsets
key_frame_nums = (int*)vm_malloc(sizeof(int)*A.num_keys);
Assert(key_frame_nums != NULL);
for ( i = 0; i < A.num_keys; i++ ) {
key_frame_nums[i] = 0;
cfread(&key_frame_nums[i], 2, 1, fp);
cfread(&tmp, 4, 1, fp);
//printf("key frame num: %d,%d\n", key_frame_nums[i],tmp);
}
cfread(&compressed, 4, 1, fp);
uncompressed = A.width * A.height * A.total_frames; // 8 bits per pixel
percent = i2fl(compressed) / uncompressed * 100.0f;
printf("%% of uncompressed size: %.0f%%\n", percent);
printf("Width: %d\n", A.width);
printf("Height: %d\n", A.height);
printf("Total Frames: %d\n", A.total_frames);
#ifndef NDEBUG
printf("Key Frames: %d\n", A.num_keys);
if ( A.num_keys > 1 && (A.total_frames != A.num_keys) ) {
printf("key list: (");
for ( i = 0; i < A.num_keys; i++ ) {
if ( i < A.num_keys-1 )
printf("%d, ", key_frame_nums[i]);
else
printf("%d)\n", key_frame_nums[i]);
}
}
#endif
printf("FPS: %d\n", A.fps);
#ifndef NDEBUG
printf("Transparent RGB: (%d,%d,%d)\n", A.xparent_r, A.xparent_g, A.xparent_b);
#endif
printf("ac version: %d\n", A.version);
if ( key_frame_nums != NULL ) {
vm_free(key_frame_nums);
}
cfclose(fp);
}
void anim_reverse_direction(anim_instance *ai)
{
int temp;
if(!(ai->parent->flags & ANF_ALL_KEYFRAMES)){
// you're not allowed to call anim_reverse_direction(...) unless every frame is a keyframe!!!!
// The God of Delta-RLE demands it be thus.
Int3();
}
// flip the animation direction
if(ai->direction == ANIM_DIRECT_FORWARD){
ai->direction = ANIM_DIRECT_REVERSE;
} else if(ai->direction == ANIM_DIRECT_REVERSE){
ai->direction = ANIM_DIRECT_FORWARD;
}
// flip frame_num and last_frame_num
temp = ai->frame_num;
ai->frame_num = ai->last_frame_num;
ai->last_frame_num = temp;
// flip the start and stop at frames
temp = ai->stop_at;
ai->stop_at = ai->start_at;
ai->start_at = temp;
// make sure to sync up the time correctly
if(ai->direction == ANIM_DIRECT_FORWARD){
ai->time_elapsed = ((float)ai->frame_num - (float)ai->start_at - 1.0f) / (float)ai->parent->fps;
} else if(ai->direction == ANIM_DIRECT_REVERSE) {
ai->time_elapsed = ((float)ai->start_at - (float)ai->frame_num - 1.0f) / (float)ai->parent->fps;
}
}
void anim_pause(anim_instance *ai)
{
ai->paused = 1;
}
void anim_unpause(anim_instance *ai)
{
ai->paused = 0;
}
void anim_ignore_next_frametime()
{
Anim_ignore_frametime=1;
}
int anim_instance_is_streamed(anim_instance *ai)
{
Assert(ai);
return ( ai->parent->flags & ANF_STREAMED );
}
unsigned char anim_instance_get_byte(anim_instance *ai, int offset)
{
int absolute_offset;
anim *parent;
Assert(ai);
Assert(ai->parent->cfile_ptr);
Assert(ai->parent->flags & ANF_STREAMED);
parent = ai->parent;
absolute_offset = ai->file_offset + offset;
// maybe in cache?
int cache_offset;
cache_offset = absolute_offset - parent->cache_file_offset;
if ( (cache_offset >= 0) && (cache_offset < ANI_STREAM_CACHE_SIZE) ) {
return parent->cache[cache_offset];
} else {
// fill cache
cfseek(parent->cfile_ptr, absolute_offset, CF_SEEK_SET);
cfread(parent->cache, ANI_STREAM_CACHE_SIZE, 1, parent->cfile_ptr);
parent->cache_file_offset = absolute_offset;
return parent->cache[0];
}
}