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1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell 
5  * or otherwise commercially exploit the source or things you created based on
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/Anim/AnimPlay.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * C module for playing back anim files
16  *
17  * $Log$
18  * Revision 1.7  2006/04/26 19:48:58  taylor
19  * various big-endian fixes, mainly networking support related
20  *
21  * Revision 1.6  2005/08/12 08:55:13  taylor
22  * sync up talking head fixes from FS2_Open code base (still not 100%)
23  *
24  * Revision 1.5  2004/09/20 01:31:44  theoddone33
25  * GCC 3.4 fixes.
26  *
27  * Revision 1.4  2004/06/11 00:27:06  tigital
28  * byte-swapping changes for bigendian systems
29  *
30  * Revision 1.3  2002/06/09 04:41:15  relnev
31  * added copyright header
32  *
33  * Revision 1.2  2002/05/07 03:16:43  theoddone33
34  * The Great Newline Fix
35  *
36  * Revision 1.1.1.1  2002/05/03 03:28:08  root
37  * Initial import.
38  *
39  * 
40  * 9     9/13/99 11:26p Andsager
41  * Add debug code to check for poorly sized anis
42  * 
43  * 8     8/26/99 9:45a Dave
44  * First pass at easter eggs and cheats.
45  * 
46  * 7     7/16/99 1:49p Dave
47  * 8 bit aabitmaps. yay.
48  * 
49  * 6     7/13/99 1:15p Dave
50  * 32 bit support. Whee!
51  * 
52  * 5     6/10/99 10:34a Dave
53  * Removed unnecessary assert.
54  * 
55  * 4     11/30/98 1:07p Dave
56  * 16 bit conversion, first run.
57  * 
58  * 3     10/22/98 6:14p Dave
59  * Optimized some #includes in Anim folder. Put in the beginnings of
60  * parse/localization support for externalized strings and tstrings.tbl
61  * 
62  * 2     10/07/98 10:52a Dave
63  * Initial checkin.
64  * 
65  * 1     10/07/98 10:48a Dave
66  * 
67  * 38    6/23/98 4:18p Hoffoss
68  * Fixed some bugs with AC release build.
69  * 
70  * 37    5/18/98 5:59p Hoffoss
71  * Made command briefing advanced now once the speech stops and animation
72  * has fully played once, whichever is longer.
73  * 
74  * 36    5/14/98 6:29p Hoffoss
75  * Fixed some warnings a release rebuild all turned up.
76  * 
77  * 35    5/07/98 3:11a Lawrance
78  * Implement custom streaming code
79  * 
80  * 34    4/27/98 3:36p Dave
81  * 
82  * 33    3/25/98 8:43p Hoffoss
83  * Changed anim_play() to not be so damn complex when you try and call it.
84  * 
85  * 32    2/05/98 9:21p John
86  * Some new Direct3D code.   Added code to monitor a ton of stuff in the
87  * game.
88  * 
89  * 31    1/19/98 11:37p Lawrance
90  * Fixing Optimization build warnings
91  * 
92  * 30    1/19/98 3:09p Hoffoss
93  * Only free an anim instance if it is actually playing.
94  * 
95  * 29    1/14/98 6:43p Lawrance
96  * Add ref_count to anim struct, so we don't free multiple times
97  * 
98  * 28    12/30/97 6:44p John
99  * Made g3_Draw_bitmap functions account for aspect of bitmap.
100  * 
101  * 27    12/27/97 2:35p John
102  * Restructed some code so that if the memory-mapped file open fails, it
103  * will still read it the old-fashioned, non-memory mapped way.
104  * 
105  * 26    12/24/97 9:10p Lawrance
106  * take out some debugging statements
107  * 
108  * 25    12/24/97 8:57p Lawrance
109  * Added anim_ignore_next_frametime()
110  * 
111  * 24    12/07/97 2:06p Dave
112  * Removed some debug frame-checking code.
113  * 
114  * 23    12/06/97 2:55p Dave
115  * 
116  * 22    11/29/97 2:05p John
117  * made g3_draw_bitmap and g3_draw_rotated bitmap take w&h, not w/2 & h/2,
118  * like they used to incorrectly assume.   Added code to model to read in
119  * thruster radius's.
120  * 
121  * 21    11/20/97 5:36p Dave
122  * Hooked in a bunch of main hall changes (including sound). Made it
123  * possible to reposition (rewind/ffwd) 
124  * sound buffer pointers. Fixed animation direction change framerate
125  * problem.
126  * 
127  * 20    11/20/97 4:33p Sandeep
128  * ALAN: ensure instance->paused gets initialized
129  * 
130  * 19    11/20/97 4:12p Lawrance
131  * when paused, don't increment time_elapsed
132  * 
133  * 18    11/19/97 8:28p Dave
134  * Hooked in Main Hall screen. Put in Anim support for ping ponging
135  * animations as well as general reversal of anim direction.
136  * 
137  * 17    9/11/97 4:17p Allender
138  * use _MAX_PATH instead of MAX_FILENAME_LENGTH for anim_play since it is
139  * called from MoviePlayer with full path
140  * 
141  * 16    9/11/97 10:49a Lawrance
142  * improve anim_show_next_frame()
143  * 
144  * 15    9/10/97 4:59p Lawrance
145  * improve comments to anim_play() function
146  * 
147  * 14    9/03/97 4:19p John
148  * changed bmpman to only accept ani and pcx's.  made passing .pcx or .ani
149  * to bm_load functions not needed.   Made bmpman keep track of palettes
150  * for bitmaps not mapped into game palettes.
151  * 
152  * 13    8/30/97 2:11p Lawrance
153  * allow animations to loop
154  * 
155  * 12    8/25/97 11:13p Lawrance
156  * support framerate independent playback with the option of now advancing
157  * more than one frame at a time
158  * 
159  * 11    8/22/97 8:20a Lawrance
160  * display scrolling text properly, with indicator that text exitsts to be
161  * scrolled
162  * 
163  * 10    8/21/97 5:11p Lawrance
164  * frame numbering for ANI's now is from 0 -> total_frames-1.
165  * 
166  * 9     8/19/97 9:30a Lawrance
167  * print out reason if file doesn't open right
168  * 
169  * 8     7/28/97 10:42p Lawrance
170  * re-did interface to unpack_frame() to make more general
171  * 
172  * 7     7/21/97 11:41a Lawrance
173  * make playback time of .ani files keyed of frametime
174  * 
175  * 6     7/20/97 6:57p Lawrance
176  * supporting new RLE format
177  * 
178  * 5     7/11/97 11:54a John
179  * added rotated 3d bitmaps.
180  * 
181  * 4     6/27/97 4:36p Lawrance
182  * update pal translation table when gr_screen.signature changes
183  * 
184  * 3     6/26/97 3:00p Lawrance
185  * fix bug with playing 3d anims
186  * 
187  * 2     6/26/97 12:12a Lawrance
188  * supporting anti-aliased bitmap animations
189  * 
190  * 1     6/23/97 5:09p Lawrance
191  * 
192  * 24    6/03/97 5:53p Lawrance
193  * don't unload bitmap after bm_create
194  * 
195  * $NoKeywords: $
196  */
197
198 #include "animplay.h"
199 #include "linklist.h"
200 #include "timer.h"
201 #include "bmpman.h"
202 #include "2d.h"
203 #include "3d.h"
204 #include "grinternal.h"
205 #include "pcxutils.h"
206 #include "packunpack.h"
207 #include "cfile.h"
208
209 static color Color_xparent;
210
211 anim *first_anim = NULL;
212 anim_instance anim_free_list;
213 anim_instance anim_render_list;
214
215 #define MAX_ANIM_INSTANCES 25
216 anim_instance anim_render_instance[MAX_ANIM_INSTANCES];
217
218 int Anim_paused;        // global variable to pause the playing back of anims
219 int Anim_inited = FALSE;
220
221 int Anim_ignore_frametime=0;    // flag used to ignore frametime... useful when need to avoid saturated frametimes
222
223 // -------------------------------------------------------------------------------------------------
224 // anim_init() will queue all the anim_render_instance[] elements onto the anim_free_list
225 //
226 void anim_init()
227 {
228         int i;
229
230         if ( Anim_inited == TRUE )
231                 return;
232
233         list_init( &anim_free_list );
234         list_init( &anim_render_list );
235
236         // Link all anim render slots into the free list
237         for (i=1; i < MAX_ANIM_INSTANCES; i++)  {
238                 list_append(&anim_free_list, &anim_render_instance[i]);
239         }
240         
241         Anim_paused = 0;
242         Anim_inited = TRUE;
243 }
244
245 // -------------------------------------------------------------------------------------------------
246 // anim_render_all() will display the frames for the currently playing anims
247 //
248 void anim_render_all(int screen_id, float frametime)
249 {
250         anim_instance* A;
251         anim_instance* temp;
252
253         A = GET_FIRST(&anim_render_list);
254         while( A !=END_OF_LIST(&anim_render_list) )     {
255                 temp = GET_NEXT(A);
256                 if ( A->screen_id == screen_id ) {
257                         if ( Anim_ignore_frametime ) {
258                                 frametime = 0.0f;
259                                 Anim_ignore_frametime=0;
260                         }
261                         if ( anim_show_next_frame(A, frametime) == -1 ) {
262                                 A->data = NULL;
263                                 anim_release_render_instance(A);        
264                         }
265                 }
266                 A = temp;
267         }
268 }
269
270 // -------------------------------------------------------------------------------------------------
271 // anim_render_one() will display the frames for the passed animation, it will ignore animations which
272 // do not have the same id as the passed screen_id
273 //
274 void anim_render_one(int screen_id, anim_instance *ani, float frametime)
275 {
276         // make sure this guy's screen id matches the passed one
277         if(screen_id != ani->screen_id){
278                 return;
279         }
280
281         // otherwise render it  
282         if ( Anim_ignore_frametime ) {
283                 frametime = 0.0f;
284                 Anim_ignore_frametime=0;
285         }
286         if ( anim_show_next_frame(ani, frametime) == -1 ) {
287                 ani->data = NULL;
288                 anim_release_render_instance(ani);      
289         }       
290 }
291
292 MONITOR(NumANIPlayed);
293
294 // Setup an anim_play_struct for passing into anim_play().  Will fill in default values, which you
295 // can then change before calling anim_play().
296 //
297 void anim_play_init(anim_play_struct *aps, anim *a_info, int x, int y)
298 {
299         aps->anim_info = a_info;
300         aps->x = x;
301         aps->y = y;
302         aps->start_at = 0;
303         aps->stop_at = a_info->total_frames - 1;
304         aps->screen_id = 0;
305         aps->world_pos = NULL;
306         aps->radius = 0.0f;
307         aps->framerate_independent = 0;
308         aps->color = NULL;
309         aps->skip_frames = 1;
310         aps->looped = 0;
311         aps->ping_pong = 0;
312 }
313
314 // -------------------------------------------------------------------------------------------------
315 // anim_play() will add an anim instance to the anim_render_list.  This will cause the
316 // anim to be played at the x,y position specified in the parameter list.
317 //
318 // input:
319 //
320 //              anim_info       =>      the compressed animation that we should make an instance from
321 //              x                               =>      x position of animation to play at (top left corner)
322 //              y                               =>      y position of animation to play at ( top left corner)
323 //              start_at                =>      frame number to start at (note: numbering is from 0->num_frames-1)
324 //              stop_at         =>      frame number to stop at (note: numbering is from 0->num_frames-1)
325 //              screen_id       =>      OPTIONAL (default value 0): screen signature so animation only plays when
326 //                                                      anim_render_all() called with that same signature
327 //              world_pos       =>      OPTIONAL (default value NULL): only give a world pos when you want to
328 //                                                      play the animation at a 3D location.  You must specify radius when
329 //                                                      this is non-null.
330 //              radius          =>      OPTIONAL (default value 0): only needed when the animation is playing
331 //                                                      as a 3D animation (this is only when world_pos in not NULL).
332 //              fi                              =>      OPTIONAL (default value 0): framerate indepentdent flag, when set TRUE
333 //                                                      the animation will skip frames if necessary to maintain the fps value
334 //                                                      associated with the animation
335 //              color                   =>      OPTIONAL (default value NULL) address of an alpha color struct.  Only
336 //                                                      required when the animation should be drawn with an alpha color.
337 //              skip_frames     => OPTIONAL (default value 1) should anim skip frames when doing framerate
338 //                   independent playback
339 //              looped          =>      OPTIONAL (default value 0) should anim play looped (ie forever)
340 //
341 // returns:
342 //
343 //              pointer to instance     => success
344 //              NULL                                            => if anim anim could not be played
345 //
346 anim_instance *anim_play(anim_play_struct *aps)
347 {
348         SDL_assert( aps->anim_info != NULL );
349         SDL_assert( aps->start_at >= 0 );
350         SDL_assert( aps->stop_at < aps->anim_info->total_frames );
351         // SDL_assert( aps->stop_at >= aps->start_at );
352         SDL_assert( !(aps->looped && aps->ping_pong) );  // shouldn't have these both set at once
353
354         MONITOR_INC(NumANIPlayed, 1);
355         
356         // if (aps->ping_pong && !(aps->anim_info->flags & ANF_ALL_KEYFRAMES));
357
358         anim_instance *instance;
359
360         // Find next free anim instance slot on queue
361         instance = GET_FIRST(&anim_free_list);
362         SDL_assert( instance != &anim_free_list );  // shouldn't have the dummy element
363
364         // remove instance from the free list
365         list_remove( &anim_free_list, instance );
366
367         // insert instance onto the end of anim_render_list
368         list_append( &anim_render_list, instance );
369
370         aps->anim_info->instance_count++;
371         instance->frame_num = -1;
372         instance->last_frame_num = -99;
373         instance->parent = aps->anim_info;
374         instance->data = aps->anim_info->data;
375         if ( anim_instance_is_streamed(instance) ) {
376                 instance->file_offset = instance->parent->file_offset;
377         }
378         instance->frame = (ubyte *) malloc(instance->parent->width * instance->parent->height * 2);
379         SDL_assert( instance->frame != NULL );
380         memset(instance->frame, 0, instance->parent->width * instance->parent->height * 2);
381         instance->time_elapsed = 0.0f;
382         instance->stop_at = aps->stop_at;
383         instance->x = aps->x;
384         instance->y = aps->y;
385         instance->world_pos = aps->world_pos;
386         instance->radius = aps->radius;
387         instance->framerate_independent = aps->framerate_independent;
388         instance->last_bitmap = -1;
389         instance->stop_now = FALSE;
390         instance->screen_id = aps->screen_id;
391         instance->aa_color = aps->color;
392         instance->skip_frames = aps->skip_frames;
393         instance->looped = aps->looped;
394         instance->ping_pong = aps->ping_pong;
395         instance->direction = ANIM_DIRECT_FORWARD;
396         instance->paused = 0;
397         instance->loop_count = 0;
398         if ( aps->color == NULL ){
399                 instance->xlate_pal = 1;
400         } else {
401                 instance->xlate_pal = 0;
402         }
403
404         // determining the start_at frame is more complicated, since it must be a key-frame.
405         // Futhermore, need to subtract 1 from key-frame number, since frame number is always
406         // incremented the first time anim_show_next_frame() is called
407
408         instance->start_at = aps->start_at;
409
410         if ( aps->start_at > 0 ) {
411                 key_frame *keyp;
412                 int idx;
413                 int key = 0;
414                 int offset = 0;
415                 int frame_num = aps->start_at;
416
417                 keyp = instance->parent->keys;
418                 idx = 0;
419                 while (idx < instance->parent->num_keys) {
420                         if (key == frame_num)
421                                 break;
422
423                         key = keyp[idx].frame_num - 1;
424                         offset = keyp[idx].offset;
425
426                         idx++;
427                 }
428                 /*while (keyp) {
429                         if (( (keyp->frame_num-1) <= frame_num) && ( (keyp->frame_num-1) > key)) {  // find closest key
430                                 key = keyp->frame_num-1;
431                                 offset = keyp->offset;
432                                 if ( key == frame_num )
433                                         break;
434                         }
435
436                         keyp = keyp->next;
437                 }*/
438
439                 if (key > instance->frame_num) {  // best key is closer than current position
440                         instance->frame_num = key;
441                         if ( anim_instance_is_streamed(instance) ) {
442                                 instance->file_offset = instance->parent->file_offset + offset;
443                         } else {
444                                 instance->data = instance->parent->data + offset;
445                         }
446
447                 }
448
449                 instance->frame_num--;  // required
450         }
451
452         return instance;
453 }
454
455 // -----------------------------------------------------------------------------
456 //      anim_show_next_frame()
457 //
458 //      This function is called to blit the next frame of an anim instance to the 
459 // screen.  This is normally called by the anim_render_all() function.
460 //
461 //      input:  instance                =>              pointer to animation instance
462 //                              frametime       =>              time elapsed since last call, in seconds
463 //
464 int anim_show_next_frame(anim_instance *instance, float frametime)
465 {
466         int             bitmap_id, bitmap_flags=0, new_frame_num, frame_diff=0, i, n_frames=0,frame_save;
467         float           percent_through, time;
468         vertex  image_vertex;
469         int aabitmap = 0;
470         int bpp = 16;
471
472         SDL_assert( instance != NULL );
473
474         instance->time_elapsed += frametime;
475
476         // Advance to the next frame, if we determine enough time has elapsed.
477         if(instance->direction == ANIM_DIRECT_FORWARD)
478                 n_frames = instance->stop_at - instance->start_at + 1;
479         else if(instance->direction == ANIM_DIRECT_REVERSE)
480                 n_frames = instance->start_at - instance->stop_at + 1;
481         time = n_frames / i2fl(instance->parent->fps);
482
483         percent_through = instance->time_elapsed / time;
484
485         if(instance->direction == ANIM_DIRECT_FORWARD)
486                 new_frame_num = instance->start_at - 1 + fl2i(percent_through * n_frames + 0.5f);
487         else
488                 new_frame_num = instance->start_at - 1 - fl2i(percent_through * n_frames + 0.5f);
489
490         frame_save = instance->frame_num;
491
492         // If framerate independent, use the new_frame_num... unless instance->skip_frames is
493         // FALSE, then only advance a maximum of one frame (this is needed since some big animations
494         // should just play slower rather than taking the hit of decompressing multiple frames and
495         // creating an even greater slowdown    
496         if (instance->framerate_independent) {
497                 if(instance->direction == ANIM_DIRECT_FORWARD){
498                         if ( new_frame_num > instance->last_frame_num) {
499                                 if ( instance->skip_frames )
500                                         instance->frame_num = new_frame_num;
501                                 else
502                                         instance->frame_num++;
503                         }
504                 } else if(instance->direction == ANIM_DIRECT_REVERSE){
505                         if( new_frame_num < instance->last_frame_num) {
506                                 if ( instance->skip_frames )
507                                         instance->frame_num = new_frame_num;
508                                 else
509                                         instance->frame_num--;
510                         }
511                 }
512         }
513         else {                  
514                 if(instance->direction == ANIM_DIRECT_FORWARD){
515                         if ( new_frame_num > instance->last_frame_num) {
516                                 instance->frame_num++;
517                         }
518                 } else if(instance->direction == ANIM_DIRECT_REVERSE){
519                         if ( new_frame_num < instance->last_frame_num) {
520                                 instance->frame_num--;
521                         }
522                 }                       
523         }
524
525         if(instance->direction == ANIM_DIRECT_FORWARD){
526                 if ( instance->frame_num < instance->start_at ) {
527                         instance->frame_num = instance->start_at;
528                 }       
529         } else if(instance->direction == ANIM_DIRECT_REVERSE){
530                 if ( instance->frame_num > instance->start_at ) {
531                         instance->frame_num = instance->start_at;
532                 }       
533         }
534
535         if ( instance->stop_now == TRUE ) {
536                 return -1;
537         }
538
539         // If past the last frame, clamp to the last frame and then set the stop_now flag in the
540         // anim instance.  The next iteration, the animation will stop.
541         if(instance->direction == ANIM_DIRECT_FORWARD){
542                 if (instance->frame_num >= instance->stop_at ) {
543                         if (instance->looped) {                                                                         // looped animations
544                                 instance->frame_num = instance->stop_at;
545                                 instance->time_elapsed = 0.0f;
546                         } else if(instance->ping_pong) {                                                        // pingponged animations
547                                 instance->frame_num = instance->stop_at;
548                                 // instance->time_elapsed = 0.0f;
549                                 anim_reverse_direction(instance);
550                         } else {                                                                                                                        // one-shot animations
551                                 instance->frame_num = instance->stop_at;
552                                 instance->last_frame_num = instance->frame_num;
553                                 instance->stop_now = TRUE;
554                         }
555                 }
556         } else if(instance->direction == ANIM_DIRECT_REVERSE){
557                 if (instance->frame_num <= instance->stop_at ) {
558                         if (instance->looped) {                                                                         // looped animations
559                                 instance->frame_num = instance->stop_at;
560                                 instance->time_elapsed = 0.0f;
561                         } else if(instance->ping_pong) {                                                        // pingponged animations
562                                 instance->frame_num = instance->stop_at;
563                                 // instance->time_elapsed = 0.0f;
564                                 anim_reverse_direction(instance);
565                         } else {                                                                                                                        // one-shot animations
566                                 instance->frame_num = instance->stop_at+1;
567                                 instance->last_frame_num = instance->frame_num;
568                                 instance->stop_now = TRUE;
569                         }
570                 }
571         }
572
573         if(instance->direction == ANIM_DIRECT_FORWARD){
574                 if( instance->last_frame_num >= instance->start_at ) {
575                         frame_diff = instance->frame_num - instance->last_frame_num;            
576                 } else {
577                         frame_diff = 1;
578                 }
579         } else if(instance->direction == ANIM_DIRECT_REVERSE){
580                 if( instance->last_frame_num <= instance->start_at ) {
581                         frame_diff = instance->last_frame_num - instance->frame_num;
582                 } else {
583                         frame_diff = 1;
584                 }
585         }               
586         SDL_assert(frame_diff >= 0);
587         //      nprintf(("Alan","FRAME DIFF: %d\n",frame_diff));
588         SDL_assert( instance->frame_num >= 0 && instance->frame_num < instance->parent->total_frames );
589
590         // if the anim is paused, ignore all the above changes and still display this frame
591         if(instance->paused || Anim_paused){
592                 instance->frame_num = frame_save;
593                 instance->time_elapsed -= frametime;
594                 frame_diff = 0;
595         }
596
597         if (instance->parent->flags & ANF_XPARENT){
598                 // bitmap_flags = BMP_XPARENT;
599                 bitmap_flags = 0;
600         } 
601         bpp = 16;
602         if(instance->aa_color != NULL){
603                 bitmap_flags |= BMP_AABITMAP;
604                 aabitmap = 1;
605                 bpp = 8;
606         }       
607
608         if ( frame_diff > 0 ) {
609                 instance->last_frame_num = instance->frame_num;         
610
611                 for ( i = 0; i < frame_diff; i++ ) {
612                         anim_check_for_palette_change(instance);                        
613
614                         // if we're playing backwards, every frame must be a keyframe and we set the data ptr here
615                         if(instance->direction == ANIM_DIRECT_REVERSE){
616                                 if ( anim_instance_is_streamed(instance) ) {
617                                         instance->file_offset = instance->parent->file_offset + instance->parent->keys[instance->frame_num-1].offset;
618                                 } else {
619                                         instance->data = instance->parent->data + instance->parent->keys[instance->frame_num-1].offset;
620                                 }
621                         }
622
623                         ubyte *temp = NULL;
624                         int temp_file_offset = 0;                       
625
626                         BM_SELECT_TEX_FORMAT();
627
628                         if ( anim_instance_is_streamed(instance) ) {
629                                 if ( instance->xlate_pal ){
630                                         temp_file_offset = unpack_frame_from_file(instance, instance->frame, instance->parent->width*instance->parent->height, instance->parent->palette_translation, aabitmap, bpp);
631                                 } else {
632                                         temp_file_offset = unpack_frame_from_file(instance, instance->frame, instance->parent->width*instance->parent->height, NULL, aabitmap, bpp);
633                                 }
634                         } else {
635                                 if ( instance->xlate_pal ){
636                                         temp = unpack_frame(instance, instance->data, instance->frame, instance->parent->width*instance->parent->height, instance->parent->palette_translation, aabitmap, bpp);
637                                 } else {
638                                         temp = unpack_frame(instance, instance->data, instance->frame, instance->parent->width*instance->parent->height, NULL, aabitmap, bpp);
639                                 }
640                         }
641
642                         // always go back to screen format
643                         BM_SELECT_SCREEN_FORMAT();
644
645                         if(instance->direction == ANIM_DIRECT_FORWARD){
646                                 if ( anim_instance_is_streamed(instance) ) {
647                                         instance->file_offset = temp_file_offset;
648                                 } else {
649                                         instance->data = temp;
650                                 }
651                         }                       
652                 }
653         }
654
655         // this only happens when the anim is being looped, we need to reset the last_frame_num
656         if ( (instance->time_elapsed == 0) && (instance->looped) ) {
657                 instance->last_frame_num = -1;
658                 instance->frame_num = -1;
659                 instance->data = instance->parent->data;
660                 instance->file_offset = instance->parent->file_offset;
661                 instance->loop_count++;
662         }
663                 
664
665         if ( frame_diff == 0 && instance->last_bitmap != -1 ) {
666                 bitmap_id = instance->last_bitmap;
667         }
668         else {
669                 if ( instance->last_bitmap != -1 ){
670                         bm_release(instance->last_bitmap);
671                 }
672                 bitmap_id = bm_create(16, instance->parent->width, instance->parent->height, instance->frame, bitmap_flags);
673         }
674         
675         if ( bitmap_id == -1 ) {
676                 // anim has finsished playing, free the instance frame data
677                 anim_release_render_instance(instance); 
678                 return -1;
679
680                 // NOTE: there is no need to free the instance, since it was pre-allocated as 
681                 //       part of the anim_free_list
682         }
683         else {
684                 gr_set_bitmap(bitmap_id, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
685                 
686                 // determine x,y to display the bitmap at
687                 if ( instance->world_pos == NULL ) {
688                         if ( instance->aa_color == NULL ) {
689                                 gr_bitmap(instance->x, instance->y);
690                         }
691                         else {
692                                 gr_set_color_fast( (color*)instance->aa_color );
693                                 gr_aabitmap(instance->x, instance->y);
694                         }
695                 }
696                 else {
697                         g3_rotate_vertex(&image_vertex,instance->world_pos);
698                         SDL_assert(instance->radius != 0.0f);
699                         g3_draw_bitmap(&image_vertex, 0, instance->radius*1.5f, TMAP_FLAG_TEXTURED );
700                 }
701
702                 //bm_release(bitmap_id);
703                 instance->last_bitmap = bitmap_id;
704         }
705
706         return 0;
707 }
708
709 // -----------------------------------------------------------------------------
710 //      anim_stop_playing()
711 //
712 //      Stop an anim instance that is on the anim_render_list from playing
713 //
714 int anim_stop_playing(anim_instance* instance)
715 {
716         SDL_assert(instance != NULL);
717
718         if ( anim_playing(instance) ) {
719                 anim_release_render_instance(instance);
720         }
721         return 0;
722 }
723
724 // -----------------------------------------------------------------------------
725 //      anim_release_render_instance()
726 //
727 //      Free a particular animation instance that is on the anim_render_list.  Do
728 // not call this function to free an animation instance in general (use 
729 // free_anim_instance() for that), only when you want to free an instance
730 // that is on the anim_render_list
731 //
732 void anim_release_render_instance(anim_instance* instance)
733 {
734         SDL_assert( instance != NULL );
735         SDL_assert(instance->frame);
736         free(instance->frame);
737         instance->frame = NULL;
738         instance->parent->instance_count--;
739
740         if ( instance->last_bitmap != -1 ) {
741                 bm_release(instance->last_bitmap); 
742                 instance->last_bitmap = -1;
743         }
744
745         // remove instance from anim_render_list
746         list_remove( &anim_render_list, instance );
747
748         // insert instance into the anim_free_list
749         list_append( &anim_free_list, instance );
750 }
751
752 // -----------------------------------------------------------------------------
753 //      anim_release_all_instances()
754 //
755 //      Free all anim instances that are on the anim_render_list.
756 //
757 //      input:  screen_id       =>              optional parameter that lets you only free a subset
758 //                                                                              of the anim instances.  A screen_id of 0 is the default
759 //                                                                              value, and this is used for animations that always play
760 //                                                                              when they are placed on the aim_render_list.
761 //
762 void anim_release_all_instances(int screen_id)
763 {
764         anim_instance* A;
765         anim_instance* temp;
766
767         if ( Anim_inited == FALSE )
768                 return;
769
770         A = GET_FIRST(&anim_render_list);
771         while( A !=END_OF_LIST(&anim_render_list) )     {
772                 temp = GET_NEXT(A);
773                 if ( A->screen_id == screen_id || screen_id == 0 ) {
774                         anim_release_render_instance(A);
775                 }
776                 A = temp;
777         }
778 }
779
780 // -----------------------------------------------------------------------------
781 //      anim_read_header()
782 //
783 // Read the header of a .ani file.  Below is the format of a .ani header
784 //
785 //      #bytes  |       description
786 //      2                       |       obsolete, kept for compatibility with old versions
787 //      2                       |       version number
788 //      2                       |       fps
789 //      1                       |       transparent red value
790 //      1                       |       transparent green value
791 //      1                       |       transparent blue value
792 //      2                       |       width
793 //      2                       |       height
794 //      2                       |       number of frames
795 //      2                       |       packer code
796 //      763                     |       palette
797 //      2                       |       number of key frames
798 //      2                       |       key frame number        }               repeats
799 //      4                       |       key frame offset        }               repeats
800 //      4                       |       compressed data length
801 //
802 void anim_read_header(anim *ptr, CFILE *fp)
803 {
804         ptr->width = cfread_short(fp);
805         // If first 2 bytes are zero, this means we are using a new format, which includes
806         // a version, and fps values.  This is only done since a version number was not included
807         // in the original header.
808
809         // default
810         Color_xparent.red = 0;
811         Color_xparent.green = 255;
812         Color_xparent.blue = 0;
813
814         if ( ptr->width == 0 ) {
815                 ptr->version = cfread_short(fp);
816                 ptr->fps = cfread_short(fp);
817
818                 // version 2 added a custom transparency color
819                 if ( ptr->version >= 2 ) {
820                         cfread(&Color_xparent.red, 1, 1, fp);
821                         cfread(&Color_xparent.green, 1, 1, fp);
822                         cfread(&Color_xparent.blue, 1, 1, fp);
823                 }
824
825                 ptr->width = cfread_short(fp);
826         }
827         else {
828                 ptr->version = 0;
829                 ptr->fps = 30;
830         }
831         
832         ptr->height = cfread_short(fp);
833
834 #ifndef NDEBUG
835         // get size of ani compared to power of 2
836         int r, floor_pow;
837         r = ptr->height;
838         floor_pow = 0;
839         
840         while(r >= 2) {
841                 r /= 2;
842                 floor_pow++;
843         }
844
845         int floor_size = (int) pow(2.0, floor_pow);
846         int diff = ptr->height - floor_size;
847         float waste = 100.0f * float((floor_size - diff))/(2.0f *(float)floor_size);
848
849         if (diff != 0) {
850                 if (ptr->height > 16) {
851                         mprintf(("ANI %s with size %dx%d (%.1f%% wasted)\n", ptr->name, ptr->height, ptr->height, waste));
852                 }
853         }
854 #endif
855
856         ptr->total_frames = cfread_short(fp);
857         ptr->packer_code = cfread_ubyte(fp);
858         cfread(&ptr->palette, 256, 3, fp);
859         ptr->num_keys = cfread_short(fp);
860
861         // store xparent colors
862         ptr->xparent_r = Color_xparent.red;
863         ptr->xparent_g = Color_xparent.green;
864         ptr->xparent_b = Color_xparent.blue;
865
866         if(ptr->total_frames == ptr->num_keys){
867                 ptr->flags |= ANF_ALL_KEYFRAMES;
868         }
869 }
870
871 // -----------------------------------------------------------------------------
872 //      anim_load()
873 //
874 // Load an animation.  This stores the compressed data, which instances
875 // of the animation can reference.  Must be free'ed later with anim_free()
876 //
877 // input:       name                            =>              filename of animation
878 //
879 //      returns:        pointer to anim that is loaded  => sucess
880 //                              NULL                                                                            =>      failure
881 //
882 anim *anim_load(const char *real_filename)
883 {
884         anim                    *ptr;
885         CFILE                   *fp;
886         int                     count,idx;
887         char name[MAX_PATH_LEN];
888
889         SDL_assert ( real_filename != NULL );
890
891         SDL_strlcpy(name, real_filename, SDL_arraysize(name));
892         char *p = SDL_strchr( name, '.' );
893         if ( p ) {
894                 *p = 0;
895         }
896         SDL_strlcat(name, ".ani", SDL_arraysize(name));
897
898         ptr = first_anim;
899         while (ptr) {
900                 if (!SDL_strcasecmp(name, ptr->name))
901                         break;
902
903                 ptr = ptr->next;
904         }
905
906         if (!ptr) {
907                 fp = cfopen(name, "rb");
908                 if ( !fp )
909                         return NULL;
910
911                 ptr = (anim *) malloc(sizeof(anim));
912                 SDL_assert(ptr);
913
914                 ptr->flags = 0;
915                 ptr->next = first_anim;
916                 first_anim = ptr;
917                 SDL_strlcpy(ptr->name, name, SDL_arraysize(ptr->name));
918                 ptr->instance_count = 0;
919                 ptr->width = 0;
920                 ptr->height = 0;
921                 ptr->total_frames = 0;
922                 ptr->keys = NULL;
923                 ptr->ref_count=0;
924
925                 anim_read_header(ptr, fp);
926
927                 if(ptr->num_keys > 0){
928                         ptr->keys = (key_frame*)malloc(sizeof(key_frame) * ptr->num_keys);
929                         SDL_assert(ptr->keys != NULL);
930                 }                       
931
932                 // store how long the anim should take on playback (in seconds)
933                 ptr->time = i2fl(ptr->total_frames)/ptr->fps;
934
935                 for(idx=0;idx<ptr->num_keys;idx++){
936                         ptr->keys[idx].frame_num = 0;
937                         cfread(&ptr->keys[idx].frame_num, 2, 1, fp);
938                         cfread(&ptr->keys[idx].offset, 4, 1, fp);
939             ptr->keys[idx].frame_num = INTEL_INT( ptr->keys[idx].frame_num );
940             ptr->keys[idx].offset = INTEL_INT( ptr->keys[idx].offset );
941                 }
942
943                 /*prev_keyp = &ptr->keys;
944                 count = ptr->num_keys;
945                 while (count--) {
946                         keyp = (key_frame *) malloc(sizeof(key_frame));
947                         keyp->next = *prev_keyp;
948                         *prev_keyp = keyp;
949                         prev_keyp = &keyp->next;
950
951                         keyp->frame_num = 0;
952                         cfread(&keyp->frame_num, 2, 1, fp);
953                         cfread(&keyp->offset, 4, 1, fp);
954                 }*/
955                 cfread(&count, 4, 1, fp);       // size of compressed data
956         count = INTEL_INT( count );
957
958                 ptr->cfile_ptr = NULL;
959
960                 // NOTE: mapped files no longer supported!!
961                 ptr->flags |= ANF_STREAMED;
962                 ptr->cfile_ptr = cfopen(name, "rb");
963
964                 ptr->cache = NULL;
965
966                 // If it opened properly as mem-mapped (or streamed)
967                 if (ptr->cfile_ptr != NULL)     {
968                         // VERY IMPORTANT STEP
969                         // Set the data pointer to the compressed data (which is not at the start of the
970                         // file).  Use ftell() to find out how far we've already parsed into the file
971                         //
972                         int offset;
973                         offset = cftell(fp);
974                         ptr->file_offset = offset;
975                         if ( ptr->flags & ANF_STREAMED ) {
976                                 ptr->data = NULL;
977                                 ptr->cache_file_offset = ptr->file_offset;
978                                 ptr->cache = (ubyte*)malloc(ANI_STREAM_CACHE_SIZE+2);
979                                 SDL_assert(ptr->cache);
980                                 cfseek(ptr->cfile_ptr, offset, CF_SEEK_SET);
981                                 cfread(ptr->cache, ANI_STREAM_CACHE_SIZE, 1, ptr->cfile_ptr);
982                         } else {
983                                 Int3();
984                         }
985                 } else {
986                         // Not a memory mapped file (or streamed)
987                         ptr->flags &= ~ANF_MEM_MAPPED;
988                         ptr->flags &= ~ANF_STREAMED;
989                         ptr->data = (ubyte *) malloc(count);
990                         ptr->file_offset = -1;
991                         cfread(ptr->data, count, 1, fp);
992                 }
993
994                 cfclose(fp);
995
996                 // store screen signature, so we can tell if palette changes
997                 ptr->screen_sig = gr_screen.signature;
998
999                 anim_set_palette(ptr);
1000         }
1001
1002         ptr->ref_count++;
1003         return ptr;
1004 }
1005
1006 // ---------------------------------------------------
1007 //      anim_free()
1008 //
1009 // Free an animation that was loaded with anim_load().  All instances
1010 // referencing this animation must be free'ed or get an assert.
1011 //
1012 int anim_free(anim *ptr)
1013 {
1014         SDL_assert ( ptr != NULL );
1015         anim *list, **prev_anim;
1016
1017         list = first_anim;
1018         prev_anim = &first_anim;
1019         while (list && (list != ptr)) {
1020                 prev_anim = &list->next;
1021                 list = list->next;
1022         }
1023
1024         if ( !list )
1025                 return -2;
1026
1027         // only free when ref_count is 0
1028         ptr->ref_count--;
1029         if ( ptr->ref_count > 0 ) 
1030                 return -1;
1031
1032         // only free if there are no playing instances
1033         if ( ptr->instance_count > 0 )
1034                 return -1;
1035
1036         if(ptr->keys != NULL){
1037                 free(ptr->keys);
1038                 ptr->keys = NULL;
1039         }
1040
1041         if ( ptr->flags & (ANF_MEM_MAPPED|ANF_STREAMED) ) {
1042                 cfclose(ptr->cfile_ptr);
1043                 if ( ptr->cache ) {
1044                         free(ptr->cache);
1045                 }
1046         }
1047         else {
1048                 SDL_assert(ptr->data);
1049                 free(ptr->data);
1050         }
1051
1052         *prev_anim = ptr->next;
1053         free(ptr);
1054         return 0;
1055 }
1056
1057
1058 // ---------------------------------------------------------------------
1059 // anim_playing()
1060 //
1061 // Return if an anim is playing or not.  
1062 //
1063 int anim_playing(anim_instance *ai)
1064 {
1065         SDL_assert(ai != NULL);
1066         if ( ai->frame == NULL )
1067                 return 0;
1068         else 
1069                 return 1;
1070 }
1071
1072
1073 // ---------------------------------------------------------------------
1074 // anim_level_init()
1075 //
1076 // Called at the beginning of a mission to initialize any mission dependent
1077 // anim data.
1078 //
1079 void anim_level_init()
1080 {
1081 }
1082
1083 // ---------------------------------------------------------------------
1084 // anim_level_close()
1085 //
1086 // Called after the end of a mission to clean up any mission dependent 
1087 // anim data. 
1088 //
1089 void anim_level_close()
1090 {
1091         anim_release_all_instances();
1092 }
1093
1094 // ---------------------------------------------------
1095 //      anim_write_frames_out()
1096 //
1097 //      Write the frames of a .ani file out to disk as .pcx files.
1098 // Use naming convention: filename0000.pcx, filename0001.pcx etc.
1099 //
1100 // return:              0       =>              success
1101 //                                      -1      =>              failed
1102 //
1103 int anim_write_frames_out(const char *filename)
1104 {
1105         anim                            *source_anim;
1106         anim_instance   *ai;
1107         char                            root_name[256], pcxname[256];
1108         char                            buf[64];
1109         int                             i,j;
1110         ubyte                           **row_data;
1111
1112         SDL_strlcpy(root_name, filename, SDL_arraysize(root_name));
1113         root_name[strlen(filename)-4] = 0;
1114
1115         source_anim = anim_load(filename);
1116         if ( source_anim == NULL ) 
1117                 return -1;
1118
1119         ai = init_anim_instance(source_anim, 16);
1120
1121         row_data = (ubyte**)malloc((source_anim->height+1) * 4);
1122
1123         for ( i = 0; i < source_anim->total_frames; i++ ) {
1124                 anim_get_next_raw_buffer(ai, 0, 0, 16);
1125                 SDL_strlcpy(pcxname, root_name, SDL_arraysize(pcxname));
1126                 SDL_snprintf(buf, SDL_arraysize(buf), "%04d", i);
1127                 SDL_strlcat(pcxname, buf, SDL_arraysize(pcxname));
1128
1129                 for ( j = 0; j < source_anim->height; j++ ) {
1130                         row_data[j] = &ai->frame[j*source_anim->width];
1131                 }
1132
1133
1134                 pcx_write_bitmap( pcxname,
1135                                                                 source_anim->width,
1136                                                                 source_anim->height,
1137                                                                 row_data,
1138                                                                 source_anim->palette);
1139
1140                 printf(".");
1141
1142         }
1143         printf("\n");
1144         free(row_data);
1145         return 0;
1146 }
1147
1148 // ---------------------------------------------------
1149 //      anim_display_info()
1150 //
1151 //      Display information and statistics about a .ani file.
1152 //      This is called when -i switch is on when running ac.exe
1153 //
1154 void anim_display_info(const char *real_filename)
1155 {
1156         CFILE                           *fp;
1157         anim                            A;
1158         float                           percent;
1159         int                             i, uncompressed, compressed, *key_frame_nums=NULL, tmp;
1160         char filename[MAX_FILENAME_LEN];
1161
1162         SDL_strlcpy( filename, real_filename, SDL_arraysize(filename) );
1163         char *p = SDL_strchr( filename, '.' );
1164         if ( p ) {
1165                 *p = 0;
1166         }
1167         SDL_strlcat( filename, ".ani", SDL_arraysize(filename) );
1168
1169         fp = cfopen(filename, "rb");
1170         if ( !fp ) {
1171                 printf("Fatal error opening %s", filename);
1172                 return;
1173         }
1174
1175         anim_read_header(&A, fp);
1176         // read the keyframe frame nums and offsets
1177         key_frame_nums = (int*)malloc(sizeof(int)*A.num_keys);
1178         SDL_assert(key_frame_nums != NULL);
1179         for ( i = 0; i < A.num_keys; i++ ) {
1180                 key_frame_nums[i] = 0;
1181                 cfread(&key_frame_nums[i], 2, 1, fp);
1182                 cfread(&tmp, 4, 1, fp);
1183 //printf("key frame num: %d,%d\n", key_frame_nums[i],tmp);
1184         }
1185
1186         cfread(&compressed, 4, 1, fp);
1187
1188         uncompressed = A.width * A.height * A.total_frames;     // 8 bits per pixel
1189         percent = i2fl(compressed) / uncompressed * 100.0f;
1190
1191         printf("%% of uncompressed size:    %.0f%%\n", percent);
1192         printf("Width:                     %d\n", A.width);
1193         printf("Height:                    %d\n", A.height);
1194         printf("Total Frames:              %d\n", A.total_frames);
1195
1196 #ifndef NDEBUG
1197         printf("Key Frames:                %d\n", A.num_keys);
1198         if ( A.num_keys > 1 && (A.total_frames != A.num_keys) ) {
1199                 printf("key list: (");
1200                 for ( i = 0; i < A.num_keys; i++ ) {
1201                         if ( i < A.num_keys-1 ) 
1202                                 printf("%d, ", key_frame_nums[i]);
1203                         else
1204                                 printf("%d)\n", key_frame_nums[i]);
1205                 }
1206         }
1207 #endif
1208
1209         printf("FPS:                       %d\n", A.fps);
1210
1211 #ifndef NDEBUG
1212         printf("Transparent RGB:           (%d,%d,%d)\n", A.xparent_r, A.xparent_g, A.xparent_b); 
1213 #endif
1214
1215         printf("ac version:                %d\n", A.version);
1216
1217         if ( key_frame_nums != NULL ) {
1218                 free(key_frame_nums);
1219         }
1220
1221         cfclose(fp);
1222 }
1223
1224 void anim_reverse_direction(anim_instance *ai)
1225 {
1226         int temp;
1227
1228         if(!(ai->parent->flags & ANF_ALL_KEYFRAMES)){
1229                  // you're not allowed to call anim_reverse_direction(...) unless every frame is a keyframe!!!!
1230                  // The God of Delta-RLE demands it be thus.
1231                 Int3();
1232         }
1233                 
1234         // flip the animation direction
1235         if(ai->direction == ANIM_DIRECT_FORWARD){
1236                 ai->direction = ANIM_DIRECT_REVERSE;                            
1237         } else if(ai->direction == ANIM_DIRECT_REVERSE){
1238                 ai->direction = ANIM_DIRECT_FORWARD;
1239         }
1240
1241         // flip frame_num and last_frame_num
1242         temp = ai->frame_num;
1243         ai->frame_num = ai->last_frame_num;
1244         ai->last_frame_num = temp;
1245
1246         // flip the start and stop at frames
1247         temp = ai->stop_at;
1248         ai->stop_at = ai->start_at;
1249         ai->start_at = temp;
1250
1251         // make sure to sync up the time correctly 
1252         if(ai->direction == ANIM_DIRECT_FORWARD){
1253                 ai->time_elapsed = ((float)ai->frame_num - (float)ai->start_at - 1.0f) / (float)ai->parent->fps;        
1254         } else if(ai->direction == ANIM_DIRECT_REVERSE) {
1255                 ai->time_elapsed = ((float)ai->start_at - (float)ai->frame_num - 1.0f) / (float)ai->parent->fps;        
1256         }       
1257 }
1258
1259 void anim_pause(anim_instance *ai)
1260 {
1261         ai->paused = 1;
1262 }
1263
1264 void anim_unpause(anim_instance *ai)
1265 {
1266         ai->paused = 0;
1267 }
1268
1269 void anim_ignore_next_frametime()
1270 {
1271         Anim_ignore_frametime=1;
1272 }
1273
1274 int anim_instance_is_streamed(anim_instance *ai)
1275 {
1276         SDL_assert(ai);
1277         return ( ai->parent->flags & ANF_STREAMED );
1278 }
1279
1280 unsigned char anim_instance_get_byte(anim_instance *ai, int offset)
1281 {
1282         int absolute_offset;
1283         anim *parent;
1284         
1285         SDL_assert(ai);
1286         SDL_assert(ai->parent->cfile_ptr);
1287         SDL_assert(ai->parent->flags & ANF_STREAMED);
1288
1289         parent = ai->parent;
1290         absolute_offset = ai->file_offset + offset;
1291
1292         // maybe in cache?
1293         int cache_offset;
1294         cache_offset = absolute_offset - parent->cache_file_offset;
1295         if ( (cache_offset >= 0) && (cache_offset < ANI_STREAM_CACHE_SIZE) ) {
1296                 return parent->cache[cache_offset];
1297         } else {
1298                 // fill cache
1299                 cfseek(parent->cfile_ptr, absolute_offset, CF_SEEK_SET);
1300                 cfread(parent->cache, ANI_STREAM_CACHE_SIZE, 1, parent->cfile_ptr);
1301                 parent->cache_file_offset = absolute_offset;
1302                 return parent->cache[0];
1303         }
1304 }
1305