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https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-11 04:31:35 -10:00
make sure init functions init all struct fields fix keyframes for weird FS1 anims remove "dodgy frame skipping code" since frames should be skipped in certain circumstances
379 lines
11 KiB
C++
379 lines
11 KiB
C++
#include "globalincs/pstypes.h"
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#include "bmpman/bmpman.h"
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#include "graphics/generic.h"
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#include "graphics/2d.h"
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#include "anim/animplay.h"
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#include "anim/packunpack.h"
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#define BMPMAN_INTERNAL
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#include "bmpman/bm_internal.h"
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#ifdef _WIN32
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#include <windows.h> // for MAX_PATH
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#else
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#define MAX_PATH 255
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#endif
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//#define TIMER
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#ifdef TIMER
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#include "io/timer.h"
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#endif
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//we check background type to avoid messed up colours for ANI
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#define ANI_BPP_CHECK (ga->ani.bg_type == BM_TYPE_PCX) ? 16 : 32
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// Goober5000
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void generic_anim_init(generic_anim *ga, char *filename)
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{
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//memset(ga, 0, sizeof(ga)); //this makes the mission load screen crash :(
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if (filename == NULL) {
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ga->filename[0] = '\0';
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} else {
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strncpy(ga->filename, filename, MAX_FILENAME_LEN - 1);
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}
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ga->first_frame = -1;
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ga->num_frames = 0;
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ga->keyframe = 0;
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ga->keyoffset = 0;
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ga->current_frame = 0;
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ga->previous_frame = -1;
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ga->direction = GENERIC_ANIM_DIRECTION_FORWARDS;
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ga->done_playing = 0;
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ga->total_time = 0.0f;
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ga->anim_time = 0.0f;
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//we only care about the stuff below if we're streaming
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ga->ani.animation = NULL;
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ga->ani.instance = NULL;
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ga->ani.bg_type = 0;
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ga->type = BM_TYPE_NONE;
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ga->streaming = 0;
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ga->buffer = NULL;
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ga->height = 0;
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ga->width = 0;
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ga->bitmap_id = -1;
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}
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// Goober5000
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void generic_bitmap_init(generic_bitmap *gb, char *filename)
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{
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if (filename == NULL) {
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gb->filename[0] = '\0';
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} else {
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strncpy(gb->filename, filename, MAX_FILENAME_LEN - 1);
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}
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gb->bitmap_id = -1;
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}
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// Goober5000
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// load a generic_anim
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// return 0 is successful, otherwise return -1
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int generic_anim_load(generic_anim *ga)
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{
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int fps;
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if ( !VALID_FNAME(ga->filename) )
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return -1;
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ga->first_frame = bm_load_animation(ga->filename, &ga->num_frames, &fps, &ga->keyframe);
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//mprintf(("generic_anim_load: %s - keyframe = %d\n", ga->filename, ga->keyframe));
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if (ga->first_frame < 0)
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return -1;
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Assert(fps != 0);
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ga->total_time = ga->num_frames / (float)fps;
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ga->done_playing = 0;
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ga->anim_time = 0.0f;
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return 0;
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}
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int generic_anim_stream(generic_anim *ga)
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{
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CFILE *img_cfp = NULL;
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int anim_fps = 0;
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char full_path[MAX_PATH];
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int size = 0, offset = 0;
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const int NUM_TYPES = 2;
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const ubyte type_list[NUM_TYPES] = {BM_TYPE_EFF, BM_TYPE_ANI};
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const char *ext_list[NUM_TYPES] = {".eff", ".ani"};
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int rval = -1;
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int bpp;
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ga->type = BM_TYPE_NONE;
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rval = cf_find_file_location_ext(ga->filename, NUM_TYPES, ext_list, CF_TYPE_ANY, sizeof(full_path) - 1, full_path, &size, &offset, 0);
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// could not be found, or is invalid for some reason
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if ( (rval < 0) || (rval >= NUM_TYPES) )
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return -1;
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//make sure we can open it
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img_cfp = cfopen_special(full_path, "rb", size, offset, CF_TYPE_ANY);
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if (img_cfp == NULL) {
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return -1;
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}
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strcat_s(ga->filename, ext_list[rval]);
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ga->type = type_list[rval];
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//seek to the end
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cfseek(img_cfp, 0, CF_SEEK_END);
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cfclose(img_cfp);
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//TODO: add streaming EFF
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if(ga->type == BM_TYPE_ANI) {
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bpp = ANI_BPP_CHECK;
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ga->ani.animation = anim_load(ga->filename, CF_TYPE_ANY, 0);
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ga->ani.instance = init_anim_instance(ga->ani.animation, bpp);
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#ifndef NDEBUG
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// for debug of ANI sizes
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strcpy_s(ga->ani.animation->name, ga->filename);
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#endif
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ga->num_frames = ga->ani.animation->total_frames;
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anim_fps = ga->ani.animation->fps;
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ga->height = ga->ani.animation->height;
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ga->width = ga->ani.animation->width;
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ga->buffer = ga->ani.instance->frame;
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ga->bitmap_id = bm_create(bpp, ga->width, ga->height, ga->buffer, 0);
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ga->ani.instance->last_bitmap = -1;
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ga->ani.instance->file_offset = ga->ani.animation->file_offset;
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ga->ani.instance->data = ga->ani.animation->data;
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ga->previous_frame = -1;
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}
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else {
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//placeholder until we get eff streaming working
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return generic_anim_load(ga);
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}
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// keyframe info
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if (ga->type == BM_TYPE_ANI) {
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//we only care if there are 2 keyframes - first frame, other frame to jump to for ship/weapons
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//mainhall door anis hav every frame as keyframe, so we don't care
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//other anis only have the first frame
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if(ga->ani.animation->num_keys == 2) {
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int key1 = ga->ani.animation->keys[0].frame_num;
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int key2 = ga->ani.animation->keys[1].frame_num;
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if (key1 < 0 || key1 >= ga->num_frames) key1 = -1;
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if (key2 < 0 || key2 >= ga->num_frames) key2 = -1;
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// some retail anis have their keyframes reversed
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// and some have their keyframes out of bounds
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if (key1 >= 0 && key1 >= key2) {
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ga->keyframe = ga->ani.animation->keys[0].frame_num;
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ga->keyoffset = ga->ani.animation->keys[0].offset;
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}
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else if (key2 >= 0 && key2 >= key1) {
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ga->keyframe = ga->ani.animation->keys[1].frame_num;
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ga->keyoffset = ga->ani.animation->keys[1].offset;
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}
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}
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}
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else {
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// EFF not handled yet; code shouldn't get here anyway per above block
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}
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ga->streaming = 1;
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Assert(anim_fps != 0);
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ga->total_time = ga->num_frames / (float) anim_fps;
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ga->done_playing = 0;
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ga->anim_time = 0.0f;
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return 0;
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}
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int generic_bitmap_load(generic_bitmap *gb)
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{
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if ( !VALID_FNAME(gb->filename) )
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return -1;
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gb->bitmap_id = bm_load(gb->filename);
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if (gb->bitmap_id < 0)
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return -1;
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return 0;
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}
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void generic_anim_unload(generic_anim *ga)
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{
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if(ga->num_frames > 0) {
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if(ga->streaming) {
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if(ga->type == BM_TYPE_ANI) {
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anim_free(ga->ani.animation);
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free_anim_instance(ga->ani.instance);
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}
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}
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else {
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//trying to release the first frame will release ALL frames
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bm_release(ga->first_frame);
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}
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if(ga->buffer) {
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bm_release(ga->bitmap_id);
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}
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}
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generic_anim_init(ga, NULL);
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}
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//for timer debug, #define TIMER
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void generic_render_ani_stream(generic_anim *ga)
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{
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int i;
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int bpp = ANI_BPP_CHECK;
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#ifdef TIMER
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int start_time = timer_get_fixed_seconds();
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#endif
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if((ga->current_frame == ga->previous_frame))
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return;
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#ifdef TIMER
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mprintf(("=========================\n"));
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mprintf(("frame: %d\n", ga->current_frame));
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#endif
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anim_check_for_palette_change(ga->ani.instance);
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// if we're using bitmap polys
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BM_SELECT_TEX_FORMAT();
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if(ga->direction & GENERIC_ANIM_DIRECTION_BACKWARDS) {
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//grab the keyframe - every frame is a keyframe for ANI
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if(ga->ani.animation->flags & ANF_STREAMED) {
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ga->ani.instance->file_offset = ga->ani.animation->file_offset + ga->ani.animation->keys[ga->current_frame].offset;
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} else {
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ga->ani.instance->data = ga->ani.animation->data + ga->ani.animation->keys[ga->current_frame].offset;
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}
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if(ga->ani.animation->flags & ANF_STREAMED) {
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ga->ani.instance->file_offset = unpack_frame_from_file(ga->ani.instance, ga->buffer, ga->width * ga->height, (ga->ani.instance->xlate_pal) ? ga->ani.animation->palette_translation : NULL, 0, bpp);
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}
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else {
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ga->ani.instance->data = unpack_frame(ga->ani.instance, ga->ani.instance->data, ga->buffer, ga->width * ga->height, (ga->ani.instance->xlate_pal) ? ga->ani.animation->palette_translation : NULL, 0, bpp);
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}
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}
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else {
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//looping back
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if((ga->current_frame == 0) || (ga->current_frame < ga->previous_frame)) {
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//go back to keyframe if there is one
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if(ga->keyframe && (ga->current_frame > 0)) {
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if(ga->ani.animation->flags & ANF_STREAMED) {
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ga->ani.instance->file_offset = ga->ani.animation->file_offset + ga->keyoffset;
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} else {
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ga->ani.instance->data = ga->ani.animation->data + ga->keyoffset;
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}
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ga->previous_frame = ga->keyframe - 1;
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}
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//go back to the start
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else {
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ga->ani.instance->file_offset = ga->ani.animation->file_offset;
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ga->ani.instance->data = ga->ani.animation->data;
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ga->previous_frame = -1;
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}
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}
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#ifdef TIMER
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mprintf(("proc: %d\n", timer_get_fixed_seconds() - start_time));
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mprintf(("previous frame: %d\n", ga->previous_frame));
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#endif
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for(i = ga->previous_frame + 1; i <= ga->current_frame; i++) {
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if(ga->ani.animation->flags & ANF_STREAMED) {
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ga->ani.instance->file_offset = unpack_frame_from_file(ga->ani.instance, ga->buffer, ga->width * ga->height, (ga->ani.instance->xlate_pal) ? ga->ani.animation->palette_translation : NULL, 0, bpp);
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}
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else {
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ga->ani.instance->data = unpack_frame(ga->ani.instance, ga->ani.instance->data, ga->buffer, ga->width * ga->height, (ga->ani.instance->xlate_pal) ? ga->ani.animation->palette_translation : NULL, 0, bpp);
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}
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}
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}
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// always go back to screen format
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BM_SELECT_SCREEN_FORMAT();
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//we need to use this because performance is worse if we flush the gfx card buffer
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if ( ga->ani.instance->last_bitmap != -1 ){
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bm_release(ga->ani.instance->last_bitmap);
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}
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ga->bitmap_id = bm_create(bpp, ga->width, ga->height, ga->buffer, 0);
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//in case we want to check that the frame is actually changing
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//mprintf(("frame crc = %08X\n", cf_add_chksum_long(0, ga->buffer, ga->width * ga->height * (bpp >> 3))));
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ga->ani.instance->last_bitmap = ga->bitmap_id;
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#ifdef TIMER
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mprintf(("end: %d\n", timer_get_fixed_seconds() - start_time));
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mprintf(("=========================\n"));
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#endif
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}
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void generic_anim_render(generic_anim *ga, float frametime, int x, int y)
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{
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float keytime = 0.0;
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if(ga->keyframe)
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keytime = (ga->total_time * ((float)ga->keyframe / (float)ga->num_frames));
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//don't mess with the frame time if we're paused
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if((ga->direction & GENERIC_ANIM_DIRECTION_PAUSED) == 0) {
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if(ga->direction & GENERIC_ANIM_DIRECTION_BACKWARDS) {
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//keep going forwards if we're in a keyframe loop
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if(ga->keyframe && (ga->anim_time > keytime)) {
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ga->anim_time += frametime;
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if(ga->anim_time >= ga->total_time) {
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ga->anim_time = keytime - 0.001f;
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ga->done_playing = 0;
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}
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}
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else {
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//playing backwards
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ga->anim_time -= frametime;
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if((ga->direction & GENERIC_ANIM_DIRECTION_NOLOOP) && ga->anim_time < 0.0) {
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ga->anim_time = 0; //stop on first frame when playing in reverse
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}
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else {
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while(ga->anim_time < 0.0)
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ga->anim_time += ga->total_time; //make sure we're always positive, so we can go back to the end
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}
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}
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}
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else {
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ga->anim_time += frametime;
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if(ga->anim_time >= ga->total_time) {
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if(ga->direction & GENERIC_ANIM_DIRECTION_NOLOOP) {
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ga->anim_time = ga->total_time - 0.001f; //stop on last frame when playing - if it's equal we jump to the first frame
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}
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else if(!ga->done_playing){
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//we've played this at least once
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ga->done_playing = 1;
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}
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}
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}
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}
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if(ga->num_frames > 0)
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{
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ga->current_frame = 0;
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if(ga->done_playing && ga->keyframe) {
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ga->anim_time = fmod(ga->anim_time - keytime, ga->total_time - keytime) + keytime;
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}
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else {
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ga->anim_time = fmod(ga->anim_time, ga->total_time);
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}
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ga->current_frame += fl2i(ga->anim_time * ga->num_frames / ga->total_time);
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//sanity check
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CLAMP(ga->current_frame, 0, ga->num_frames - 1);
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if(ga->streaming) {
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//handle streaming - render one frame
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//TODO: add EFF streaming
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if(ga->type == BM_TYPE_ANI) {
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generic_render_ani_stream(ga);
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}
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gr_set_bitmap(ga->bitmap_id);
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}
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else {
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gr_set_bitmap(ga->first_frame + ga->current_frame);
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}
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ga->previous_frame = ga->current_frame;
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gr_bitmap(x, y);
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}
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}
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