2 * $Logfile: /Freespace2/code/Anim/AnimPlay.cpp $
7 * C module for playing back anim files
10 * Revision 1.1 2002/05/03 03:28:08 root
14 * 9 9/13/99 11:26p Andsager
15 * Add debug code to check for poorly sized anis
17 * 8 8/26/99 9:45a Dave
18 * First pass at easter eggs and cheats.
20 * 7 7/16/99 1:49p Dave
21 * 8 bit aabitmaps. yay.
23 * 6 7/13/99 1:15p Dave
24 * 32 bit support. Whee!
26 * 5 6/10/99 10:34a Dave
27 * Removed unnecessary assert.
29 * 4 11/30/98 1:07p Dave
30 * 16 bit conversion, first run.
32 * 3 10/22/98 6:14p Dave
33 * Optimized some #includes in Anim folder. Put in the beginnings of
34 * parse/localization support for externalized strings and tstrings.tbl
36 * 2 10/07/98 10:52a Dave
39 * 1 10/07/98 10:48a Dave
41 * 38 6/23/98 4:18p Hoffoss
42 * Fixed some bugs with AC release build.
44 * 37 5/18/98 5:59p Hoffoss
45 * Made command briefing advanced now once the speech stops and animation
46 * has fully played once, whichever is longer.
48 * 36 5/14/98 6:29p Hoffoss
49 * Fixed some warnings a release rebuild all turned up.
51 * 35 5/07/98 3:11a Lawrance
52 * Implement custom streaming code
54 * 34 4/27/98 3:36p Dave
56 * 33 3/25/98 8:43p Hoffoss
57 * Changed anim_play() to not be so damn complex when you try and call it.
59 * 32 2/05/98 9:21p John
60 * Some new Direct3D code. Added code to monitor a ton of stuff in the
63 * 31 1/19/98 11:37p Lawrance
64 * Fixing Optimization build warnings
66 * 30 1/19/98 3:09p Hoffoss
67 * Only free an anim instance if it is actually playing.
69 * 29 1/14/98 6:43p Lawrance
70 * Add ref_count to anim struct, so we don't free multiple times
72 * 28 12/30/97 6:44p John
73 * Made g3_Draw_bitmap functions account for aspect of bitmap.
75 * 27 12/27/97 2:35p John
76 * Restructed some code so that if the memory-mapped file open fails, it
77 * will still read it the old-fashioned, non-memory mapped way.
79 * 26 12/24/97 9:10p Lawrance
80 * take out some debugging statements
82 * 25 12/24/97 8:57p Lawrance
83 * Added anim_ignore_next_frametime()
85 * 24 12/07/97 2:06p Dave
86 * Removed some debug frame-checking code.
88 * 23 12/06/97 2:55p Dave
90 * 22 11/29/97 2:05p John
91 * made g3_draw_bitmap and g3_draw_rotated bitmap take w&h, not w/2 & h/2,
92 * like they used to incorrectly assume. Added code to model to read in
95 * 21 11/20/97 5:36p Dave
96 * Hooked in a bunch of main hall changes (including sound). Made it
97 * possible to reposition (rewind/ffwd)
98 * sound buffer pointers. Fixed animation direction change framerate
101 * 20 11/20/97 4:33p Sandeep
102 * ALAN: ensure instance->paused gets initialized
104 * 19 11/20/97 4:12p Lawrance
105 * when paused, don't increment time_elapsed
107 * 18 11/19/97 8:28p Dave
108 * Hooked in Main Hall screen. Put in Anim support for ping ponging
109 * animations as well as general reversal of anim direction.
111 * 17 9/11/97 4:17p Allender
112 * use _MAX_PATH instead of MAX_FILENAME_LENGTH for anim_play since it is
113 * called from MoviePlayer with full path
115 * 16 9/11/97 10:49a Lawrance
116 * improve anim_show_next_frame()
118 * 15 9/10/97 4:59p Lawrance
119 * improve comments to anim_play() function
121 * 14 9/03/97 4:19p John
122 * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani
123 * to bm_load functions not needed. Made bmpman keep track of palettes
124 * for bitmaps not mapped into game palettes.
126 * 13 8/30/97 2:11p Lawrance
127 * allow animations to loop
129 * 12 8/25/97 11:13p Lawrance
130 * support framerate independent playback with the option of now advancing
131 * more than one frame at a time
133 * 11 8/22/97 8:20a Lawrance
134 * display scrolling text properly, with indicator that text exitsts to be
137 * 10 8/21/97 5:11p Lawrance
138 * frame numbering for ANI's now is from 0 -> total_frames-1.
140 * 9 8/19/97 9:30a Lawrance
141 * print out reason if file doesn't open right
143 * 8 7/28/97 10:42p Lawrance
144 * re-did interface to unpack_frame() to make more general
146 * 7 7/21/97 11:41a Lawrance
147 * make playback time of .ani files keyed of frametime
149 * 6 7/20/97 6:57p Lawrance
150 * supporting new RLE format
152 * 5 7/11/97 11:54a John
153 * added rotated 3d bitmaps.
155 * 4 6/27/97 4:36p Lawrance
156 * update pal translation table when gr_screen.signature changes
158 * 3 6/26/97 3:00p Lawrance
159 * fix bug with playing 3d anims
161 * 2 6/26/97 12:12a Lawrance
162 * supporting anti-aliased bitmap animations
164 * 1 6/23/97 5:09p Lawrance
166 * 24 6/03/97 5:53p Lawrance
167 * don't unload bitmap after bm_create
172 #include "animplay.h"
173 #include "linklist.h"
178 #include "grinternal.h"
179 #include "pcxutils.h"
180 #include "packunpack.h"
183 static color Color_xparent;
185 anim *first_anim = NULL;
186 anim_instance anim_free_list;
187 anim_instance anim_render_list;
189 #define MAX_ANIM_INSTANCES 25
190 anim_instance anim_render_instance[MAX_ANIM_INSTANCES];
192 int Anim_paused; // global variable to pause the playing back of anims
193 int Anim_inited = FALSE;
197 int Anim_ignore_frametime=0; // flag used to ignore frametime... useful when need to avoid saturated frametimes
199 // -------------------------------------------------------------------------------------------------
200 // anim_init() will queue all the anim_render_instance[] elements onto the anim_free_list
206 if ( Anim_inited == TRUE )
209 list_init( &anim_free_list );
210 list_init( &anim_render_list );
212 // Link all anim render slots into the free list
213 for (i=1; i < MAX_ANIM_INSTANCES; i++) {
214 list_append(&anim_free_list, &anim_render_instance[i]);
221 // -------------------------------------------------------------------------------------------------
222 // anim_render_all() will display the frames for the currently playing anims
224 void anim_render_all(int screen_id, float frametime)
229 A = GET_FIRST(&anim_render_list);
230 while( A !=END_OF_LIST(&anim_render_list) ) {
232 if ( A->screen_id == screen_id ) {
233 if ( Anim_ignore_frametime ) {
235 Anim_ignore_frametime=0;
237 if ( anim_show_next_frame(A, frametime) == -1 ) {
239 anim_release_render_instance(A);
246 // -------------------------------------------------------------------------------------------------
247 // anim_render_one() will display the frames for the passed animation, it will ignore animations which
248 // do not have the same id as the passed screen_id
250 void anim_render_one(int screen_id, anim_instance *ani, float frametime)
252 // make sure this guy's screen id matches the passed one
253 if(screen_id != ani->screen_id){
257 // otherwise render it
258 if ( Anim_ignore_frametime ) {
260 Anim_ignore_frametime=0;
262 if ( anim_show_next_frame(ani, frametime) == -1 ) {
264 anim_release_render_instance(ani);
268 MONITOR(NumANIPlayed);
270 // Setup an anim_play_struct for passing into anim_play(). Will fill in default values, which you
271 // can then change before calling anim_play().
273 void anim_play_init(anim_play_struct *aps, anim *a_info, int x, int y)
275 aps->anim_info = a_info;
279 aps->stop_at = a_info->total_frames - 1;
281 aps->world_pos = NULL;
283 aps->framerate_independent = 0;
285 aps->skip_frames = 1;
290 // -------------------------------------------------------------------------------------------------
291 // anim_play() will add an anim instance to the anim_render_list. This will cause the
292 // anim to be played at the x,y position specified in the parameter list.
296 // anim_info => the compressed animation that we should make an instance from
297 // x => x position of animation to play at (top left corner)
298 // y => y position of animation to play at ( top left corner)
299 // start_at => frame number to start at (note: numbering is from 0->num_frames-1)
300 // stop_at => frame number to stop at (note: numbering is from 0->num_frames-1)
301 // screen_id => OPTIONAL (default value 0): screen signature so animation only plays when
302 // anim_render_all() called with that same signature
303 // world_pos => OPTIONAL (default value NULL): only give a world pos when you want to
304 // play the animation at a 3D location. You must specify radius when
306 // radius => OPTIONAL (default value 0): only needed when the animation is playing
307 // as a 3D animation (this is only when world_pos in not NULL).
308 // fi => OPTIONAL (default value 0): framerate indepentdent flag, when set TRUE
309 // the animation will skip frames if necessary to maintain the fps value
310 // associated with the animation
311 // color => OPTIONAL (default value NULL) address of an alpha color struct. Only
312 // required when the animation should be drawn with an alpha color.
313 // skip_frames => OPTIONAL (default value 1) should anim skip frames when doing framerate
314 // independent playback
315 // looped => OPTIONAL (default value 0) should anim play looped (ie forever)
319 // pointer to instance => success
320 // NULL => if anim anim could not be played
322 anim_instance *anim_play(anim_play_struct *aps)
324 Assert( aps->anim_info != NULL );
325 Assert( aps->start_at >= 0 );
326 Assert( aps->stop_at < aps->anim_info->total_frames );
327 // Assert( aps->stop_at >= aps->start_at );
328 Assert( !(aps->looped && aps->ping_pong) ); // shouldn't have these both set at once
330 MONITOR_INC(NumANIPlayed, 1);
332 // if (aps->ping_pong && !(aps->anim_info->flags & ANF_ALL_KEYFRAMES));
334 anim_instance *instance;
336 // Find next free anim instance slot on queue
337 instance = GET_FIRST(&anim_free_list);
338 Assert( instance != &anim_free_list ); // shouldn't have the dummy element
340 // remove instance from the free list
341 list_remove( &anim_free_list, instance );
343 // insert instance onto the end of anim_render_list
344 list_append( &anim_render_list, instance );
346 aps->anim_info->instance_count++;
347 instance->frame_num = -1;
348 instance->last_frame_num = -99;
349 instance->parent = aps->anim_info;
350 instance->data = aps->anim_info->data;
351 if ( anim_instance_is_streamed(instance) ) {
352 instance->file_offset = instance->parent->file_offset;
354 instance->frame = (ubyte *) malloc(instance->parent->width * instance->parent->height * 2);
355 Assert( instance->frame != NULL );
356 instance->time_elapsed = 0.0f;
357 instance->stop_at = aps->stop_at;
358 instance->x = aps->x;
359 instance->y = aps->y;
360 instance->world_pos = aps->world_pos;
361 instance->radius = aps->radius;
362 instance->framerate_independent = aps->framerate_independent;
363 instance->last_bitmap = -1;
364 instance->stop_now = FALSE;
365 instance->screen_id = aps->screen_id;
366 instance->aa_color = aps->color;
367 instance->skip_frames = aps->skip_frames;
368 instance->looped = aps->looped;
369 instance->ping_pong = aps->ping_pong;
370 instance->direction = ANIM_DIRECT_FORWARD;
371 instance->paused = 0;
372 instance->loop_count = 0;
373 if ( aps->color == NULL ){
374 instance->xlate_pal = 1;
376 instance->xlate_pal = 0;
379 // determining the start_at frame is more complicated, since it must be a key-frame.
380 // Futhermore, need to subtract 1 from key-frame number, since frame number is always
381 // incremented the first time anim_show_next_frame() is called
383 instance->start_at = aps->start_at;
385 if ( aps->start_at > 0 ) {
390 int frame_num = aps->start_at;
392 keyp = instance->parent->keys;
394 while (idx < instance->parent->num_keys) {
395 if (key == frame_num)
398 key = keyp[idx].frame_num - 1;
399 offset = keyp[idx].offset;
404 if (( (keyp->frame_num-1) <= frame_num) && ( (keyp->frame_num-1) > key)) { // find closest key
405 key = keyp->frame_num-1;
406 offset = keyp->offset;
407 if ( key == frame_num )
414 if (key > instance->frame_num) { // best key is closer than current position
415 instance->frame_num = key;
416 if ( anim_instance_is_streamed(instance) ) {
417 instance->file_offset = instance->parent->file_offset + offset;
419 instance->data = instance->parent->data + offset;
424 instance->frame_num--; // required
430 // -----------------------------------------------------------------------------
431 // anim_show_next_frame()
433 // This function is called to blit the next frame of an anim instance to the
434 // screen. This is normally called by the anim_render_all() function.
436 // input: instance => pointer to animation instance
437 // frametime => time elapsed since last call, in seconds
439 int anim_show_next_frame(anim_instance *instance, float frametime)
441 int bitmap_id, bitmap_flags=0, new_frame_num, frame_diff=0, i, n_frames=0,frame_save;
442 float percent_through, decompress_time, render_time, time;
447 Assert( instance != NULL );
449 instance->time_elapsed += frametime;
451 // Advance to the next frame, if we determine enough time has elapsed.
452 if(instance->direction == ANIM_DIRECT_FORWARD)
453 n_frames = instance->stop_at - instance->start_at + 1;
454 else if(instance->direction == ANIM_DIRECT_REVERSE)
455 n_frames = instance->start_at - instance->stop_at + 1;
456 time = n_frames / i2fl(instance->parent->fps);
458 percent_through = instance->time_elapsed / time;
460 if(instance->direction == ANIM_DIRECT_FORWARD)
461 new_frame_num = instance->start_at - 1 + fl2i(percent_through * n_frames + 0.5f);
463 new_frame_num = instance->start_at - 1 - fl2i(percent_through * n_frames + 0.5f);
465 frame_save = instance->frame_num;
467 // If framerate independent, use the new_frame_num... unless instance->skip_frames is
468 // FALSE, then only advance a maximum of one frame (this is needed since some big animations
469 // should just play slower rather than taking the hit of decompressing multiple frames and
470 // creating an even greater slowdown
471 if (instance->framerate_independent) {
472 if(instance->direction == ANIM_DIRECT_FORWARD){
473 if ( new_frame_num > instance->last_frame_num) {
474 if ( instance->skip_frames )
475 instance->frame_num = new_frame_num;
477 instance->frame_num++;
479 } else if(instance->direction == ANIM_DIRECT_REVERSE){
480 if( new_frame_num < instance->last_frame_num) {
481 if ( instance->skip_frames )
482 instance->frame_num = new_frame_num;
484 instance->frame_num--;
489 if(instance->direction == ANIM_DIRECT_FORWARD){
490 if ( new_frame_num > instance->last_frame_num) {
491 instance->frame_num++;
493 } else if(instance->direction == ANIM_DIRECT_REVERSE){
494 if ( new_frame_num < instance->last_frame_num) {
495 instance->frame_num--;
500 if(instance->direction == ANIM_DIRECT_FORWARD){
501 if ( instance->frame_num < instance->start_at ) {
502 instance->frame_num = instance->start_at;
504 } else if(instance->direction == ANIM_DIRECT_REVERSE){
505 if ( instance->frame_num > instance->start_at ) {
506 instance->frame_num = instance->start_at;
510 if ( instance->stop_now == TRUE ) {
514 // If past the last frame, clamp to the last frame and then set the stop_now flag in the
515 // anim instance. The next iteration, the animation will stop.
516 if(instance->direction == ANIM_DIRECT_FORWARD){
517 if (instance->frame_num >= instance->stop_at ) {
518 if (instance->looped) { // looped animations
519 instance->frame_num = instance->stop_at;
520 instance->time_elapsed = 0.0f;
521 } else if(instance->ping_pong) { // pingponged animations
522 instance->frame_num = instance->stop_at;
523 // instance->time_elapsed = 0.0f;
524 anim_reverse_direction(instance);
525 } else { // one-shot animations
526 instance->frame_num = instance->stop_at;
527 instance->last_frame_num = instance->frame_num;
528 instance->stop_now = TRUE;
531 } else if(instance->direction == ANIM_DIRECT_REVERSE){
532 if (instance->frame_num <= instance->stop_at ) {
533 if (instance->looped) { // looped animations
534 instance->frame_num = instance->stop_at;
535 instance->time_elapsed = 0.0f;
536 } else if(instance->ping_pong) { // pingponged animations
537 instance->frame_num = instance->stop_at;
538 // instance->time_elapsed = 0.0f;
539 anim_reverse_direction(instance);
540 } else { // one-shot animations
541 instance->frame_num = instance->stop_at+1;
542 instance->last_frame_num = instance->frame_num;
543 instance->stop_now = TRUE;
548 if(instance->direction == ANIM_DIRECT_FORWARD){
549 if( instance->last_frame_num >= instance->start_at ) {
550 frame_diff = instance->frame_num - instance->last_frame_num;
554 } else if(instance->direction == ANIM_DIRECT_REVERSE){
555 if( instance->last_frame_num <= instance->start_at ) {
556 frame_diff = instance->last_frame_num - instance->frame_num;
561 Assert(frame_diff >= 0);
562 // nprintf(("Alan","FRAME DIFF: %d\n",frame_diff));
563 Assert( instance->frame_num >= 0 && instance->frame_num < instance->parent->total_frames );
565 // if the anim is paused, ignore all the above changes and still display this frame
566 if(instance->paused || Anim_paused){
567 instance->frame_num = frame_save;
568 instance->time_elapsed -= frametime;
572 if (instance->parent->flags & ANF_XPARENT){
573 // bitmap_flags = BMP_XPARENT;
577 if(instance->aa_color != NULL){
578 bitmap_flags |= BMP_AABITMAP;
583 if ( frame_diff > 0 ) {
584 instance->last_frame_num = instance->frame_num;
586 t1 = timer_get_fixed_seconds();
587 for ( i = 0; i < frame_diff; i++ ) {
588 anim_check_for_palette_change(instance);
590 // if we're playing backwards, every frame must be a keyframe and we set the data ptr here
591 if(instance->direction == ANIM_DIRECT_REVERSE){
592 if ( anim_instance_is_streamed(instance) ) {
593 instance->file_offset = instance->parent->file_offset + instance->parent->keys[instance->frame_num-1].offset;
595 instance->data = instance->parent->data + instance->parent->keys[instance->frame_num-1].offset;
600 int temp_file_offset = 0;
602 // if we're using bitmap polys
604 BM_SELECT_TEX_FORMAT();
607 if ( anim_instance_is_streamed(instance) ) {
608 if ( instance->xlate_pal ){
609 temp_file_offset = unpack_frame_from_file(instance, instance->frame, instance->parent->width*instance->parent->height, instance->parent->palette_translation, aabitmap, bpp);
611 temp_file_offset = unpack_frame_from_file(instance, instance->frame, instance->parent->width*instance->parent->height, NULL, aabitmap, bpp);
614 if ( instance->xlate_pal ){
615 temp = unpack_frame(instance, instance->data, instance->frame, instance->parent->width*instance->parent->height, instance->parent->palette_translation, aabitmap, bpp);
617 temp = unpack_frame(instance, instance->data, instance->frame, instance->parent->width*instance->parent->height, NULL, aabitmap, bpp);
621 // always go back to screen format
622 BM_SELECT_SCREEN_FORMAT();
624 if(instance->direction == ANIM_DIRECT_FORWARD){
625 if ( anim_instance_is_streamed(instance) ) {
626 instance->file_offset = temp_file_offset;
628 instance->data = temp;
632 t2 = timer_get_fixed_seconds();
638 // this only happens when the anim is being looped, we need to reset the last_frame_num
639 if ( (instance->time_elapsed == 0) && (instance->looped) ) {
640 instance->last_frame_num = -1;
641 instance->frame_num = -1;
642 instance->data = instance->parent->data;
643 instance->file_offset = instance->parent->file_offset;
644 instance->loop_count++;
647 decompress_time = f2fl(t2-t1);
649 t1 = timer_get_fixed_seconds();
650 if ( frame_diff == 0 && instance->last_bitmap != -1 ) {
651 bitmap_id = instance->last_bitmap;
654 if ( instance->last_bitmap != -1 ){
655 bm_release(instance->last_bitmap);
657 bitmap_id = bm_create(16, instance->parent->width, instance->parent->height, instance->frame, bitmap_flags);
660 if ( bitmap_id == -1 ) {
661 // anim has finsished playing, free the instance frame data
662 anim_release_render_instance(instance);
665 // NOTE: there is no need to free the instance, since it was pre-allocated as
666 // part of the anim_free_list
669 gr_set_bitmap(bitmap_id);
671 // determine x,y to display the bitmap at
672 if ( instance->world_pos == NULL ) {
673 if ( instance->aa_color == NULL ) {
674 gr_bitmap(instance->x, instance->y);
677 gr_set_color_fast( (color*)instance->aa_color );
678 gr_aabitmap(instance->x, instance->y);
682 g3_rotate_vertex(&image_vertex,instance->world_pos);
683 Assert(instance->radius != 0.0f);
684 g3_draw_bitmap(&image_vertex, 0, instance->radius*1.5f, TMAP_FLAG_TEXTURED );
687 //bm_release(bitmap_id);
688 instance->last_bitmap = bitmap_id;
691 t2 = timer_get_fixed_seconds();
692 render_time = f2fl(t2-t1);
694 // nprintf(("Alan","DECOMPRESS: %.3fms RENDER: %.3fms\n", decompress_time*1000, render_time*1000));
699 // -----------------------------------------------------------------------------
700 // anim_stop_playing()
702 // Stop an anim instance that is on the anim_render_list from playing
704 int anim_stop_playing(anim_instance* instance)
706 Assert(instance != NULL);
708 if ( anim_playing(instance) ) {
709 anim_release_render_instance(instance);
714 // -----------------------------------------------------------------------------
715 // anim_release_render_instance()
717 // Free a particular animation instance that is on the anim_render_list. Do
718 // not call this function to free an animation instance in general (use
719 // free_anim_instance() for that), only when you want to free an instance
720 // that is on the anim_render_list
722 void anim_release_render_instance(anim_instance* instance)
724 Assert( instance != NULL );
725 Assert(instance->frame);
726 free(instance->frame);
727 instance->frame = NULL;
728 instance->parent->instance_count--;
730 if ( instance->last_bitmap != -1 ) {
731 bm_release(instance->last_bitmap);
732 instance->last_bitmap = -1;
735 // remove instance from anim_render_list
736 list_remove( &anim_render_list, instance );
738 // insert instance into the anim_free_list
739 list_append( &anim_free_list, instance );
742 // -----------------------------------------------------------------------------
743 // anim_release_all_instances()
745 // Free all anim instances that are on the anim_render_list.
747 // input: screen_id => optional parameter that lets you only free a subset
748 // of the anim instances. A screen_id of 0 is the default
749 // value, and this is used for animations that always play
750 // when they are placed on the aim_render_list.
752 void anim_release_all_instances(int screen_id)
757 if ( Anim_inited == FALSE )
760 A = GET_FIRST(&anim_render_list);
761 while( A !=END_OF_LIST(&anim_render_list) ) {
763 if ( A->screen_id == screen_id || screen_id == 0 ) {
764 anim_release_render_instance(A);
770 // -----------------------------------------------------------------------------
771 // anim_read_header()
773 // Read the header of a .ani file. Below is the format of a .ani header
775 // #bytes | description
776 // 2 | obsolete, kept for compatibility with old versions
777 // 2 | version number
779 // 1 | transparent red value
780 // 1 | transparent green value
781 // 1 | transparent blue value
784 // 2 | number of frames
787 // 2 | number of key frames
788 // 2 | key frame number } repeats
789 // 4 | key frame offset } repeats
790 // 4 | compressed data length
792 void anim_read_header(anim *ptr, CFILE *fp)
794 ptr->width = cfread_short(fp);
795 // If first 2 bytes are zero, this means we are using a new format, which includes
796 // a version, and fps values. This is only done since a version number was not included
797 // in the original header.
800 Color_xparent.red = 0;
801 Color_xparent.green = 255;
802 Color_xparent.blue = 0;
804 if ( ptr->width == 0 ) {
805 ptr->version = cfread_short(fp);
806 ptr->fps = cfread_short(fp);
808 // version 2 added a custom transparency color
809 if ( ptr->version >= 2 ) {
810 cfread(&Color_xparent.red, 1, 1, fp);
811 cfread(&Color_xparent.green, 1, 1, fp);
812 cfread(&Color_xparent.blue, 1, 1, fp);
815 ptr->width = cfread_short(fp);
822 ptr->height = cfread_short(fp);
825 // get size of ani compared to power of 2
835 int floor_size = (int) pow(2, floor_pow);
836 int diff = ptr->height - floor_size;
837 float waste = 100.0f * float((floor_size - diff))/(2.0f *(float)floor_size);
840 if (ptr->height > 16) {
841 mprintf(("ANI %s with size %dx%d (%.1f%% wasted)\n", ptr->name, ptr->height, ptr->height, waste));
846 ptr->total_frames = cfread_short(fp);
847 cfread(&ptr->packer_code, 1, 1, fp);
848 cfread(&ptr->palette, 256, 3, fp);
849 ptr->num_keys = cfread_short(fp);
851 // store xparent colors
852 ptr->xparent_r = Color_xparent.red;
853 ptr->xparent_g = Color_xparent.green;
854 ptr->xparent_b = Color_xparent.blue;
856 if(ptr->total_frames == ptr->num_keys){
857 ptr->flags |= ANF_ALL_KEYFRAMES;
861 // -----------------------------------------------------------------------------
864 // Load an animation. This stores the compressed data, which instances
865 // of the animation can reference. Must be free'ed later with anim_free()
867 // input: name => filename of animation
868 // file_mapped => boolean, whether to use memory-mapped file or not.
869 // Memory-mapped files will page in the animation from disk
870 // as it is needed, but performance is not as good
872 // returns: pointer to anim that is loaded => sucess
875 anim *anim_load(char *real_filename, int file_mapped)
880 char name[_MAX_PATH];
884 Assert ( real_filename != NULL );
886 strcpy( name, real_filename );
887 char *p = strchr( name, '.' );
891 strcat( name, ".ani" );
895 if (!stricmp(name, ptr->name))
902 fp = cfopen(name, "rb");
906 ptr = (anim *) malloc(sizeof(anim));
910 ptr->next = first_anim;
912 Assert(strlen(name) < _MAX_PATH - 1);
913 strcpy(ptr->name, name);
914 ptr->instance_count = 0;
917 ptr->total_frames = 0;
921 anim_read_header(ptr, fp);
923 if(ptr->num_keys > 0){
924 ptr->keys = (key_frame*)malloc(sizeof(key_frame) * ptr->num_keys);
925 Assert(ptr->keys != NULL);
928 // store how long the anim should take on playback (in seconds)
929 ptr->time = i2fl(ptr->total_frames)/ptr->fps;
931 for(idx=0;idx<ptr->num_keys;idx++){
932 ptr->keys[idx].frame_num = 0;
933 cfread(&ptr->keys[idx].frame_num, 2, 1, fp);
934 cfread(&ptr->keys[idx].offset, 4, 1, fp);
937 /*prev_keyp = &ptr->keys;
938 count = ptr->num_keys;
940 keyp = (key_frame *) malloc(sizeof(key_frame));
941 keyp->next = *prev_keyp;
943 prev_keyp = &keyp->next;
946 cfread(&keyp->frame_num, 2, 1, fp);
947 cfread(&keyp->offset, 4, 1, fp);
949 cfread(&count, 4, 1, fp); // size of compressed data
951 ptr->cfile_ptr = NULL;
954 // Try mapping the file to memory
955 ptr->flags |= ANF_MEM_MAPPED;
956 ptr->cfile_ptr = cfopen(name, "rb", CFILE_MEMORY_MAPPED);
959 // couldn't memory-map file... must be in a packfile, so stream manually
960 if ( file_mapped && !ptr->cfile_ptr ) {
961 ptr->flags &= ~ANF_MEM_MAPPED;
962 ptr->flags |= ANF_STREAMED;
963 ptr->cfile_ptr = cfopen(name, "rb");
968 // If it opened properly as mem-mapped (or streamed)
969 if (ptr->cfile_ptr != NULL) {
970 // VERY IMPORTANT STEP
971 // Set the data pointer to the compressed data (which is not at the start of the
972 // file). Use ftell() to find out how far we've already parsed into the file
976 ptr->file_offset = offset;
977 if ( ptr->flags & ANF_STREAMED ) {
979 ptr->cache_file_offset = ptr->file_offset;
980 ptr->cache = (ubyte*)malloc(ANI_STREAM_CACHE_SIZE+2);
982 cfseek(ptr->cfile_ptr, offset, CF_SEEK_SET);
983 cfread(ptr->cache, ANI_STREAM_CACHE_SIZE, 1, ptr->cfile_ptr);
985 ptr->data = (ubyte*)cf_returndata(ptr->cfile_ptr) + offset;
988 // Not a memory mapped file (or streamed)
989 ptr->flags &= ~ANF_MEM_MAPPED;
990 ptr->flags &= ~ANF_STREAMED;
991 ptr->data = (ubyte *) malloc(count);
992 ptr->file_offset = -1;
993 cfread(ptr->data, count, 1, fp);
998 // store screen signature, so we can tell if palette changes
999 ptr->screen_sig = gr_screen.signature;
1001 anim_set_palette(ptr);
1008 // ---------------------------------------------------
1011 // Free an animation that was loaded with anim_load(). All instances
1012 // referencing this animation must be free'ed or get an assert.
1014 int anim_free(anim *ptr)
1016 Assert ( ptr != NULL );
1017 anim *list, **prev_anim;
1020 prev_anim = &first_anim;
1021 while (list && (list != ptr)) {
1022 prev_anim = &list->next;
1029 // only free when ref_count is 0
1031 if ( ptr->ref_count > 0 )
1034 // only free if there are no playing instances
1035 if ( ptr->instance_count > 0 )
1038 if(ptr->keys != NULL){
1043 if ( ptr->flags & (ANF_MEM_MAPPED|ANF_STREAMED) ) {
1044 cfclose(ptr->cfile_ptr);
1054 *prev_anim = ptr->next;
1060 // ---------------------------------------------------------------------
1063 // Return if an anim is playing or not.
1065 int anim_playing(anim_instance *ai)
1068 if ( ai->frame == NULL )
1075 // ---------------------------------------------------------------------
1076 // anim_level_init()
1078 // Called at the beginning of a mission to initialize any mission dependent
1081 void anim_level_init()
1085 // ---------------------------------------------------------------------
1086 // anim_level_close()
1088 // Called after the end of a mission to clean up any mission dependent
1091 void anim_level_close()
1093 anim_release_all_instances();
1096 // ---------------------------------------------------
1097 // anim_write_frames_out()
1099 // Write the frames of a .ani file out to disk as .pcx files.
1100 // Use naming convention: filename0000.pcx, filename0001.pcx etc.
1102 // return: 0 => success
1105 int anim_write_frames_out(char *filename)
1109 char root_name[256], pcxname[256];
1114 strcpy(root_name, filename);
1115 root_name[strlen(filename)-4] = 0;
1117 source_anim = anim_load(filename);
1118 if ( source_anim == NULL )
1121 ai = init_anim_instance(source_anim, 16);
1123 row_data = (ubyte**)malloc((source_anim->height+1) * 4);
1125 for ( i = 0; i < source_anim->total_frames; i++ ) {
1126 anim_get_next_raw_buffer(ai, 0, 0, 16);
1127 strcpy(pcxname, root_name);
1128 sprintf(buf,"%04d",i);
1129 strcat(pcxname, buf);
1131 for ( j = 0; j < source_anim->height; j++ ) {
1132 row_data[j] = &ai->frame[j*source_anim->width];
1136 pcx_write_bitmap( pcxname,
1138 source_anim->height,
1140 source_anim->palette);
1150 // ---------------------------------------------------
1151 // anim_display_info()
1153 // Display information and statistics about a .ani file.
1154 // This is called when -i switch is on when running ac.exe
1156 void anim_display_info(char *real_filename)
1161 int i, uncompressed, compressed, *key_frame_nums=NULL, tmp;
1162 char filename[MAX_FILENAME_LEN];
1164 strcpy( filename, real_filename );
1165 char *p = strchr( filename, '.' );
1169 strcat( filename, ".ani" );
1171 fp = cfopen(filename, "rb");
1173 printf("Fatal error opening %s", filename);
1177 anim_read_header(&A, fp);
1178 // read the keyframe frame nums and offsets
1179 key_frame_nums = (int*)malloc(sizeof(int)*A.num_keys);
1180 Assert(key_frame_nums != NULL);
1181 for ( i = 0; i < A.num_keys; i++ ) {
1182 key_frame_nums[i] = 0;
1183 cfread(&key_frame_nums[i], 2, 1, fp);
1184 cfread(&tmp, 4, 1, fp);
1185 //printf("key frame num: %d,%d\n", key_frame_nums[i],tmp);
1188 cfread(&compressed, 4, 1, fp);
1190 uncompressed = A.width * A.height * A.total_frames; // 8 bits per pixel
1191 percent = i2fl(compressed) / uncompressed * 100.0f;
1193 printf("%% of uncompressed size: %.0f%%\n", percent);
1194 printf("Width: %d\n", A.width);
1195 printf("Height: %d\n", A.height);
1196 printf("Total Frames: %d\n", A.total_frames);
1199 printf("Key Frames: %d\n", A.num_keys);
1200 if ( A.num_keys > 1 && (A.total_frames != A.num_keys) ) {
1201 printf("key list: (");
1202 for ( i = 0; i < A.num_keys; i++ ) {
1203 if ( i < A.num_keys-1 )
1204 printf("%d, ", key_frame_nums[i]);
1206 printf("%d)\n", key_frame_nums[i]);
1211 printf("FPS: %d\n", A.fps);
1214 printf("Transparent RGB: (%d,%d,%d)\n", A.xparent_r, A.xparent_g, A.xparent_b);
1217 printf("ac version: %d\n", A.version);
1219 if ( key_frame_nums != NULL ) {
1220 free(key_frame_nums);
1226 void anim_reverse_direction(anim_instance *ai)
1230 if(!(ai->parent->flags & ANF_ALL_KEYFRAMES)){
1231 // you're not allowed to call anim_reverse_direction(...) unless every frame is a keyframe!!!!
1232 // The God of Delta-RLE demands it be thus.
1236 // flip the animation direction
1237 if(ai->direction == ANIM_DIRECT_FORWARD){
1238 ai->direction = ANIM_DIRECT_REVERSE;
1239 } else if(ai->direction == ANIM_DIRECT_REVERSE){
1240 ai->direction = ANIM_DIRECT_FORWARD;
1243 // flip frame_num and last_frame_num
1244 temp = ai->frame_num;
1245 ai->frame_num = ai->last_frame_num;
1246 ai->last_frame_num = temp;
1248 // flip the start and stop at frames
1250 ai->stop_at = ai->start_at;
1251 ai->start_at = temp;
1253 // make sure to sync up the time correctly
1254 if(ai->direction == ANIM_DIRECT_FORWARD){
1255 ai->time_elapsed = ((float)ai->frame_num - (float)ai->start_at - 1.0f) / (float)ai->parent->fps;
1256 } else if(ai->direction == ANIM_DIRECT_REVERSE) {
1257 ai->time_elapsed = ((float)ai->start_at - (float)ai->frame_num - 1.0f) / (float)ai->parent->fps;
1261 void anim_pause(anim_instance *ai)
1266 void anim_unpause(anim_instance *ai)
1271 void anim_ignore_next_frametime()
1273 Anim_ignore_frametime=1;
1276 int anim_instance_is_streamed(anim_instance *ai)
1279 return ( ai->parent->flags & ANF_STREAMED );
1282 unsigned char anim_instance_get_byte(anim_instance *ai, int offset)
1284 int absolute_offset;
1288 Assert(ai->parent->cfile_ptr);
1289 Assert(ai->parent->flags & ANF_STREAMED);
1291 parent = ai->parent;
1292 absolute_offset = ai->file_offset + offset;
1296 cache_offset = absolute_offset - parent->cache_file_offset;
1297 if ( (cache_offset >= 0) && (cache_offset < ANI_STREAM_CACHE_SIZE) ) {
1298 return parent->cache[cache_offset];
1301 cfseek(parent->cfile_ptr, absolute_offset, CF_SEEK_SET);
1302 cfread(parent->cache, ANI_STREAM_CACHE_SIZE, 1, parent->cfile_ptr);
1303 parent->cache_file_offset = absolute_offset;
1304 return parent->cache[0];