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https://github.com/scp-fs2open/fs2open.github.com.git
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1319 lines
36 KiB
C++
1319 lines
36 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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/*
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* $Logfile: /Freespace2/code/Anim/AnimPlay.cpp $
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* $Revision: 2.1 $
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* $Date: 2002-08-01 01:41:04 $
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* $Author: penguin $
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*
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* C module for playing back anim files
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*
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* $Log: not supported by cvs2svn $
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* Revision 2.0 2002/06/03 04:02:21 penguin
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* Warpcore CVS sync
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*
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* Revision 1.1 2002/05/02 18:03:04 mharris
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* Initial checkin - converted filenames and includes to lower case
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*
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*
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* 9 9/13/99 11:26p Andsager
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* Add debug code to check for poorly sized anis
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*
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* 8 8/26/99 9:45a Dave
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* First pass at easter eggs and cheats.
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*
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* 7 7/16/99 1:49p Dave
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* 8 bit aabitmaps. yay.
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*
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* 6 7/13/99 1:15p Dave
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* 32 bit support. Whee!
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*
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* 5 6/10/99 10:34a Dave
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* Removed unnecessary assert.
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*
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* 4 11/30/98 1:07p Dave
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* 16 bit conversion, first run.
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*
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* 3 10/22/98 6:14p Dave
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* Optimized some #includes in Anim folder. Put in the beginnings of
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* parse/localization support for externalized strings and tstrings.tbl
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*
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* 2 10/07/98 10:52a Dave
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* Initial checkin.
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*
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* 1 10/07/98 10:48a Dave
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*
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* 38 6/23/98 4:18p Hoffoss
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* Fixed some bugs with AC release build.
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*
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* 37 5/18/98 5:59p Hoffoss
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* Made command briefing advanced now once the speech stops and animation
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* has fully played once, whichever is longer.
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*
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* 36 5/14/98 6:29p Hoffoss
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* Fixed some warnings a release rebuild all turned up.
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*
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* 35 5/07/98 3:11a Lawrance
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* Implement custom streaming code
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*
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* 34 4/27/98 3:36p Dave
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*
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* 33 3/25/98 8:43p Hoffoss
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* Changed anim_play() to not be so damn complex when you try and call it.
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*
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* 32 2/05/98 9:21p John
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* Some new Direct3D code. Added code to monitor a ton of stuff in the
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* game.
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*
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* 31 1/19/98 11:37p Lawrance
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* Fixing Optimization build warnings
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*
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* 30 1/19/98 3:09p Hoffoss
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* Only free an anim instance if it is actually playing.
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*
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* 29 1/14/98 6:43p Lawrance
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* Add ref_count to anim struct, so we don't free multiple times
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*
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* 28 12/30/97 6:44p John
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* Made g3_Draw_bitmap functions account for aspect of bitmap.
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*
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* 27 12/27/97 2:35p John
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* Restructed some code so that if the memory-mapped file open fails, it
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* will still read it the old-fashioned, non-memory mapped way.
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*
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* 26 12/24/97 9:10p Lawrance
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* take out some debugging statements
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*
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* 25 12/24/97 8:57p Lawrance
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* Added anim_ignore_next_frametime()
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*
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* 24 12/07/97 2:06p Dave
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* Removed some debug frame-checking code.
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*
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* 23 12/06/97 2:55p Dave
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*
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* 22 11/29/97 2:05p John
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* made g3_draw_bitmap and g3_draw_rotated bitmap take w&h, not w/2 & h/2,
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* like they used to incorrectly assume. Added code to model to read in
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* thruster radius's.
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*
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* 21 11/20/97 5:36p Dave
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* Hooked in a bunch of main hall changes (including sound). Made it
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* possible to reposition (rewind/ffwd)
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* sound buffer pointers. Fixed animation direction change framerate
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* problem.
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*
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* 20 11/20/97 4:33p Sandeep
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* ALAN: ensure instance->paused gets initialized
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*
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* 19 11/20/97 4:12p Lawrance
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* when paused, don't increment time_elapsed
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*
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* 18 11/19/97 8:28p Dave
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* Hooked in Main Hall screen. Put in Anim support for ping ponging
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* animations as well as general reversal of anim direction.
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*
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* 17 9/11/97 4:17p Allender
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* use _MAX_PATH instead of MAX_FILENAME_LENGTH for anim_play since it is
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* called from MoviePlayer with full path
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*
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* 16 9/11/97 10:49a Lawrance
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* improve anim_show_next_frame()
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*
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* 15 9/10/97 4:59p Lawrance
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* improve comments to anim_play() function
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*
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* 14 9/03/97 4:19p John
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* changed bmpman to only accept ani and pcx's. made passing .pcx or .ani
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* to bm_load functions not needed. Made bmpman keep track of palettes
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* for bitmaps not mapped into game palettes.
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*
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* 13 8/30/97 2:11p Lawrance
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* allow animations to loop
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*
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* 12 8/25/97 11:13p Lawrance
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* support framerate independent playback with the option of now advancing
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* more than one frame at a time
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*
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* 11 8/22/97 8:20a Lawrance
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* display scrolling text properly, with indicator that text exitsts to be
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* scrolled
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*
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* 10 8/21/97 5:11p Lawrance
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* frame numbering for ANI's now is from 0 -> total_frames-1.
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*
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* 9 8/19/97 9:30a Lawrance
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* print out reason if file doesn't open right
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*
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* 8 7/28/97 10:42p Lawrance
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* re-did interface to unpack_frame() to make more general
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*
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* 7 7/21/97 11:41a Lawrance
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* make playback time of .ani files keyed of frametime
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*
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* 6 7/20/97 6:57p Lawrance
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* supporting new RLE format
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*
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* 5 7/11/97 11:54a John
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* added rotated 3d bitmaps.
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*
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* 4 6/27/97 4:36p Lawrance
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* update pal translation table when gr_screen.signature changes
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*
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* 3 6/26/97 3:00p Lawrance
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* fix bug with playing 3d anims
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*
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* 2 6/26/97 12:12a Lawrance
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* supporting anti-aliased bitmap animations
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*
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* 1 6/23/97 5:09p Lawrance
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*
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* 24 6/03/97 5:53p Lawrance
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* don't unload bitmap after bm_create
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*
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* $NoKeywords: $
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*/
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#include "anim/animplay.h"
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#include "globalincs/linklist.h"
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#include "io/timer.h"
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#include "bmpman/bmpman.h"
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#include "graphics/2d.h"
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#include "render/3d.h"
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#include "graphics/grinternal.h"
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#include "pcxutils/pcxutils.h"
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#include "anim/packunpack.h"
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#include "cfile/cfile.h"
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static color Color_xparent;
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anim *first_anim = NULL;
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anim_instance anim_free_list;
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anim_instance anim_render_list;
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#define MAX_ANIM_INSTANCES 25
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anim_instance anim_render_instance[MAX_ANIM_INSTANCES];
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int Anim_paused; // global variable to pause the playing back of anims
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int Anim_inited = FALSE;
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fix t1,t2;
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int Anim_ignore_frametime=0; // flag used to ignore frametime... useful when need to avoid saturated frametimes
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// -------------------------------------------------------------------------------------------------
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// anim_init() will queue all the anim_render_instance[] elements onto the anim_free_list
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//
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void anim_init()
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{
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int i;
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if ( Anim_inited == TRUE )
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return;
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list_init( &anim_free_list );
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list_init( &anim_render_list );
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// Link all anim render slots into the free list
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for (i=1; i < MAX_ANIM_INSTANCES; i++) {
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list_append(&anim_free_list, &anim_render_instance[i]);
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}
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Anim_paused = 0;
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Anim_inited = TRUE;
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}
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// -------------------------------------------------------------------------------------------------
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// anim_render_all() will display the frames for the currently playing anims
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//
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void anim_render_all(int screen_id, float frametime)
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{
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anim_instance* A;
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anim_instance* temp;
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A = GET_FIRST(&anim_render_list);
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while( A !=END_OF_LIST(&anim_render_list) ) {
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temp = GET_NEXT(A);
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if ( A->screen_id == screen_id ) {
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if ( Anim_ignore_frametime ) {
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frametime = 0.0f;
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Anim_ignore_frametime=0;
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}
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if ( anim_show_next_frame(A, frametime) == -1 ) {
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A->data = NULL;
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anim_release_render_instance(A);
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}
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}
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A = temp;
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}
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}
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// -------------------------------------------------------------------------------------------------
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// anim_render_one() will display the frames for the passed animation, it will ignore animations which
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// do not have the same id as the passed screen_id
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//
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void anim_render_one(int screen_id, anim_instance *ani, float frametime)
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{
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// make sure this guy's screen id matches the passed one
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if(screen_id != ani->screen_id){
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return;
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}
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// otherwise render it
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if ( Anim_ignore_frametime ) {
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frametime = 0.0f;
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Anim_ignore_frametime=0;
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}
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if ( anim_show_next_frame(ani, frametime) == -1 ) {
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ani->data = NULL;
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anim_release_render_instance(ani);
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}
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}
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MONITOR(NumANIPlayed);
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// Setup an anim_play_struct for passing into anim_play(). Will fill in default values, which you
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// can then change before calling anim_play().
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//
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void anim_play_init(anim_play_struct *aps, anim *a_info, int x, int y)
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{
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aps->anim_info = a_info;
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aps->x = x;
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aps->y = y;
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aps->start_at = 0;
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aps->stop_at = a_info->total_frames - 1;
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aps->screen_id = 0;
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aps->world_pos = NULL;
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aps->radius = 0.0f;
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aps->framerate_independent = 0;
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aps->color = NULL;
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aps->skip_frames = 1;
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aps->looped = 0;
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aps->ping_pong = 0;
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}
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// -------------------------------------------------------------------------------------------------
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// anim_play() will add an anim instance to the anim_render_list. This will cause the
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// anim to be played at the x,y position specified in the parameter list.
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//
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// input:
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//
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// anim_info => the compressed animation that we should make an instance from
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// x => x position of animation to play at (top left corner)
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// y => y position of animation to play at ( top left corner)
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// start_at => frame number to start at (note: numbering is from 0->num_frames-1)
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// stop_at => frame number to stop at (note: numbering is from 0->num_frames-1)
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// screen_id => OPTIONAL (default value 0): screen signature so animation only plays when
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// anim_render_all() called with that same signature
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// world_pos => OPTIONAL (default value NULL): only give a world pos when you want to
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// play the animation at a 3D location. You must specify radius when
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// this is non-null.
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// radius => OPTIONAL (default value 0): only needed when the animation is playing
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// as a 3D animation (this is only when world_pos in not NULL).
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// fi => OPTIONAL (default value 0): framerate indepentdent flag, when set TRUE
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// the animation will skip frames if necessary to maintain the fps value
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// associated with the animation
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// color => OPTIONAL (default value NULL) address of an alpha color struct. Only
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// required when the animation should be drawn with an alpha color.
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// skip_frames => OPTIONAL (default value 1) should anim skip frames when doing framerate
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// independent playback
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// looped => OPTIONAL (default value 0) should anim play looped (ie forever)
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//
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// returns:
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//
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// pointer to instance => success
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// NULL => if anim anim could not be played
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//
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anim_instance *anim_play(anim_play_struct *aps)
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{
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Assert( aps->anim_info != NULL );
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Assert( aps->start_at >= 0 );
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Assert( aps->stop_at < aps->anim_info->total_frames );
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// Assert( aps->stop_at >= aps->start_at );
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Assert( !(aps->looped && aps->ping_pong) ); // shouldn't have these both set at once
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MONITOR_INC(NumANIPlayed, 1);
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// if (aps->ping_pong && !(aps->anim_info->flags & ANF_ALL_KEYFRAMES));
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anim_instance *instance;
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// Find next free anim instance slot on queue
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instance = GET_FIRST(&anim_free_list);
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Assert( instance != &anim_free_list ); // shouldn't have the dummy element
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// remove instance from the free list
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list_remove( &anim_free_list, instance );
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// insert instance onto the end of anim_render_list
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list_append( &anim_render_list, instance );
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aps->anim_info->instance_count++;
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instance->frame_num = -1;
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instance->last_frame_num = -99;
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instance->parent = aps->anim_info;
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instance->data = aps->anim_info->data;
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if ( anim_instance_is_streamed(instance) ) {
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instance->file_offset = instance->parent->file_offset;
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}
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instance->frame = (ubyte *) malloc(instance->parent->width * instance->parent->height * 2);
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Assert( instance->frame != NULL );
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instance->time_elapsed = 0.0f;
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instance->stop_at = aps->stop_at;
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instance->x = aps->x;
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instance->y = aps->y;
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instance->world_pos = aps->world_pos;
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instance->radius = aps->radius;
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instance->framerate_independent = aps->framerate_independent;
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instance->last_bitmap = -1;
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instance->stop_now = FALSE;
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instance->screen_id = aps->screen_id;
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instance->aa_color = aps->color;
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instance->skip_frames = aps->skip_frames;
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instance->looped = aps->looped;
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instance->ping_pong = aps->ping_pong;
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instance->direction = ANIM_DIRECT_FORWARD;
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instance->paused = 0;
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instance->loop_count = 0;
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if ( aps->color == NULL ){
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instance->xlate_pal = 1;
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} else {
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instance->xlate_pal = 0;
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}
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// determining the start_at frame is more complicated, since it must be a key-frame.
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// Futhermore, need to subtract 1 from key-frame number, since frame number is always
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// incremented the first time anim_show_next_frame() is called
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instance->start_at = aps->start_at;
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if ( aps->start_at > 0 ) {
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key_frame *keyp;
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int idx;
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int key = 0;
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int offset = 0;
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int frame_num = aps->start_at;
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keyp = instance->parent->keys;
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idx = 0;
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while (idx < instance->parent->num_keys) {
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if (key == frame_num)
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break;
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key = keyp[idx].frame_num - 1;
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offset = keyp[idx].offset;
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idx++;
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}
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/*while (keyp) {
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if (( (keyp->frame_num-1) <= frame_num) && ( (keyp->frame_num-1) > key)) { // find closest key
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key = keyp->frame_num-1;
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offset = keyp->offset;
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if ( key == frame_num )
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break;
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}
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keyp = keyp->next;
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}*/
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if (key > instance->frame_num) { // best key is closer than current position
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instance->frame_num = key;
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if ( anim_instance_is_streamed(instance) ) {
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instance->file_offset = instance->parent->file_offset + offset;
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} else {
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instance->data = instance->parent->data + offset;
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}
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}
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instance->frame_num--; // required
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}
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return instance;
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}
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// -----------------------------------------------------------------------------
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// anim_show_next_frame()
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//
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// This function is called to blit the next frame of an anim instance to the
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// screen. This is normally called by the anim_render_all() function.
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//
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// input: instance => pointer to animation instance
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// frametime => time elapsed since last call, in seconds
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//
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int anim_show_next_frame(anim_instance *instance, float frametime)
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{
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int bitmap_id, bitmap_flags=0, new_frame_num, frame_diff=0, i, n_frames=0,frame_save;
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float percent_through, decompress_time, render_time, time;
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vertex image_vertex;
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int aabitmap = 0;
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int bpp = 16;
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Assert( instance != NULL );
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instance->time_elapsed += frametime;
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// Advance to the next frame, if we determine enough time has elapsed.
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if(instance->direction == ANIM_DIRECT_FORWARD)
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n_frames = instance->stop_at - instance->start_at + 1;
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else if(instance->direction == ANIM_DIRECT_REVERSE)
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n_frames = instance->start_at - instance->stop_at + 1;
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time = n_frames / i2fl(instance->parent->fps);
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percent_through = instance->time_elapsed / time;
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if(instance->direction == ANIM_DIRECT_FORWARD)
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new_frame_num = instance->start_at - 1 + fl2i(percent_through * n_frames + 0.5f);
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else
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new_frame_num = instance->start_at - 1 - fl2i(percent_through * n_frames + 0.5f);
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frame_save = instance->frame_num;
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// If framerate independent, use the new_frame_num... unless instance->skip_frames is
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// FALSE, then only advance a maximum of one frame (this is needed since some big animations
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// should just play slower rather than taking the hit of decompressing multiple frames and
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// creating an even greater slowdown
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if (instance->framerate_independent) {
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if(instance->direction == ANIM_DIRECT_FORWARD){
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if ( new_frame_num > instance->last_frame_num) {
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if ( instance->skip_frames )
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instance->frame_num = new_frame_num;
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else
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instance->frame_num++;
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}
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} 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 = 0;
|
|
|
|
// if we're using bitmap polys
|
|
if(Gr_bitmap_poly){
|
|
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();
|
|
|
|
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 );
|
|
}
|
|
|
|
//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 );
|
|
Assert(instance->frame);
|
|
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
|
|
// 2 | 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, 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->height, ptr->height, waste));
|
|
}
|
|
}
|
|
#endif
|
|
|
|
ptr->total_frames = cfread_short(fp);
|
|
cfread(&ptr->packer_code, 1, 1, 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 file_mapped)
|
|
{
|
|
anim *ptr;
|
|
CFILE *fp;
|
|
int count,idx;
|
|
char name[_MAX_PATH];
|
|
|
|
// file_mapped = 0;
|
|
|
|
Assert ( real_filename != NULL );
|
|
|
|
strcpy( name, real_filename );
|
|
char *p = strchr( name, '.' );
|
|
if ( p ) {
|
|
*p = 0;
|
|
}
|
|
strcat( name, ".ani" );
|
|
|
|
ptr = first_anim;
|
|
while (ptr) {
|
|
if (!stricmp(name, ptr->name))
|
|
break;
|
|
|
|
ptr = ptr->next;
|
|
}
|
|
|
|
if (!ptr) {
|
|
fp = cfopen(name, "rb");
|
|
if ( !fp )
|
|
return NULL;
|
|
|
|
ptr = (anim *) malloc(sizeof(anim));
|
|
Assert(ptr);
|
|
|
|
ptr->flags = 0;
|
|
ptr->next = first_anim;
|
|
first_anim = ptr;
|
|
Assert(strlen(name) < _MAX_PATH - 1);
|
|
strcpy(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*)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);
|
|
}
|
|
|
|
/*prev_keyp = &ptr->keys;
|
|
count = ptr->num_keys;
|
|
while (count--) {
|
|
keyp = (key_frame *) 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
|
|
|
|
ptr->cfile_ptr = NULL;
|
|
|
|
if ( file_mapped ) {
|
|
// Try mapping the file to memory
|
|
ptr->flags |= ANF_MEM_MAPPED;
|
|
ptr->cfile_ptr = cfopen(name, "rb", CFILE_MEMORY_MAPPED);
|
|
}
|
|
|
|
// 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");
|
|
}
|
|
|
|
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*)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 *) 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 -1;
|
|
|
|
// 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){
|
|
free(ptr->keys);
|
|
ptr->keys = NULL;
|
|
}
|
|
|
|
if ( ptr->flags & (ANF_MEM_MAPPED|ANF_STREAMED) ) {
|
|
cfclose(ptr->cfile_ptr);
|
|
if ( ptr->cache ) {
|
|
free(ptr->cache);
|
|
}
|
|
}
|
|
else {
|
|
Assert(ptr->data);
|
|
free(ptr->data);
|
|
}
|
|
|
|
*prev_anim = ptr->next;
|
|
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(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**)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(pcxname, root_name);
|
|
sprintf(buf,"%04d",i);
|
|
strcat(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");
|
|
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( filename, real_filename );
|
|
char *p = strchr( filename, '.' );
|
|
if ( p ) {
|
|
*p = 0;
|
|
}
|
|
strcat( 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*)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 ) {
|
|
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];
|
|
}
|
|
}
|