2 * $Logfile: /Freespace2/code/Anim/AnimPlay.cpp $
7 * C module for playing back anim files
10 * Revision 1.2 2002/05/07 03:16:43 theoddone33
11 * The Great Newline Fix
13 * Revision 1.1.1.1 2002/05/03 03:28:08 root
17 * 9 9/13/99 11:26p Andsager
18 * Add debug code to check for poorly sized anis
20 * 8 8/26/99 9:45a Dave
21 * First pass at easter eggs and cheats.
23 * 7 7/16/99 1:49p Dave
24 * 8 bit aabitmaps. yay.
26 * 6 7/13/99 1:15p Dave
27 * 32 bit support. Whee!
29 * 5 6/10/99 10:34a Dave
30 * Removed unnecessary assert.
32 * 4 11/30/98 1:07p Dave
33 * 16 bit conversion, first run.
35 * 3 10/22/98 6:14p Dave
36 * Optimized some #includes in Anim folder. Put in the beginnings of
37 * parse/localization support for externalized strings and tstrings.tbl
39 * 2 10/07/98 10:52a Dave
42 * 1 10/07/98 10:48a Dave
44 * 38 6/23/98 4:18p Hoffoss
45 * Fixed some bugs with AC release build.
47 * 37 5/18/98 5:59p Hoffoss
48 * Made command briefing advanced now once the speech stops and animation
49 * has fully played once, whichever is longer.
51 * 36 5/14/98 6:29p Hoffoss
52 * Fixed some warnings a release rebuild all turned up.
54 * 35 5/07/98 3:11a Lawrance
55 * Implement custom streaming code
57 * 34 4/27/98 3:36p Dave
59 * 33 3/25/98 8:43p Hoffoss
60 * Changed anim_play() to not be so damn complex when you try and call it.
62 * 32 2/05/98 9:21p John
63 * Some new Direct3D code. Added code to monitor a ton of stuff in the
66 * 31 1/19/98 11:37p Lawrance
67 * Fixing Optimization build warnings
69 * 30 1/19/98 3:09p Hoffoss
70 * Only free an anim instance if it is actually playing.
72 * 29 1/14/98 6:43p Lawrance
73 * Add ref_count to anim struct, so we don't free multiple times
75 * 28 12/30/97 6:44p John
76 * Made g3_Draw_bitmap functions account for aspect of bitmap.
78 * 27 12/27/97 2:35p John
79 * Restructed some code so that if the memory-mapped file open fails, it
80 * will still read it the old-fashioned, non-memory mapped way.
82 * 26 12/24/97 9:10p Lawrance
83 * take out some debugging statements
85 * 25 12/24/97 8:57p Lawrance
86 * Added anim_ignore_next_frametime()
88 * 24 12/07/97 2:06p Dave
89 * Removed some debug frame-checking code.
91 * 23 12/06/97 2:55p Dave
93 * 22 11/29/97 2:05p John
94 * made g3_draw_bitmap and g3_draw_rotated bitmap take w&h, not w/2 & h/2,
95 * like they used to incorrectly assume. Added code to model to read in
98 * 21 11/20/97 5:36p Dave
99 * Hooked in a bunch of main hall changes (including sound). Made it
100 * possible to reposition (rewind/ffwd)
101 * sound buffer pointers. Fixed animation direction change framerate
104 * 20 11/20/97 4:33p Sandeep
105 * ALAN: ensure instance->paused gets initialized
107 * 19 11/20/97 4:12p Lawrance
108 * when paused, don't increment time_elapsed
110 * 18 11/19/97 8:28p Dave
111 * Hooked in Main Hall screen. Put in Anim support for ping ponging
112 * animations as well as general reversal of anim direction.
114 * 17 9/11/97 4:17p Allender
115 * use _MAX_PATH instead of MAX_FILENAME_LENGTH for anim_play since it is
116 * called from MoviePlayer with full path
118 * 16 9/11/97 10:49a Lawrance
119 * improve anim_show_next_frame()
121 * 15 9/10/97 4:59p Lawrance
122 * improve comments to anim_play() function
124 * 14 9/03/97 4:19p John
125 * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani
126 * to bm_load functions not needed. Made bmpman keep track of palettes
127 * for bitmaps not mapped into game palettes.
129 * 13 8/30/97 2:11p Lawrance
130 * allow animations to loop
132 * 12 8/25/97 11:13p Lawrance
133 * support framerate independent playback with the option of now advancing
134 * more than one frame at a time
136 * 11 8/22/97 8:20a Lawrance
137 * display scrolling text properly, with indicator that text exitsts to be
140 * 10 8/21/97 5:11p Lawrance
141 * frame numbering for ANI's now is from 0 -> total_frames-1.
143 * 9 8/19/97 9:30a Lawrance
144 * print out reason if file doesn't open right
146 * 8 7/28/97 10:42p Lawrance
147 * re-did interface to unpack_frame() to make more general
149 * 7 7/21/97 11:41a Lawrance
150 * make playback time of .ani files keyed of frametime
152 * 6 7/20/97 6:57p Lawrance
153 * supporting new RLE format
155 * 5 7/11/97 11:54a John
156 * added rotated 3d bitmaps.
158 * 4 6/27/97 4:36p Lawrance
159 * update pal translation table when gr_screen.signature changes
161 * 3 6/26/97 3:00p Lawrance
162 * fix bug with playing 3d anims
164 * 2 6/26/97 12:12a Lawrance
165 * supporting anti-aliased bitmap animations
167 * 1 6/23/97 5:09p Lawrance
169 * 24 6/03/97 5:53p Lawrance
170 * don't unload bitmap after bm_create
175 #include "animplay.h"
176 #include "linklist.h"
181 #include "grinternal.h"
182 #include "pcxutils.h"
183 #include "packunpack.h"
186 static color Color_xparent;
188 anim *first_anim = NULL;
189 anim_instance anim_free_list;
190 anim_instance anim_render_list;
192 #define MAX_ANIM_INSTANCES 25
193 anim_instance anim_render_instance[MAX_ANIM_INSTANCES];
195 int Anim_paused; // global variable to pause the playing back of anims
196 int Anim_inited = FALSE;
200 int Anim_ignore_frametime=0; // flag used to ignore frametime... useful when need to avoid saturated frametimes
202 // -------------------------------------------------------------------------------------------------
203 // anim_init() will queue all the anim_render_instance[] elements onto the anim_free_list
209 if ( Anim_inited == TRUE )
212 list_init( &anim_free_list );
213 list_init( &anim_render_list );
215 // Link all anim render slots into the free list
216 for (i=1; i < MAX_ANIM_INSTANCES; i++) {
217 list_append(&anim_free_list, &anim_render_instance[i]);
224 // -------------------------------------------------------------------------------------------------
225 // anim_render_all() will display the frames for the currently playing anims
227 void anim_render_all(int screen_id, float frametime)
232 A = GET_FIRST(&anim_render_list);
233 while( A !=END_OF_LIST(&anim_render_list) ) {
235 if ( A->screen_id == screen_id ) {
236 if ( Anim_ignore_frametime ) {
238 Anim_ignore_frametime=0;
240 if ( anim_show_next_frame(A, frametime) == -1 ) {
242 anim_release_render_instance(A);
249 // -------------------------------------------------------------------------------------------------
250 // anim_render_one() will display the frames for the passed animation, it will ignore animations which
251 // do not have the same id as the passed screen_id
253 void anim_render_one(int screen_id, anim_instance *ani, float frametime)
255 // make sure this guy's screen id matches the passed one
256 if(screen_id != ani->screen_id){
260 // otherwise render it
261 if ( Anim_ignore_frametime ) {
263 Anim_ignore_frametime=0;
265 if ( anim_show_next_frame(ani, frametime) == -1 ) {
267 anim_release_render_instance(ani);
271 MONITOR(NumANIPlayed);
273 // Setup an anim_play_struct for passing into anim_play(). Will fill in default values, which you
274 // can then change before calling anim_play().
276 void anim_play_init(anim_play_struct *aps, anim *a_info, int x, int y)
278 aps->anim_info = a_info;
282 aps->stop_at = a_info->total_frames - 1;
284 aps->world_pos = NULL;
286 aps->framerate_independent = 0;
288 aps->skip_frames = 1;
293 // -------------------------------------------------------------------------------------------------
294 // anim_play() will add an anim instance to the anim_render_list. This will cause the
295 // anim to be played at the x,y position specified in the parameter list.
299 // anim_info => the compressed animation that we should make an instance from
300 // x => x position of animation to play at (top left corner)
301 // y => y position of animation to play at ( top left corner)
302 // start_at => frame number to start at (note: numbering is from 0->num_frames-1)
303 // stop_at => frame number to stop at (note: numbering is from 0->num_frames-1)
304 // screen_id => OPTIONAL (default value 0): screen signature so animation only plays when
305 // anim_render_all() called with that same signature
306 // world_pos => OPTIONAL (default value NULL): only give a world pos when you want to
307 // play the animation at a 3D location. You must specify radius when
309 // radius => OPTIONAL (default value 0): only needed when the animation is playing
310 // as a 3D animation (this is only when world_pos in not NULL).
311 // fi => OPTIONAL (default value 0): framerate indepentdent flag, when set TRUE
312 // the animation will skip frames if necessary to maintain the fps value
313 // associated with the animation
314 // color => OPTIONAL (default value NULL) address of an alpha color struct. Only
315 // required when the animation should be drawn with an alpha color.
316 // skip_frames => OPTIONAL (default value 1) should anim skip frames when doing framerate
317 // independent playback
318 // looped => OPTIONAL (default value 0) should anim play looped (ie forever)
322 // pointer to instance => success
323 // NULL => if anim anim could not be played
325 anim_instance *anim_play(anim_play_struct *aps)
327 Assert( aps->anim_info != NULL );
328 Assert( aps->start_at >= 0 );
329 Assert( aps->stop_at < aps->anim_info->total_frames );
330 // Assert( aps->stop_at >= aps->start_at );
331 Assert( !(aps->looped && aps->ping_pong) ); // shouldn't have these both set at once
333 MONITOR_INC(NumANIPlayed, 1);
335 // if (aps->ping_pong && !(aps->anim_info->flags & ANF_ALL_KEYFRAMES));
337 anim_instance *instance;
339 // Find next free anim instance slot on queue
340 instance = GET_FIRST(&anim_free_list);
341 Assert( instance != &anim_free_list ); // shouldn't have the dummy element
343 // remove instance from the free list
344 list_remove( &anim_free_list, instance );
346 // insert instance onto the end of anim_render_list
347 list_append( &anim_render_list, instance );
349 aps->anim_info->instance_count++;
350 instance->frame_num = -1;
351 instance->last_frame_num = -99;
352 instance->parent = aps->anim_info;
353 instance->data = aps->anim_info->data;
354 if ( anim_instance_is_streamed(instance) ) {
355 instance->file_offset = instance->parent->file_offset;
357 instance->frame = (ubyte *) malloc(instance->parent->width * instance->parent->height * 2);
358 Assert( instance->frame != NULL );
359 instance->time_elapsed = 0.0f;
360 instance->stop_at = aps->stop_at;
361 instance->x = aps->x;
362 instance->y = aps->y;
363 instance->world_pos = aps->world_pos;
364 instance->radius = aps->radius;
365 instance->framerate_independent = aps->framerate_independent;
366 instance->last_bitmap = -1;
367 instance->stop_now = FALSE;
368 instance->screen_id = aps->screen_id;
369 instance->aa_color = aps->color;
370 instance->skip_frames = aps->skip_frames;
371 instance->looped = aps->looped;
372 instance->ping_pong = aps->ping_pong;
373 instance->direction = ANIM_DIRECT_FORWARD;
374 instance->paused = 0;
375 instance->loop_count = 0;
376 if ( aps->color == NULL ){
377 instance->xlate_pal = 1;
379 instance->xlate_pal = 0;
382 // determining the start_at frame is more complicated, since it must be a key-frame.
383 // Futhermore, need to subtract 1 from key-frame number, since frame number is always
384 // incremented the first time anim_show_next_frame() is called
386 instance->start_at = aps->start_at;
388 if ( aps->start_at > 0 ) {
393 int frame_num = aps->start_at;
395 keyp = instance->parent->keys;
397 while (idx < instance->parent->num_keys) {
398 if (key == frame_num)
401 key = keyp[idx].frame_num - 1;
402 offset = keyp[idx].offset;
407 if (( (keyp->frame_num-1) <= frame_num) && ( (keyp->frame_num-1) > key)) { // find closest key
408 key = keyp->frame_num-1;
409 offset = keyp->offset;
410 if ( key == frame_num )
417 if (key > instance->frame_num) { // best key is closer than current position
418 instance->frame_num = key;
419 if ( anim_instance_is_streamed(instance) ) {
420 instance->file_offset = instance->parent->file_offset + offset;
422 instance->data = instance->parent->data + offset;
427 instance->frame_num--; // required
433 // -----------------------------------------------------------------------------
434 // anim_show_next_frame()
436 // This function is called to blit the next frame of an anim instance to the
437 // screen. This is normally called by the anim_render_all() function.
439 // input: instance => pointer to animation instance
440 // frametime => time elapsed since last call, in seconds
442 int anim_show_next_frame(anim_instance *instance, float frametime)
444 int bitmap_id, bitmap_flags=0, new_frame_num, frame_diff=0, i, n_frames=0,frame_save;
445 float percent_through, decompress_time, render_time, time;
450 Assert( instance != NULL );
452 instance->time_elapsed += frametime;
454 // Advance to the next frame, if we determine enough time has elapsed.
455 if(instance->direction == ANIM_DIRECT_FORWARD)
456 n_frames = instance->stop_at - instance->start_at + 1;
457 else if(instance->direction == ANIM_DIRECT_REVERSE)
458 n_frames = instance->start_at - instance->stop_at + 1;
459 time = n_frames / i2fl(instance->parent->fps);
461 percent_through = instance->time_elapsed / time;
463 if(instance->direction == ANIM_DIRECT_FORWARD)
464 new_frame_num = instance->start_at - 1 + fl2i(percent_through * n_frames + 0.5f);
466 new_frame_num = instance->start_at - 1 - fl2i(percent_through * n_frames + 0.5f);
468 frame_save = instance->frame_num;
470 // If framerate independent, use the new_frame_num... unless instance->skip_frames is
471 // FALSE, then only advance a maximum of one frame (this is needed since some big animations
472 // should just play slower rather than taking the hit of decompressing multiple frames and
473 // creating an even greater slowdown
474 if (instance->framerate_independent) {
475 if(instance->direction == ANIM_DIRECT_FORWARD){
476 if ( new_frame_num > instance->last_frame_num) {
477 if ( instance->skip_frames )
478 instance->frame_num = new_frame_num;
480 instance->frame_num++;
482 } else if(instance->direction == ANIM_DIRECT_REVERSE){
483 if( new_frame_num < instance->last_frame_num) {
484 if ( instance->skip_frames )
485 instance->frame_num = new_frame_num;
487 instance->frame_num--;
492 if(instance->direction == ANIM_DIRECT_FORWARD){
493 if ( new_frame_num > instance->last_frame_num) {
494 instance->frame_num++;
496 } else if(instance->direction == ANIM_DIRECT_REVERSE){
497 if ( new_frame_num < instance->last_frame_num) {
498 instance->frame_num--;
503 if(instance->direction == ANIM_DIRECT_FORWARD){
504 if ( instance->frame_num < instance->start_at ) {
505 instance->frame_num = instance->start_at;
507 } else if(instance->direction == ANIM_DIRECT_REVERSE){
508 if ( instance->frame_num > instance->start_at ) {
509 instance->frame_num = instance->start_at;
513 if ( instance->stop_now == TRUE ) {
517 // If past the last frame, clamp to the last frame and then set the stop_now flag in the
518 // anim instance. The next iteration, the animation will stop.
519 if(instance->direction == ANIM_DIRECT_FORWARD){
520 if (instance->frame_num >= instance->stop_at ) {
521 if (instance->looped) { // looped animations
522 instance->frame_num = instance->stop_at;
523 instance->time_elapsed = 0.0f;
524 } else if(instance->ping_pong) { // pingponged animations
525 instance->frame_num = instance->stop_at;
526 // instance->time_elapsed = 0.0f;
527 anim_reverse_direction(instance);
528 } else { // one-shot animations
529 instance->frame_num = instance->stop_at;
530 instance->last_frame_num = instance->frame_num;
531 instance->stop_now = TRUE;
534 } else if(instance->direction == ANIM_DIRECT_REVERSE){
535 if (instance->frame_num <= instance->stop_at ) {
536 if (instance->looped) { // looped animations
537 instance->frame_num = instance->stop_at;
538 instance->time_elapsed = 0.0f;
539 } else if(instance->ping_pong) { // pingponged animations
540 instance->frame_num = instance->stop_at;
541 // instance->time_elapsed = 0.0f;
542 anim_reverse_direction(instance);
543 } else { // one-shot animations
544 instance->frame_num = instance->stop_at+1;
545 instance->last_frame_num = instance->frame_num;
546 instance->stop_now = TRUE;
551 if(instance->direction == ANIM_DIRECT_FORWARD){
552 if( instance->last_frame_num >= instance->start_at ) {
553 frame_diff = instance->frame_num - instance->last_frame_num;
557 } else if(instance->direction == ANIM_DIRECT_REVERSE){
558 if( instance->last_frame_num <= instance->start_at ) {
559 frame_diff = instance->last_frame_num - instance->frame_num;
564 Assert(frame_diff >= 0);
565 // nprintf(("Alan","FRAME DIFF: %d\n",frame_diff));
566 Assert( instance->frame_num >= 0 && instance->frame_num < instance->parent->total_frames );
568 // if the anim is paused, ignore all the above changes and still display this frame
569 if(instance->paused || Anim_paused){
570 instance->frame_num = frame_save;
571 instance->time_elapsed -= frametime;
575 if (instance->parent->flags & ANF_XPARENT){
576 // bitmap_flags = BMP_XPARENT;
580 if(instance->aa_color != NULL){
581 bitmap_flags |= BMP_AABITMAP;
586 if ( frame_diff > 0 ) {
587 instance->last_frame_num = instance->frame_num;
589 t1 = timer_get_fixed_seconds();
590 for ( i = 0; i < frame_diff; i++ ) {
591 anim_check_for_palette_change(instance);
593 // if we're playing backwards, every frame must be a keyframe and we set the data ptr here
594 if(instance->direction == ANIM_DIRECT_REVERSE){
595 if ( anim_instance_is_streamed(instance) ) {
596 instance->file_offset = instance->parent->file_offset + instance->parent->keys[instance->frame_num-1].offset;
598 instance->data = instance->parent->data + instance->parent->keys[instance->frame_num-1].offset;
603 int temp_file_offset = 0;
605 // if we're using bitmap polys
607 BM_SELECT_TEX_FORMAT();
610 if ( anim_instance_is_streamed(instance) ) {
611 if ( instance->xlate_pal ){
612 temp_file_offset = unpack_frame_from_file(instance, instance->frame, instance->parent->width*instance->parent->height, instance->parent->palette_translation, aabitmap, bpp);
614 temp_file_offset = unpack_frame_from_file(instance, instance->frame, instance->parent->width*instance->parent->height, NULL, aabitmap, bpp);
617 if ( instance->xlate_pal ){
618 temp = unpack_frame(instance, instance->data, instance->frame, instance->parent->width*instance->parent->height, instance->parent->palette_translation, aabitmap, bpp);
620 temp = unpack_frame(instance, instance->data, instance->frame, instance->parent->width*instance->parent->height, NULL, aabitmap, bpp);
624 // always go back to screen format
625 BM_SELECT_SCREEN_FORMAT();
627 if(instance->direction == ANIM_DIRECT_FORWARD){
628 if ( anim_instance_is_streamed(instance) ) {
629 instance->file_offset = temp_file_offset;
631 instance->data = temp;
635 t2 = timer_get_fixed_seconds();
641 // this only happens when the anim is being looped, we need to reset the last_frame_num
642 if ( (instance->time_elapsed == 0) && (instance->looped) ) {
643 instance->last_frame_num = -1;
644 instance->frame_num = -1;
645 instance->data = instance->parent->data;
646 instance->file_offset = instance->parent->file_offset;
647 instance->loop_count++;
650 decompress_time = f2fl(t2-t1);
652 t1 = timer_get_fixed_seconds();
653 if ( frame_diff == 0 && instance->last_bitmap != -1 ) {
654 bitmap_id = instance->last_bitmap;
657 if ( instance->last_bitmap != -1 ){
658 bm_release(instance->last_bitmap);
660 bitmap_id = bm_create(16, instance->parent->width, instance->parent->height, instance->frame, bitmap_flags);
663 if ( bitmap_id == -1 ) {
664 // anim has finsished playing, free the instance frame data
665 anim_release_render_instance(instance);
668 // NOTE: there is no need to free the instance, since it was pre-allocated as
669 // part of the anim_free_list
672 gr_set_bitmap(bitmap_id);
674 // determine x,y to display the bitmap at
675 if ( instance->world_pos == NULL ) {
676 if ( instance->aa_color == NULL ) {
677 gr_bitmap(instance->x, instance->y);
680 gr_set_color_fast( (color*)instance->aa_color );
681 gr_aabitmap(instance->x, instance->y);
685 g3_rotate_vertex(&image_vertex,instance->world_pos);
686 Assert(instance->radius != 0.0f);
687 g3_draw_bitmap(&image_vertex, 0, instance->radius*1.5f, TMAP_FLAG_TEXTURED );
690 //bm_release(bitmap_id);
691 instance->last_bitmap = bitmap_id;
694 t2 = timer_get_fixed_seconds();
695 render_time = f2fl(t2-t1);
697 // nprintf(("Alan","DECOMPRESS: %.3fms RENDER: %.3fms\n", decompress_time*1000, render_time*1000));
702 // -----------------------------------------------------------------------------
703 // anim_stop_playing()
705 // Stop an anim instance that is on the anim_render_list from playing
707 int anim_stop_playing(anim_instance* instance)
709 Assert(instance != NULL);
711 if ( anim_playing(instance) ) {
712 anim_release_render_instance(instance);
717 // -----------------------------------------------------------------------------
718 // anim_release_render_instance()
720 // Free a particular animation instance that is on the anim_render_list. Do
721 // not call this function to free an animation instance in general (use
722 // free_anim_instance() for that), only when you want to free an instance
723 // that is on the anim_render_list
725 void anim_release_render_instance(anim_instance* instance)
727 Assert( instance != NULL );
728 Assert(instance->frame);
729 free(instance->frame);
730 instance->frame = NULL;
731 instance->parent->instance_count--;
733 if ( instance->last_bitmap != -1 ) {
734 bm_release(instance->last_bitmap);
735 instance->last_bitmap = -1;
738 // remove instance from anim_render_list
739 list_remove( &anim_render_list, instance );
741 // insert instance into the anim_free_list
742 list_append( &anim_free_list, instance );
745 // -----------------------------------------------------------------------------
746 // anim_release_all_instances()
748 // Free all anim instances that are on the anim_render_list.
750 // input: screen_id => optional parameter that lets you only free a subset
751 // of the anim instances. A screen_id of 0 is the default
752 // value, and this is used for animations that always play
753 // when they are placed on the aim_render_list.
755 void anim_release_all_instances(int screen_id)
760 if ( Anim_inited == FALSE )
763 A = GET_FIRST(&anim_render_list);
764 while( A !=END_OF_LIST(&anim_render_list) ) {
766 if ( A->screen_id == screen_id || screen_id == 0 ) {
767 anim_release_render_instance(A);
773 // -----------------------------------------------------------------------------
774 // anim_read_header()
776 // Read the header of a .ani file. Below is the format of a .ani header
778 // #bytes | description
779 // 2 | obsolete, kept for compatibility with old versions
780 // 2 | version number
782 // 1 | transparent red value
783 // 1 | transparent green value
784 // 1 | transparent blue value
787 // 2 | number of frames
790 // 2 | number of key frames
791 // 2 | key frame number } repeats
792 // 4 | key frame offset } repeats
793 // 4 | compressed data length
795 void anim_read_header(anim *ptr, CFILE *fp)
797 ptr->width = cfread_short(fp);
798 // If first 2 bytes are zero, this means we are using a new format, which includes
799 // a version, and fps values. This is only done since a version number was not included
800 // in the original header.
803 Color_xparent.red = 0;
804 Color_xparent.green = 255;
805 Color_xparent.blue = 0;
807 if ( ptr->width == 0 ) {
808 ptr->version = cfread_short(fp);
809 ptr->fps = cfread_short(fp);
811 // version 2 added a custom transparency color
812 if ( ptr->version >= 2 ) {
813 cfread(&Color_xparent.red, 1, 1, fp);
814 cfread(&Color_xparent.green, 1, 1, fp);
815 cfread(&Color_xparent.blue, 1, 1, fp);
818 ptr->width = cfread_short(fp);
825 ptr->height = cfread_short(fp);
828 // get size of ani compared to power of 2
838 int floor_size = (int) pow(2, floor_pow);
839 int diff = ptr->height - floor_size;
840 float waste = 100.0f * float((floor_size - diff))/(2.0f *(float)floor_size);
843 if (ptr->height > 16) {
844 mprintf(("ANI %s with size %dx%d (%.1f%% wasted)\n", ptr->name, ptr->height, ptr->height, waste));
849 ptr->total_frames = cfread_short(fp);
850 cfread(&ptr->packer_code, 1, 1, fp);
851 cfread(&ptr->palette, 256, 3, fp);
852 ptr->num_keys = cfread_short(fp);
854 // store xparent colors
855 ptr->xparent_r = Color_xparent.red;
856 ptr->xparent_g = Color_xparent.green;
857 ptr->xparent_b = Color_xparent.blue;
859 if(ptr->total_frames == ptr->num_keys){
860 ptr->flags |= ANF_ALL_KEYFRAMES;
864 // -----------------------------------------------------------------------------
867 // Load an animation. This stores the compressed data, which instances
868 // of the animation can reference. Must be free'ed later with anim_free()
870 // input: name => filename of animation
871 // file_mapped => boolean, whether to use memory-mapped file or not.
872 // Memory-mapped files will page in the animation from disk
873 // as it is needed, but performance is not as good
875 // returns: pointer to anim that is loaded => sucess
878 anim *anim_load(char *real_filename, int file_mapped)
883 char name[_MAX_PATH];
887 Assert ( real_filename != NULL );
889 strcpy( name, real_filename );
890 char *p = strchr( name, '.' );
894 strcat( name, ".ani" );
898 if (!stricmp(name, ptr->name))
905 fp = cfopen(name, "rb");
909 ptr = (anim *) malloc(sizeof(anim));
913 ptr->next = first_anim;
915 Assert(strlen(name) < _MAX_PATH - 1);
916 strcpy(ptr->name, name);
917 ptr->instance_count = 0;
920 ptr->total_frames = 0;
924 anim_read_header(ptr, fp);
926 if(ptr->num_keys > 0){
927 ptr->keys = (key_frame*)malloc(sizeof(key_frame) * ptr->num_keys);
928 Assert(ptr->keys != NULL);
931 // store how long the anim should take on playback (in seconds)
932 ptr->time = i2fl(ptr->total_frames)/ptr->fps;
934 for(idx=0;idx<ptr->num_keys;idx++){
935 ptr->keys[idx].frame_num = 0;
936 cfread(&ptr->keys[idx].frame_num, 2, 1, fp);
937 cfread(&ptr->keys[idx].offset, 4, 1, fp);
940 /*prev_keyp = &ptr->keys;
941 count = ptr->num_keys;
943 keyp = (key_frame *) malloc(sizeof(key_frame));
944 keyp->next = *prev_keyp;
946 prev_keyp = &keyp->next;
949 cfread(&keyp->frame_num, 2, 1, fp);
950 cfread(&keyp->offset, 4, 1, fp);
952 cfread(&count, 4, 1, fp); // size of compressed data
954 ptr->cfile_ptr = NULL;
957 // Try mapping the file to memory
958 ptr->flags |= ANF_MEM_MAPPED;
959 ptr->cfile_ptr = cfopen(name, "rb", CFILE_MEMORY_MAPPED);
962 // couldn't memory-map file... must be in a packfile, so stream manually
963 if ( file_mapped && !ptr->cfile_ptr ) {
964 ptr->flags &= ~ANF_MEM_MAPPED;
965 ptr->flags |= ANF_STREAMED;
966 ptr->cfile_ptr = cfopen(name, "rb");
971 // If it opened properly as mem-mapped (or streamed)
972 if (ptr->cfile_ptr != NULL) {
973 // VERY IMPORTANT STEP
974 // Set the data pointer to the compressed data (which is not at the start of the
975 // file). Use ftell() to find out how far we've already parsed into the file
979 ptr->file_offset = offset;
980 if ( ptr->flags & ANF_STREAMED ) {
982 ptr->cache_file_offset = ptr->file_offset;
983 ptr->cache = (ubyte*)malloc(ANI_STREAM_CACHE_SIZE+2);
985 cfseek(ptr->cfile_ptr, offset, CF_SEEK_SET);
986 cfread(ptr->cache, ANI_STREAM_CACHE_SIZE, 1, ptr->cfile_ptr);
988 ptr->data = (ubyte*)cf_returndata(ptr->cfile_ptr) + offset;
991 // Not a memory mapped file (or streamed)
992 ptr->flags &= ~ANF_MEM_MAPPED;
993 ptr->flags &= ~ANF_STREAMED;
994 ptr->data = (ubyte *) malloc(count);
995 ptr->file_offset = -1;
996 cfread(ptr->data, count, 1, fp);
1001 // store screen signature, so we can tell if palette changes
1002 ptr->screen_sig = gr_screen.signature;
1004 anim_set_palette(ptr);
1011 // ---------------------------------------------------
1014 // Free an animation that was loaded with anim_load(). All instances
1015 // referencing this animation must be free'ed or get an assert.
1017 int anim_free(anim *ptr)
1019 Assert ( ptr != NULL );
1020 anim *list, **prev_anim;
1023 prev_anim = &first_anim;
1024 while (list && (list != ptr)) {
1025 prev_anim = &list->next;
1032 // only free when ref_count is 0
1034 if ( ptr->ref_count > 0 )
1037 // only free if there are no playing instances
1038 if ( ptr->instance_count > 0 )
1041 if(ptr->keys != NULL){
1046 if ( ptr->flags & (ANF_MEM_MAPPED|ANF_STREAMED) ) {
1047 cfclose(ptr->cfile_ptr);
1057 *prev_anim = ptr->next;
1063 // ---------------------------------------------------------------------
1066 // Return if an anim is playing or not.
1068 int anim_playing(anim_instance *ai)
1071 if ( ai->frame == NULL )
1078 // ---------------------------------------------------------------------
1079 // anim_level_init()
1081 // Called at the beginning of a mission to initialize any mission dependent
1084 void anim_level_init()
1088 // ---------------------------------------------------------------------
1089 // anim_level_close()
1091 // Called after the end of a mission to clean up any mission dependent
1094 void anim_level_close()
1096 anim_release_all_instances();
1099 // ---------------------------------------------------
1100 // anim_write_frames_out()
1102 // Write the frames of a .ani file out to disk as .pcx files.
1103 // Use naming convention: filename0000.pcx, filename0001.pcx etc.
1105 // return: 0 => success
1108 int anim_write_frames_out(char *filename)
1112 char root_name[256], pcxname[256];
1117 strcpy(root_name, filename);
1118 root_name[strlen(filename)-4] = 0;
1120 source_anim = anim_load(filename);
1121 if ( source_anim == NULL )
1124 ai = init_anim_instance(source_anim, 16);
1126 row_data = (ubyte**)malloc((source_anim->height+1) * 4);
1128 for ( i = 0; i < source_anim->total_frames; i++ ) {
1129 anim_get_next_raw_buffer(ai, 0, 0, 16);
1130 strcpy(pcxname, root_name);
1131 sprintf(buf,"%04d",i);
1132 strcat(pcxname, buf);
1134 for ( j = 0; j < source_anim->height; j++ ) {
1135 row_data[j] = &ai->frame[j*source_anim->width];
1139 pcx_write_bitmap( pcxname,
1141 source_anim->height,
1143 source_anim->palette);
1153 // ---------------------------------------------------
1154 // anim_display_info()
1156 // Display information and statistics about a .ani file.
1157 // This is called when -i switch is on when running ac.exe
1159 void anim_display_info(char *real_filename)
1164 int i, uncompressed, compressed, *key_frame_nums=NULL, tmp;
1165 char filename[MAX_FILENAME_LEN];
1167 strcpy( filename, real_filename );
1168 char *p = strchr( filename, '.' );
1172 strcat( filename, ".ani" );
1174 fp = cfopen(filename, "rb");
1176 printf("Fatal error opening %s", filename);
1180 anim_read_header(&A, fp);
1181 // read the keyframe frame nums and offsets
1182 key_frame_nums = (int*)malloc(sizeof(int)*A.num_keys);
1183 Assert(key_frame_nums != NULL);
1184 for ( i = 0; i < A.num_keys; i++ ) {
1185 key_frame_nums[i] = 0;
1186 cfread(&key_frame_nums[i], 2, 1, fp);
1187 cfread(&tmp, 4, 1, fp);
1188 //printf("key frame num: %d,%d\n", key_frame_nums[i],tmp);
1191 cfread(&compressed, 4, 1, fp);
1193 uncompressed = A.width * A.height * A.total_frames; // 8 bits per pixel
1194 percent = i2fl(compressed) / uncompressed * 100.0f;
1196 printf("%% of uncompressed size: %.0f%%\n", percent);
1197 printf("Width: %d\n", A.width);
1198 printf("Height: %d\n", A.height);
1199 printf("Total Frames: %d\n", A.total_frames);
1202 printf("Key Frames: %d\n", A.num_keys);
1203 if ( A.num_keys > 1 && (A.total_frames != A.num_keys) ) {
1204 printf("key list: (");
1205 for ( i = 0; i < A.num_keys; i++ ) {
1206 if ( i < A.num_keys-1 )
1207 printf("%d, ", key_frame_nums[i]);
1209 printf("%d)\n", key_frame_nums[i]);
1214 printf("FPS: %d\n", A.fps);
1217 printf("Transparent RGB: (%d,%d,%d)\n", A.xparent_r, A.xparent_g, A.xparent_b);
1220 printf("ac version: %d\n", A.version);
1222 if ( key_frame_nums != NULL ) {
1223 free(key_frame_nums);
1229 void anim_reverse_direction(anim_instance *ai)
1233 if(!(ai->parent->flags & ANF_ALL_KEYFRAMES)){
1234 // you're not allowed to call anim_reverse_direction(...) unless every frame is a keyframe!!!!
1235 // The God of Delta-RLE demands it be thus.
1239 // flip the animation direction
1240 if(ai->direction == ANIM_DIRECT_FORWARD){
1241 ai->direction = ANIM_DIRECT_REVERSE;
1242 } else if(ai->direction == ANIM_DIRECT_REVERSE){
1243 ai->direction = ANIM_DIRECT_FORWARD;
1246 // flip frame_num and last_frame_num
1247 temp = ai->frame_num;
1248 ai->frame_num = ai->last_frame_num;
1249 ai->last_frame_num = temp;
1251 // flip the start and stop at frames
1253 ai->stop_at = ai->start_at;
1254 ai->start_at = temp;
1256 // make sure to sync up the time correctly
1257 if(ai->direction == ANIM_DIRECT_FORWARD){
1258 ai->time_elapsed = ((float)ai->frame_num - (float)ai->start_at - 1.0f) / (float)ai->parent->fps;
1259 } else if(ai->direction == ANIM_DIRECT_REVERSE) {
1260 ai->time_elapsed = ((float)ai->start_at - (float)ai->frame_num - 1.0f) / (float)ai->parent->fps;
1264 void anim_pause(anim_instance *ai)
1269 void anim_unpause(anim_instance *ai)
1274 void anim_ignore_next_frametime()
1276 Anim_ignore_frametime=1;
1279 int anim_instance_is_streamed(anim_instance *ai)
1282 return ( ai->parent->flags & ANF_STREAMED );
1285 unsigned char anim_instance_get_byte(anim_instance *ai, int offset)
1287 int absolute_offset;
1291 Assert(ai->parent->cfile_ptr);
1292 Assert(ai->parent->flags & ANF_STREAMED);
1294 parent = ai->parent;
1295 absolute_offset = ai->file_offset + offset;
1299 cache_offset = absolute_offset - parent->cache_file_offset;
1300 if ( (cache_offset >= 0) && (cache_offset < ANI_STREAM_CACHE_SIZE) ) {
1301 return parent->cache[cache_offset];
1304 cfseek(parent->cfile_ptr, absolute_offset, CF_SEEK_SET);
1305 cfread(parent->cache, ANI_STREAM_CACHE_SIZE, 1, parent->cfile_ptr);
1306 parent->cache_file_offset = absolute_offset;
1307 return parent->cache[0];