Files
fs2open.github.com/code/anim/packunpack.h
T
2006-03-21 00:27:27 +00:00

272 lines
9.1 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.
*
*/
/*
* $Logfile: /Freespace2/code/Anim/PackUnpack.h $
* $Revision: 2.6 $
* $Date: 2006-03-21 00:27:27 $
* $Author: taylor $
*
* Code for handling packing and unpacking in Hoffoss's RLE format, used for
* Anim files. Also handles Anim loading, creating Anim instances (for
* utilizing an Anim), and getting getting frames of the Anim.
*
* $Log: not supported by cvs2svn $
* Revision 2.5 2005/07/13 02:50:48 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.4 2005/04/05 05:53:14 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.3 2004/08/11 05:06:18 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.2 2004/03/05 09:01:53 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.1 2002/08/01 01:41:04 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:21 penguin
* Warpcore CVS sync
*
* Revision 1.2 2002/05/03 22:07:07 mharris
* got some stuff to compile
*
* Revision 1.1 2002/05/02 18:03:04 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 7 7/16/99 1:49p Dave
* 8 bit aabitmaps. yay.
*
* 6 1/14/99 12:48a Dave
* Todo list bug fixes. Made a pass at putting briefing icons back into
* FRED. Sort of works :(
*
* 5 11/30/98 1:07p Dave
* 16 bit conversion, first run.
*
* 4 10/22/98 6:14p Dave
* Optimized some #includes in Anim folder. Put in the beginnings of
* parse/localization support for externalized strings and tstrings.tbl
*
* 3 10/16/98 3:42p Andsager
* increase MAX_WEAPONS and MAX_SHIPS and som header files
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 32 5/18/98 5:59p Hoffoss
* Made command briefing advanced now once the speech stops and animation
* has fully played once, whichever is longer.
*
* 31 5/07/98 3:11a Lawrance
* Implement custom streaming code
*
* 30 1/14/98 6:43p Lawrance
* Add ref_count to anim struct, so we don't free multiple times
*
* 29 11/19/97 8:28p Dave
* Hooked in Main Hall screen. Put in Anim support for ping ponging
* animations as well as general reversal of anim direction.
*
* 28 8/30/97 2:11p Lawrance
* allow animations to loop
*
* 27 8/25/97 11:13p Lawrance
* support framerate independent playback with the option of now advancing
* more than one frame at a time
*
* 26 8/21/97 5:11p Lawrance
* frame numbering for ANI's now is from 0 -> total_frames-1.
*
* 25 7/28/97 10:42p Lawrance
* re-did interface to unpack_frame() to make more general
*
* 24 7/21/97 11:41a Lawrance
* make playback time of .ani files keyed of frametime
*
* 23 7/20/97 6:57p Lawrance
* supporting new RLE format
*
* 22 6/27/97 4:36p Lawrance
* update pal translation table when gr_screen.signature changes
*
* 21 6/26/97 12:12a Lawrance
* supporting anti-aliased bitmap animations
*
* 20 6/25/97 3:03p Lawrance
* fix palette translation problem with anti-alised bitmaps
*
* 19 5/27/97 3:48p Lawrance
* don't re-create a bitmap if using the same frame of animation
*
* 18 5/21/97 11:06a Lawrance
* enabling a user-defined transparent value
*
* 17 5/19/97 3:21p Lawrance
* add fps parm, version num to anim header
*
* 16 5/19/97 2:28p Lawrance
* changes some variables to flags
*
* 15 5/15/97 4:42p Lawrance
* supporting animations in-game
*
* 14 3/01/97 2:08p Lawrance
* not using windows.h, since memory mapping details moved to cfile
*
* 13 2/28/97 12:17p Lawrance
* supporting mapping file to memory
*
* 12 2/25/97 11:06a Lawrance
* moved some higher level functions to from PackUnpack to AnimPlay
*
* 11 2/19/97 9:51p Lawrance
* made keyframe decompression more effecient, moved
* default anim FPS to header file
*
* 10 2/19/97 4:01p Lawrance
* load_anim returns int, not void
*
* 9 2/17/97 4:19p Lawrance
* changed stop and start to be actual frame numbers, not percentages
*
* 8 2/17/97 4:17p Hoffoss
* modified packing internal format and added random access function to an
* Anim frame.
*
* 7 2/17/97 2:59p Lawrance
* integrating into game
*
* 6 2/14/97 11:09p Hoffoss
* Made optimizations.
*
* 5 2/14/97 10:48p Hoffoss
* fixed bug.
*
* 4 2/14/97 10:38p Lawrance
* fixing bugs
*
* 3 2/14/97 3:29p Hoffoss
* Added header for MSDEV to fill in.
*
* $NoKeywords: $
*/
#ifndef __PACKUNPACK_H__
#define __PACKUNPACK_H__
#include "globalincs/pstypes.h"
struct CFILE;
#define ANI_STREAM_CACHE_SIZE 4096
#define PACKER_CODE 0xEE // Use'd by PACKING_METHOD_RLE
#define PACKING_METHOD_RLE 0 // Hoffoss's RLE format
#define PACKING_METHOD_RLE_KEY 1 // Hoffoss's key frame RLE format
#define PACKING_METHOD_STD_RLE 2 // Standard RLE format (high bit is count)
#define PACKING_METHOD_STD_RLE_KEY 3 // Standard RLE format key frame
#define STD_RLE_CODE 0x80
typedef struct key_frame {
int frame_num; // which frame number this key frame is
int offset; // offset from the start of data block
} key_frame;
#define ANF_MEM_MAPPED (1<<0) // animation is memory-mapped file
#define ANF_STREAMED (1<<1)
#define ANF_XPARENT (1<<2) // animation has transparency
#define ANF_ALL_KEYFRAMES (1<<3) // all the frames are keyframes (this is necessary if we want to play the file backwards)
typedef struct anim {
anim *next;
char name[MAX_PATH_LEN];
ubyte packer_code;
int width;
int height;
int total_frames;
int instance_count; // number of instances that are currently playing
int ref_count; // number of times this anim has been loaded
float time; // playback time in seconds
int num_keys;
key_frame *keys;
ubyte palette[768];
ubyte palette_translation[256];
ubyte *data; // points to compressed data
CFILE* cfile_ptr;
int version;
int fps;
ubyte xparent_r; // red component for the transparent color in source image
ubyte xparent_g; // green component for the transparent color in source image
ubyte xparent_b; // blue component for the transparent color in source image
int flags;
uint screen_sig;
int file_offset; // file offset to start of frame data
int cache_file_offset;
ubyte *cache;
} anim;
// the direction to play the anim (forwards or backwards)
#define ANIM_DIRECT_FORWARD 0
#define ANIM_DIRECT_REVERSE 1
typedef struct anim_instance {
anim_instance *next, *prev;
int x,y; // coordinates anim is played at (top left corner of anim)
vec3d *world_pos; // world (x,y,z) position of explosion
float radius; // radius of image, needed for scaling
int frame_num; // current frame, or last frame if between frames (first frame is 0)
int last_frame_num;// last frame rendered
anim *parent; // pointer to anim structure, which holds compressed data
ubyte *data; // pointer to next frame's compressed data
ubyte *frame; // uncompressed frame
float time_elapsed; // how long the anim has played for (in seconds)
int start_at; // frame anim playing should start
int stop_at; // frame anim playing should stop
int framerate_independent; // animation should play back in same amount of time, regardless
int skip_frames; // should anim skip frames during framerate independent playback
int looped; // should anim keep playing over and over...
int stop_now; // flag to indicate time to stop the animation
int last_bitmap; // id of last bitmap that was rendered out from animation
int screen_id; // 0 means all screens should render, otherwise screen specific
void *aa_color; // anti-aliased bitmap color
int xlate_pal;
int direction; // playing forwards or backwards ?
int ping_pong; // should be played ping-pong style
int paused; // pause the anim
int file_offset; // current offset into frame (like data, put offset into file)
int loop_count; // starts at 0, and is incremented each time it loops
} anim_instance;
int pack_key_frame(ubyte *frame, ubyte *save, long size, long max, int compress_type);
int pack_frame(ubyte *frame, ubyte *frame2, ubyte *save, long size, long max, int compress_type);
ubyte *unpack_frame(anim_instance *ai, ubyte *ptr, ubyte *frame, int size, ubyte *pal_translate, int aabitmap, int bpp);
int unpack_frame_from_file(anim_instance *ai, ubyte *frame, int size, ubyte *pal_translate, int aabitmap, int bpp);
void anim_init();
anim_instance *init_anim_instance(anim *ptr, int bpp);
void free_anim_instance(anim_instance *inst);
int anim_get_next_frame(anim_instance *inst);
int anim_get_frame(anim_instance *inst, int frame_num, int xlate_pal=1);
ubyte *anim_get_next_raw_buffer(anim_instance *inst, int xlate_pal, int aabitmap, int bpp);
void anim_set_palette(anim *a);
void anim_check_for_palette_change(anim_instance *inst);
#endif /* __PACKUNPACK_H__ */