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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "anim/animplay.h"
#include "anim/packunpack.h"
#include "bmpman/bmpman.h"
#include "cfile/cfile.h"
#include "cmdline/cmdline.h"
#include "globalincs/linklist.h"
#include "graphics/2d.h"
#include "io/timer.h"
#include "pcxutils/pcxutils.h"
#include "render/3d.h"
#include "graphics/material.h"
#include "tracing/Monitor.h"
static color Color_xparent;
anim *first_anim = NULL;
anim_instance anim_free_list;
anim_instance anim_render_list;
#define MAX_ANIM_INSTANCES 25
anim_instance anim_render_instance[MAX_ANIM_INSTANCES];
int Anim_paused; /// Global variable to pause the playing back of anims
int Anim_inited = FALSE;
fix t1,t2;
int Anim_ignore_frametime=0; // flag used to ignore frametime... useful when need to avoid saturated frametimes
/**
* @brief Initialise animation
* @details Queue all the ::anim_render_instance[] elements onto the ::anim_free_list
*/
void anim_init()
{
int i;
if ( Anim_inited == TRUE )
return;
list_init( &anim_free_list );
list_init( &anim_render_list );
// Link all anim render slots into the free list
for (i=1; i < MAX_ANIM_INSTANCES; i++) {
list_append(&anim_free_list, &anim_render_instance[i]);
}
Anim_paused = 0;
Anim_inited = TRUE;
}
/**
* @brief Display the frames for the currently playing anims
*/
void anim_render_all(int screen_id, float frametime)
{
anim_instance* A;
anim_instance* temp;
A = GET_FIRST(&anim_render_list);
while( A !=END_OF_LIST(&anim_render_list) ) {
temp = GET_NEXT(A);
if ( A->screen_id == screen_id ) {
if ( Anim_ignore_frametime ) {
frametime = 0.0f;
Anim_ignore_frametime=0;
}
if ( anim_show_next_frame(A, frametime) == -1 ) {
A->data = NULL;
anim_release_render_instance(A);
}
}
A = temp;
}
}
/**
* @brief Display the frames for the passed animation
* @details It will ignore animations which do not have the same id as the passed screen_id
*/
void anim_render_one(int screen_id, anim_instance *ani, float frametime)
{
// make sure this guy's screen id matches the passed one
if(screen_id != ani->screen_id){
return;
}
// otherwise render it
if ( Anim_ignore_frametime ) {
frametime = 0.0f;
Anim_ignore_frametime=0;
}
if ( anim_show_next_frame(ani, frametime) == -1 ) {
ani->data = NULL;
anim_release_render_instance(ani);
}
}
MONITOR(NumANIPlayed)
/**
* @brief Setup an anim_play_struct for passing into ::anim_play().
* @details Will fill in default values, which you can then change before calling ::anim_play().
*/
void anim_play_init(anim_play_struct *aps, anim *a_info, int x, int y, int base_w, int base_h)
{
aps->anim_info = a_info;
aps->x = x;
aps->y = y;
aps->base_w = base_w;
aps->base_h = base_h;
aps->start_at = 0;
aps->stop_at = a_info->total_frames - 1;
aps->screen_id = 0;
aps->world_pos = NULL;
aps->radius = 0.0f;
aps->framerate_independent = 0;
aps->color = NULL;
aps->skip_frames = 1;
aps->looped = 0;
aps->ping_pong = 0;
}
/**
* @brief Will add an anim instance to the anim_render_list.
* This will cause the anim to be played at the x,y position specified in the parameter list.
*
* @param aps Compressed animation that we should make an instance from
* @return If success pointer to instance, NULL if anim anim could not be played
*/
anim_instance *anim_play(anim_play_struct *aps)
{
Assert( aps->anim_info != NULL );
Assert( aps->start_at >= 0 );
Assert( aps->stop_at < aps->anim_info->total_frames );
Assert( !(aps->looped && aps->ping_pong) ); // shouldn't have these both set at once
MONITOR_INC(NumANIPlayed, 1);
anim_instance *instance;
// Find next free anim instance slot on queue
instance = GET_FIRST(&anim_free_list);
Assert( instance != &anim_free_list ); // shouldn't have the dummy element
// remove instance from the free list
list_remove( &anim_free_list, instance );
// insert instance onto the end of anim_render_list
list_append( &anim_render_list, instance );
aps->anim_info->instance_count++;
instance->frame_num = -1;
instance->last_frame_num = -99;
instance->parent = aps->anim_info;
instance->data = aps->anim_info->data;
if ( anim_instance_is_streamed(instance) ) {
instance->file_offset = instance->parent->file_offset;
}
instance->frame = (ubyte *) vm_malloc(instance->parent->width * instance->parent->height * 2);
Assert( instance->frame != NULL );
memset( instance->frame, 0, instance->parent->width * instance->parent->height * 2 );
instance->time_elapsed = 0.0f;
instance->stop_at = aps->stop_at;
instance->x = aps->x;
instance->y = aps->y;
instance->world_pos = aps->world_pos;
instance->radius = aps->radius;
instance->framerate_independent = aps->framerate_independent;
instance->last_bitmap = -1;
instance->stop_now = FALSE;
instance->screen_id = aps->screen_id;
instance->aa_color = aps->color;
instance->skip_frames = aps->skip_frames;
instance->looped = aps->looped;
instance->ping_pong = aps->ping_pong;
instance->direction = ANIM_DIRECT_FORWARD;
instance->paused = 0;
instance->loop_count = 0;
if ( aps->color == NULL ){
instance->xlate_pal = 1;
} else {
instance->xlate_pal = 0;
}
if(aps->base_w < 0 || aps->base_h < 0) {
instance->base_w = gr_screen.max_w_unscaled_zoomed;
instance->base_h = gr_screen.max_h_unscaled_zoomed;
} else {
instance->base_w = aps->base_w;
instance->base_h = aps->base_h;
}
// determining the start_at frame is more complicated, since it must be a key-frame.
// Futhermore, need to subtract 1 from key-frame number, since frame number is always
// incremented the first time anim_show_next_frame() is called
instance->start_at = aps->start_at;
if ( aps->start_at > 0 ) {
key_frame *keyp;
int idx;
int key = 0;
int offset = 0;
int frame_num = aps->start_at;
keyp = instance->parent->keys;
idx = 0;
while (idx < instance->parent->num_keys) {
if (key == frame_num)
break;
key = keyp[idx].frame_num - 1;
offset = keyp[idx].offset;
idx++;
}
if (key > instance->frame_num) { // best key is closer than current position
instance->frame_num = key;
if ( anim_instance_is_streamed(instance) ) {
instance->file_offset = instance->parent->file_offset + offset;
} else {
instance->data = instance->parent->data + offset;
}
}
instance->frame_num--; // required
}
return instance;
}
/**
* @brief This function is called to blit the next frame of an anim instance to the screen.
* This is normally called by the anim_render_all() function.
*
* @param instance Pointer to animation instance
* @param frametime Time elapsed since last call, in seconds
*/
int anim_show_next_frame(anim_instance *instance, float frametime)
{
int bitmap_id, bitmap_flags=0, new_frame_num, frame_diff=0, i, n_frames=0,frame_save;
float percent_through, time;
vertex image_vertex;
int aabitmap = 0;
int bpp = 16;
Assert( instance != NULL );
instance->time_elapsed += frametime;
// Advance to the next frame, if we determine enough time has elapsed.
if(instance->direction == ANIM_DIRECT_FORWARD)
n_frames = instance->stop_at - instance->start_at + 1;
else if(instance->direction == ANIM_DIRECT_REVERSE)
n_frames = instance->start_at - instance->stop_at + 1;
time = n_frames / i2fl(instance->parent->fps);
percent_through = instance->time_elapsed / time;
if(instance->direction == ANIM_DIRECT_FORWARD)
new_frame_num = instance->start_at - 1 + (int) lround(percent_through * n_frames);
else
new_frame_num = instance->start_at - 1 - (int) lround(percent_through * n_frames);
frame_save = instance->frame_num;
// If framerate independent, use the new_frame_num... unless instance->skip_frames is
// FALSE, then only advance a maximum of one frame (this is needed since some big animations
// should just play slower rather than taking the hit of decompressing multiple frames and
// creating an even greater slowdown
if (instance->framerate_independent) {
if(instance->direction == ANIM_DIRECT_FORWARD){
if ( new_frame_num > instance->last_frame_num) {
if ( instance->skip_frames )
instance->frame_num = new_frame_num;
else
instance->frame_num++;
}
} else if(instance->direction == ANIM_DIRECT_REVERSE){
if( new_frame_num < instance->last_frame_num) {
if ( instance->skip_frames )
instance->frame_num = new_frame_num;
else
instance->frame_num--;
}
}
}
else {
if(instance->direction == ANIM_DIRECT_FORWARD){
if ( new_frame_num > instance->last_frame_num) {
instance->frame_num++;
}
} else if(instance->direction == ANIM_DIRECT_REVERSE){
if ( new_frame_num < instance->last_frame_num) {
instance->frame_num--;
}
}
}
if(instance->direction == ANIM_DIRECT_FORWARD){
if ( instance->frame_num < instance->start_at ) {
instance->frame_num = instance->start_at;
}
} else if(instance->direction == ANIM_DIRECT_REVERSE){
if ( instance->frame_num > instance->start_at ) {
instance->frame_num = instance->start_at;
}
}
if ( instance->stop_now == TRUE ) {
return -1;
}
// If past the last frame, clamp to the last frame and then set the stop_now flag in the
// anim instance. The next iteration, the animation will stop.
if(instance->direction == ANIM_DIRECT_FORWARD){
if (instance->frame_num >= instance->stop_at ) {
if (instance->looped) { // looped animations
instance->frame_num = instance->stop_at;
instance->time_elapsed = 0.0f;
} else if(instance->ping_pong) { // pingponged animations
instance->frame_num = instance->stop_at;
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;
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);
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 = 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++ ) {
// if we're playing backwards, every frame must be a keyframe and we set the data ptr here
if(instance->direction == ANIM_DIRECT_REVERSE){
if ( anim_instance_is_streamed(instance) ) {
instance->file_offset = instance->parent->file_offset + instance->parent->keys[instance->frame_num-1].offset;
} else {
instance->data = instance->parent->data + instance->parent->keys[instance->frame_num-1].offset;
}
}
ubyte *temp = NULL;
int temp_file_offset = -1;
// if we're using bitmap polys
BM_SELECT_TEX_FORMAT();
if ( anim_instance_is_streamed(instance) ) {
if ( instance->xlate_pal ){
temp_file_offset = unpack_frame_from_file(instance, instance->frame, instance->parent->width*instance->parent->height, instance->parent->palette_translation, aabitmap, bpp);
} else {
temp_file_offset = unpack_frame_from_file(instance, instance->frame, instance->parent->width*instance->parent->height, NULL, aabitmap, bpp);
}
} else {
if ( instance->xlate_pal ){
temp = unpack_frame(instance, instance->data, instance->frame, instance->parent->width*instance->parent->height, instance->parent->palette_translation, aabitmap, bpp);
} else {
temp = unpack_frame(instance, instance->data, instance->frame, instance->parent->width*instance->parent->height, NULL, aabitmap, bpp);
}
}
// always go back to screen format
BM_SELECT_SCREEN_FORMAT();
// see if we had an error during decode (corrupted anim stream)
if ( (temp == NULL) && (temp_file_offset < 0) ) {
mprintf(("ANI: Fatal ERROR at frame %i!! Aborting playback of \"%s\"...\n", instance->frame_num, instance->parent->name));
// return -1 to end all playing of this anim instanc
return -1;
}
if(instance->direction == ANIM_DIRECT_FORWARD){
if ( anim_instance_is_streamed(instance) ) {
instance->file_offset = temp_file_offset;
} else {
instance->data = temp;
}
}
}
t2 = timer_get_fixed_seconds();
}
else {
t2=t1=0;
}
// this only happens when the anim is being looped, we need to reset the last_frame_num
if ( (instance->time_elapsed == 0) && (instance->looped) ) {
instance->last_frame_num = -1;
instance->frame_num = -1;
instance->data = instance->parent->data;
instance->file_offset = instance->parent->file_offset;
instance->loop_count++;
}
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(bpp, 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 ) {
int old_max_w_unscaled = gr_screen.max_w_unscaled;
int old_max_h_unscaled = gr_screen.max_h_unscaled;
int old_max_w_unscaled_zoomed = gr_screen.max_w_unscaled_zoomed;
int old_max_h_unscaled_zoomed = gr_screen.max_h_unscaled_zoomed;
gr_set_screen_scale(instance->base_w, instance->base_h);
gr_set_clip(0, 0, instance->base_w, instance->base_h, GR_RESIZE_MENU);
if ( instance->aa_color == NULL ) {
gr_bitmap(instance->x, instance->y, GR_RESIZE_MENU_NO_OFFSET);
}
else {
gr_set_color_fast( (color*)instance->aa_color );
gr_aabitmap(instance->x, instance->y, GR_RESIZE_MENU_NO_OFFSET);
}
gr_set_screen_scale(old_max_w_unscaled, old_max_h_unscaled, old_max_w_unscaled_zoomed, old_max_h_unscaled_zoomed);
gr_reset_clip();
}
else {
g3_rotate_vertex(&image_vertex,instance->world_pos);
Assert(instance->radius != 0.0f);
//g3_draw_bitmap(&image_vertex, 0, instance->radius*1.5f, TMAP_FLAG_TEXTURED | TMAP_HTL_2D);
material mat_params;
material_set_unlit(&mat_params, bitmap_id, 1.0f, false, false);
g3_render_rect_screen_aligned_2d(&mat_params, &image_vertex, 0, instance->radius*1.5f);
}
instance->last_bitmap = bitmap_id;
}
t2 = timer_get_fixed_seconds();
return 0;
}
/**
* @brief Free a particular animation instance that is on the anim_render_list.
* Do not call this function to free an animation instance in general (use
* free_anim_instance() for that), only when you want to free an instance
* that is on the anim_render_list
*/
void anim_release_render_instance(anim_instance* instance)
{
Assert( instance != NULL );
if (instance->frame != NULL)
vm_free(instance->frame);
instance->frame = NULL;
instance->parent->instance_count--;
if ( instance->last_bitmap != -1 ) {
bm_release(instance->last_bitmap);
instance->last_bitmap = -1;
}
// remove instance from anim_render_list
list_remove( &anim_render_list, instance );
// insert instance into the anim_free_list
list_append( &anim_free_list, instance );
}
/**
* @brief Free all anim instances that are on the anim_render_list.
*
* @param screen_id Optional parameter that lets you only free a subset of the anim instances.
* A screen_id of 0 is the default value, and this is used for animations that always play when
* they are placed on the aim_render_list.
*/
void anim_release_all_instances(int screen_id)
{
anim_instance* A;
anim_instance* temp;
if ( Anim_inited == FALSE )
return;
A = GET_FIRST(&anim_render_list);
while( A !=END_OF_LIST(&anim_render_list) ) {
temp = GET_NEXT(A);
if ( A->screen_id == screen_id || screen_id == 0 ) {
anim_release_render_instance(A);
}
A = temp;
}
}
// -----------------------------------------------------------------------------
// anim_read_header()
//
// Read the header of a .ani file. Below is the format of a .ani header
//
// #bytes | description
// 2 | obsolete, kept for compatibility with old versions
// 2 | version number
// 2 | fps
// 1 | transparent red value
// 1 | transparent green value
// 1 | transparent blue value
// 2 | width
// 2 | height
// 2 | number of frames
// 1 | packer code
// 763 | palette
// 2 | number of key frames
// 2 | key frame number } repeats
// 4 | key frame offset } repeats
// 4 | compressed data length
//
void anim_read_header(anim *ptr, CFILE *fp)
{
ptr->width = cfread_short(fp);
// If first 2 bytes are zero, this means we are using a new format, which includes
// a version, and fps values. This is only done since a version number was not included
// in the original header.
// default
Color_xparent.red = 0;
Color_xparent.green = 255;
Color_xparent.blue = 0;
if ( ptr->width == 0 ) {
ptr->version = cfread_short(fp);
ptr->fps = cfread_short(fp);
// version 2 added a custom transparency color
if ( ptr->version >= 2 ) {
cfread(&Color_xparent.red, 1, 1, fp);
cfread(&Color_xparent.green, 1, 1, fp);
cfread(&Color_xparent.blue, 1, 1, fp);
}
ptr->width = cfread_short(fp);
}
else {
ptr->version = 0;
ptr->fps = 30;
}
ptr->height = cfread_short(fp);
#ifndef NDEBUG
// get size of ani compared to power of 2
int r, floor_pow;
r = ptr->height;
floor_pow = 0;
while(r >= 2) {
r /= 2;
floor_pow++;
}
int floor_size = (int) pow(2.0, floor_pow);
int diff = ptr->height - floor_size;
float waste = 100.0f * float((floor_size - diff))/(2.0f *(float)floor_size);
if (diff != 0) {
if (ptr->height > 16) {
nprintf(("ANI","ANI %s with size %dx%d (%.1f%% wasted)\n", ptr->name, ptr->width, ptr->height, waste));
}
}
#endif
ptr->total_frames = cfread_short(fp);
ptr->packer_code = cfread_ubyte(fp);
cfread(&ptr->palette, 256, 3, fp);
ptr->num_keys = cfread_short(fp);
// store xparent colors
ptr->xparent_r = Color_xparent.red;
ptr->xparent_g = Color_xparent.green;
ptr->xparent_b = Color_xparent.blue;
if(ptr->total_frames == ptr->num_keys){
ptr->flags |= ANF_ALL_KEYFRAMES;
}
}
/**
* @brief Load an animation. This stores the compressed data, which instances of the animation can reference.
* Must be free'ed later with anim_free().
*
* @param real_filename Filename of animation
* @param cf_dir_type
* @param file_mapped Whether to use memory-mapped file or not.
*
* @details Memory-mapped files will page in the animation from disk as it is needed, but performance is not as good.
* @return Pointer to anim that is loaded if success, NULL if failure.
*/
anim *anim_load(const char *real_filename, int cf_dir_type, int file_mapped)
{
anim *ptr;
CFILE *fp;
int count,idx;
char name[_MAX_PATH];
Assert( real_filename != NULL );
strcpy_s( name, real_filename );
char *p = strchr( name, '.' );
if ( p ) {
*p = 0;
}
strcat_s( name, ".ani" );
ptr = first_anim;
while (ptr) {
if (!stricmp(name, ptr->name))
break;
ptr = ptr->next;
}
if (!ptr) {
fp = cfopen(name, "rb", CFILE_NORMAL, cf_dir_type);
if ( !fp )
return NULL;
ptr = (anim *) vm_malloc(sizeof(anim));
Assert(ptr);
ptr->flags = 0;
ptr->next = first_anim;
first_anim = ptr;
Assert(strlen(name) < _MAX_PATH - 1);
strcpy_s(ptr->name, name);
ptr->instance_count = 0;
ptr->width = 0;
ptr->height = 0;
ptr->total_frames = 0;
ptr->keys = NULL;
ptr->ref_count=0;
anim_read_header(ptr, fp);
if (ptr->width < 0 || ptr->height < 0) {
Error(LOCATION, "Ani file %s has a faulty header and cannot be loaded.", name);
}
if(ptr->num_keys > 0){
ptr->keys = (key_frame*)vm_malloc(sizeof(key_frame) * ptr->num_keys);
Assert(ptr->keys != NULL);
}
// store how long the anim should take on playback (in seconds)
ptr->time = i2fl(ptr->total_frames)/ptr->fps;
for(idx=0;idx<ptr->num_keys;idx++){
ptr->keys[idx].frame_num = 0;
cfread(&ptr->keys[idx].frame_num, 2, 1, fp);
cfread(&ptr->keys[idx].offset, 4, 1, fp);
ptr->keys[idx].frame_num = INTEL_INT( ptr->keys[idx].frame_num ); //-V570
ptr->keys[idx].offset = INTEL_INT( ptr->keys[idx].offset ); //-V570
}
cfread(&count, 4, 1, fp); // size of compressed data
count = INTEL_INT( count );
ptr->cfile_ptr = NULL;
if ( file_mapped == PAGE_FROM_MEM) {
// Try mapping the file to memory
ptr->flags |= ANF_MEM_MAPPED;
ptr->cfile_ptr = cfopen(name, "rb", CFILE_MEMORY_MAPPED, cf_dir_type);
}
// couldn't memory-map file... must be in a packfile, so stream manually
if ( file_mapped == PAGE_FROM_MEM && !ptr->cfile_ptr ) {
ptr->flags &= ~ANF_MEM_MAPPED;
ptr->flags |= ANF_STREAMED;
ptr->cfile_ptr = cfopen(name, "rb", CFILE_NORMAL, cf_dir_type);
}
ptr->cache = NULL;
// If it opened properly as mem-mapped (or streamed)
if (ptr->cfile_ptr != NULL) {
// VERY IMPORTANT STEP
// Set the data pointer to the compressed data (which is not at the start of the
// file). Use ftell() to find out how far we've already parsed into the file
//
int offset;
offset = cftell(fp);
ptr->file_offset = offset;
if ( ptr->flags & ANF_STREAMED ) {
ptr->data = NULL;
ptr->cache_file_offset = ptr->file_offset;
ptr->cache = (ubyte*)vm_malloc(ANI_STREAM_CACHE_SIZE+2);
Assert(ptr->cache);
cfseek(ptr->cfile_ptr, offset, CF_SEEK_SET);
cfread(ptr->cache, ANI_STREAM_CACHE_SIZE, 1, ptr->cfile_ptr);
} else {
ptr->data = (ubyte*)cf_returndata(ptr->cfile_ptr) + offset;
}
} else {
// Not a memory mapped file (or streamed)
ptr->flags &= ~ANF_MEM_MAPPED;
ptr->flags &= ~ANF_STREAMED;
ptr->data = (ubyte *) vm_malloc(count);
ptr->file_offset = -1;
cfread(ptr->data, count, 1, fp);
}
cfclose(fp);
anim_set_palette(ptr);
}
ptr->ref_count++;
return ptr;
}
/**
* @brief Free an animation that was loaded with anim_load().
* @details All instances referencing this animation must be free'ed or get an assert.
*/
int anim_free(anim *ptr)
{
Assert ( ptr != NULL );
anim *list, **prev_anim;
list = first_anim;
prev_anim = &first_anim;
while (list && (list != ptr)) {
prev_anim = &list->next;
list = list->next;
}
if ( !list )
return -2;
// only free when ref_count is 0
ptr->ref_count--;
if ( ptr->ref_count > 0 )
return -1;
// only free if there are no playing instances
if ( ptr->instance_count > 0 )
return -1;
if(ptr->keys != NULL){
vm_free(ptr->keys);
ptr->keys = NULL;
}
if ( ptr->flags & (ANF_MEM_MAPPED|ANF_STREAMED) ) {
cfclose(ptr->cfile_ptr);
if (ptr->cache != NULL) {
vm_free(ptr->cache);
ptr->cache = NULL;
}
}
else {
Assert(ptr->data);
if (ptr->data != NULL) {
vm_free(ptr->data);
ptr->data = NULL;
}
}
*prev_anim = ptr->next;
vm_free(ptr);
return 0;
}
/**
* @brief Called at the beginning of a mission to initialize any mission dependent anim data.
* @todo Redundant?
*/
void anim_level_init()
{
}
/**
* @brief Called after the end of a mission to clean up any mission dependent anim data.
*/
void anim_level_close()
{
anim_release_all_instances();
}
void anim_reverse_direction(anim_instance *ai)
{
int temp;
// you're not allowed to call anim_reverse_direction(...) unless every frame is a keyframe!!!!
// The God of Delta-RLE demands it be thus.
Assertion( ai->parent->flags & ANF_ALL_KEYFRAMES, "Ani was set to play backwards. In order to enable this, all frames of the animation MUST be keyframes.");
// 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_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];
}
}
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