2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
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
10 * $Logfile: /Freespace2/code/Anim/AnimPlay.cpp $
15 * C module for playing back anim files
18 * Revision 1.4 2004/06/11 00:27:06 tigital
19 * byte-swapping changes for bigendian systems
21 * Revision 1.3 2002/06/09 04:41:15 relnev
22 * added copyright header
24 * Revision 1.2 2002/05/07 03:16:43 theoddone33
25 * The Great Newline Fix
27 * Revision 1.1.1.1 2002/05/03 03:28:08 root
31 * 9 9/13/99 11:26p Andsager
32 * Add debug code to check for poorly sized anis
34 * 8 8/26/99 9:45a Dave
35 * First pass at easter eggs and cheats.
37 * 7 7/16/99 1:49p Dave
38 * 8 bit aabitmaps. yay.
40 * 6 7/13/99 1:15p Dave
41 * 32 bit support. Whee!
43 * 5 6/10/99 10:34a Dave
44 * Removed unnecessary assert.
46 * 4 11/30/98 1:07p Dave
47 * 16 bit conversion, first run.
49 * 3 10/22/98 6:14p Dave
50 * Optimized some #includes in Anim folder. Put in the beginnings of
51 * parse/localization support for externalized strings and tstrings.tbl
53 * 2 10/07/98 10:52a Dave
56 * 1 10/07/98 10:48a Dave
58 * 38 6/23/98 4:18p Hoffoss
59 * Fixed some bugs with AC release build.
61 * 37 5/18/98 5:59p Hoffoss
62 * Made command briefing advanced now once the speech stops and animation
63 * has fully played once, whichever is longer.
65 * 36 5/14/98 6:29p Hoffoss
66 * Fixed some warnings a release rebuild all turned up.
68 * 35 5/07/98 3:11a Lawrance
69 * Implement custom streaming code
71 * 34 4/27/98 3:36p Dave
73 * 33 3/25/98 8:43p Hoffoss
74 * Changed anim_play() to not be so damn complex when you try and call it.
76 * 32 2/05/98 9:21p John
77 * Some new Direct3D code. Added code to monitor a ton of stuff in the
80 * 31 1/19/98 11:37p Lawrance
81 * Fixing Optimization build warnings
83 * 30 1/19/98 3:09p Hoffoss
84 * Only free an anim instance if it is actually playing.
86 * 29 1/14/98 6:43p Lawrance
87 * Add ref_count to anim struct, so we don't free multiple times
89 * 28 12/30/97 6:44p John
90 * Made g3_Draw_bitmap functions account for aspect of bitmap.
92 * 27 12/27/97 2:35p John
93 * Restructed some code so that if the memory-mapped file open fails, it
94 * will still read it the old-fashioned, non-memory mapped way.
96 * 26 12/24/97 9:10p Lawrance
97 * take out some debugging statements
99 * 25 12/24/97 8:57p Lawrance
100 * Added anim_ignore_next_frametime()
102 * 24 12/07/97 2:06p Dave
103 * Removed some debug frame-checking code.
105 * 23 12/06/97 2:55p Dave
107 * 22 11/29/97 2:05p John
108 * made g3_draw_bitmap and g3_draw_rotated bitmap take w&h, not w/2 & h/2,
109 * like they used to incorrectly assume. Added code to model to read in
112 * 21 11/20/97 5:36p Dave
113 * Hooked in a bunch of main hall changes (including sound). Made it
114 * possible to reposition (rewind/ffwd)
115 * sound buffer pointers. Fixed animation direction change framerate
118 * 20 11/20/97 4:33p Sandeep
119 * ALAN: ensure instance->paused gets initialized
121 * 19 11/20/97 4:12p Lawrance
122 * when paused, don't increment time_elapsed
124 * 18 11/19/97 8:28p Dave
125 * Hooked in Main Hall screen. Put in Anim support for ping ponging
126 * animations as well as general reversal of anim direction.
128 * 17 9/11/97 4:17p Allender
129 * use _MAX_PATH instead of MAX_FILENAME_LENGTH for anim_play since it is
130 * called from MoviePlayer with full path
132 * 16 9/11/97 10:49a Lawrance
133 * improve anim_show_next_frame()
135 * 15 9/10/97 4:59p Lawrance
136 * improve comments to anim_play() function
138 * 14 9/03/97 4:19p John
139 * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani
140 * to bm_load functions not needed. Made bmpman keep track of palettes
141 * for bitmaps not mapped into game palettes.
143 * 13 8/30/97 2:11p Lawrance
144 * allow animations to loop
146 * 12 8/25/97 11:13p Lawrance
147 * support framerate independent playback with the option of now advancing
148 * more than one frame at a time
150 * 11 8/22/97 8:20a Lawrance
151 * display scrolling text properly, with indicator that text exitsts to be
154 * 10 8/21/97 5:11p Lawrance
155 * frame numbering for ANI's now is from 0 -> total_frames-1.
157 * 9 8/19/97 9:30a Lawrance
158 * print out reason if file doesn't open right
160 * 8 7/28/97 10:42p Lawrance
161 * re-did interface to unpack_frame() to make more general
163 * 7 7/21/97 11:41a Lawrance
164 * make playback time of .ani files keyed of frametime
166 * 6 7/20/97 6:57p Lawrance
167 * supporting new RLE format
169 * 5 7/11/97 11:54a John
170 * added rotated 3d bitmaps.
172 * 4 6/27/97 4:36p Lawrance
173 * update pal translation table when gr_screen.signature changes
175 * 3 6/26/97 3:00p Lawrance
176 * fix bug with playing 3d anims
178 * 2 6/26/97 12:12a Lawrance
179 * supporting anti-aliased bitmap animations
181 * 1 6/23/97 5:09p Lawrance
183 * 24 6/03/97 5:53p Lawrance
184 * don't unload bitmap after bm_create
189 #include "animplay.h"
190 #include "linklist.h"
195 #include "grinternal.h"
196 #include "pcxutils.h"
197 #include "packunpack.h"
200 static color Color_xparent;
202 anim *first_anim = NULL;
203 anim_instance anim_free_list;
204 anim_instance anim_render_list;
206 #define MAX_ANIM_INSTANCES 25
207 anim_instance anim_render_instance[MAX_ANIM_INSTANCES];
209 int Anim_paused; // global variable to pause the playing back of anims
210 int Anim_inited = FALSE;
214 int Anim_ignore_frametime=0; // flag used to ignore frametime... useful when need to avoid saturated frametimes
216 // -------------------------------------------------------------------------------------------------
217 // anim_init() will queue all the anim_render_instance[] elements onto the anim_free_list
223 if ( Anim_inited == TRUE )
226 list_init( &anim_free_list );
227 list_init( &anim_render_list );
229 // Link all anim render slots into the free list
230 for (i=1; i < MAX_ANIM_INSTANCES; i++) {
231 list_append(&anim_free_list, &anim_render_instance[i]);
238 // -------------------------------------------------------------------------------------------------
239 // anim_render_all() will display the frames for the currently playing anims
241 void anim_render_all(int screen_id, float frametime)
246 A = GET_FIRST(&anim_render_list);
247 while( A !=END_OF_LIST(&anim_render_list) ) {
249 if ( A->screen_id == screen_id ) {
250 if ( Anim_ignore_frametime ) {
252 Anim_ignore_frametime=0;
254 if ( anim_show_next_frame(A, frametime) == -1 ) {
256 anim_release_render_instance(A);
263 // -------------------------------------------------------------------------------------------------
264 // anim_render_one() will display the frames for the passed animation, it will ignore animations which
265 // do not have the same id as the passed screen_id
267 void anim_render_one(int screen_id, anim_instance *ani, float frametime)
269 // make sure this guy's screen id matches the passed one
270 if(screen_id != ani->screen_id){
274 // otherwise render it
275 if ( Anim_ignore_frametime ) {
277 Anim_ignore_frametime=0;
279 if ( anim_show_next_frame(ani, frametime) == -1 ) {
281 anim_release_render_instance(ani);
285 MONITOR(NumANIPlayed);
287 // Setup an anim_play_struct for passing into anim_play(). Will fill in default values, which you
288 // can then change before calling anim_play().
290 void anim_play_init(anim_play_struct *aps, anim *a_info, int x, int y)
292 aps->anim_info = a_info;
296 aps->stop_at = a_info->total_frames - 1;
298 aps->world_pos = NULL;
300 aps->framerate_independent = 0;
302 aps->skip_frames = 1;
307 // -------------------------------------------------------------------------------------------------
308 // anim_play() will add an anim instance to the anim_render_list. This will cause the
309 // anim to be played at the x,y position specified in the parameter list.
313 // anim_info => the compressed animation that we should make an instance from
314 // x => x position of animation to play at (top left corner)
315 // y => y position of animation to play at ( top left corner)
316 // start_at => frame number to start at (note: numbering is from 0->num_frames-1)
317 // stop_at => frame number to stop at (note: numbering is from 0->num_frames-1)
318 // screen_id => OPTIONAL (default value 0): screen signature so animation only plays when
319 // anim_render_all() called with that same signature
320 // world_pos => OPTIONAL (default value NULL): only give a world pos when you want to
321 // play the animation at a 3D location. You must specify radius when
323 // radius => OPTIONAL (default value 0): only needed when the animation is playing
324 // as a 3D animation (this is only when world_pos in not NULL).
325 // fi => OPTIONAL (default value 0): framerate indepentdent flag, when set TRUE
326 // the animation will skip frames if necessary to maintain the fps value
327 // associated with the animation
328 // color => OPTIONAL (default value NULL) address of an alpha color struct. Only
329 // required when the animation should be drawn with an alpha color.
330 // skip_frames => OPTIONAL (default value 1) should anim skip frames when doing framerate
331 // independent playback
332 // looped => OPTIONAL (default value 0) should anim play looped (ie forever)
336 // pointer to instance => success
337 // NULL => if anim anim could not be played
339 anim_instance *anim_play(anim_play_struct *aps)
341 Assert( aps->anim_info != NULL );
342 Assert( aps->start_at >= 0 );
343 Assert( aps->stop_at < aps->anim_info->total_frames );
344 // Assert( aps->stop_at >= aps->start_at );
345 Assert( !(aps->looped && aps->ping_pong) ); // shouldn't have these both set at once
347 MONITOR_INC(NumANIPlayed, 1);
349 // if (aps->ping_pong && !(aps->anim_info->flags & ANF_ALL_KEYFRAMES));
351 anim_instance *instance;
353 // Find next free anim instance slot on queue
354 instance = GET_FIRST(&anim_free_list);
355 Assert( instance != &anim_free_list ); // shouldn't have the dummy element
357 // remove instance from the free list
358 list_remove( &anim_free_list, instance );
360 // insert instance onto the end of anim_render_list
361 list_append( &anim_render_list, instance );
363 aps->anim_info->instance_count++;
364 instance->frame_num = -1;
365 instance->last_frame_num = -99;
366 instance->parent = aps->anim_info;
367 instance->data = aps->anim_info->data;
368 if ( anim_instance_is_streamed(instance) ) {
369 instance->file_offset = instance->parent->file_offset;
371 instance->frame = (ubyte *) malloc(instance->parent->width * instance->parent->height * 2);
372 Assert( instance->frame != NULL );
373 instance->time_elapsed = 0.0f;
374 instance->stop_at = aps->stop_at;
375 instance->x = aps->x;
376 instance->y = aps->y;
377 instance->world_pos = aps->world_pos;
378 instance->radius = aps->radius;
379 instance->framerate_independent = aps->framerate_independent;
380 instance->last_bitmap = -1;
381 instance->stop_now = FALSE;
382 instance->screen_id = aps->screen_id;
383 instance->aa_color = aps->color;
384 instance->skip_frames = aps->skip_frames;
385 instance->looped = aps->looped;
386 instance->ping_pong = aps->ping_pong;
387 instance->direction = ANIM_DIRECT_FORWARD;
388 instance->paused = 0;
389 instance->loop_count = 0;
390 if ( aps->color == NULL ){
391 instance->xlate_pal = 1;
393 instance->xlate_pal = 0;
396 // determining the start_at frame is more complicated, since it must be a key-frame.
397 // Futhermore, need to subtract 1 from key-frame number, since frame number is always
398 // incremented the first time anim_show_next_frame() is called
400 instance->start_at = aps->start_at;
402 if ( aps->start_at > 0 ) {
407 int frame_num = aps->start_at;
409 keyp = instance->parent->keys;
411 while (idx < instance->parent->num_keys) {
412 if (key == frame_num)
415 key = keyp[idx].frame_num - 1;
416 offset = keyp[idx].offset;
421 if (( (keyp->frame_num-1) <= frame_num) && ( (keyp->frame_num-1) > key)) { // find closest key
422 key = keyp->frame_num-1;
423 offset = keyp->offset;
424 if ( key == frame_num )
431 if (key > instance->frame_num) { // best key is closer than current position
432 instance->frame_num = key;
433 if ( anim_instance_is_streamed(instance) ) {
434 instance->file_offset = instance->parent->file_offset + offset;
436 instance->data = instance->parent->data + offset;
441 instance->frame_num--; // required
447 // -----------------------------------------------------------------------------
448 // anim_show_next_frame()
450 // This function is called to blit the next frame of an anim instance to the
451 // screen. This is normally called by the anim_render_all() function.
453 // input: instance => pointer to animation instance
454 // frametime => time elapsed since last call, in seconds
456 int anim_show_next_frame(anim_instance *instance, float frametime)
458 int bitmap_id, bitmap_flags=0, new_frame_num, frame_diff=0, i, n_frames=0,frame_save;
459 float percent_through, decompress_time, render_time, time;
464 Assert( instance != NULL );
466 instance->time_elapsed += frametime;
468 // Advance to the next frame, if we determine enough time has elapsed.
469 if(instance->direction == ANIM_DIRECT_FORWARD)
470 n_frames = instance->stop_at - instance->start_at + 1;
471 else if(instance->direction == ANIM_DIRECT_REVERSE)
472 n_frames = instance->start_at - instance->stop_at + 1;
473 time = n_frames / i2fl(instance->parent->fps);
475 percent_through = instance->time_elapsed / time;
477 if(instance->direction == ANIM_DIRECT_FORWARD)
478 new_frame_num = instance->start_at - 1 + fl2i(percent_through * n_frames + 0.5f);
480 new_frame_num = instance->start_at - 1 - fl2i(percent_through * n_frames + 0.5f);
482 frame_save = instance->frame_num;
484 // If framerate independent, use the new_frame_num... unless instance->skip_frames is
485 // FALSE, then only advance a maximum of one frame (this is needed since some big animations
486 // should just play slower rather than taking the hit of decompressing multiple frames and
487 // creating an even greater slowdown
488 if (instance->framerate_independent) {
489 if(instance->direction == ANIM_DIRECT_FORWARD){
490 if ( new_frame_num > instance->last_frame_num) {
491 if ( instance->skip_frames )
492 instance->frame_num = new_frame_num;
494 instance->frame_num++;
496 } else if(instance->direction == ANIM_DIRECT_REVERSE){
497 if( new_frame_num < instance->last_frame_num) {
498 if ( instance->skip_frames )
499 instance->frame_num = new_frame_num;
501 instance->frame_num--;
506 if(instance->direction == ANIM_DIRECT_FORWARD){
507 if ( new_frame_num > instance->last_frame_num) {
508 instance->frame_num++;
510 } else if(instance->direction == ANIM_DIRECT_REVERSE){
511 if ( new_frame_num < instance->last_frame_num) {
512 instance->frame_num--;
517 if(instance->direction == ANIM_DIRECT_FORWARD){
518 if ( instance->frame_num < instance->start_at ) {
519 instance->frame_num = instance->start_at;
521 } else if(instance->direction == ANIM_DIRECT_REVERSE){
522 if ( instance->frame_num > instance->start_at ) {
523 instance->frame_num = instance->start_at;
527 if ( instance->stop_now == TRUE ) {
531 // If past the last frame, clamp to the last frame and then set the stop_now flag in the
532 // anim instance. The next iteration, the animation will stop.
533 if(instance->direction == ANIM_DIRECT_FORWARD){
534 if (instance->frame_num >= instance->stop_at ) {
535 if (instance->looped) { // looped animations
536 instance->frame_num = instance->stop_at;
537 instance->time_elapsed = 0.0f;
538 } else if(instance->ping_pong) { // pingponged animations
539 instance->frame_num = instance->stop_at;
540 // instance->time_elapsed = 0.0f;
541 anim_reverse_direction(instance);
542 } else { // one-shot animations
543 instance->frame_num = instance->stop_at;
544 instance->last_frame_num = instance->frame_num;
545 instance->stop_now = TRUE;
548 } else if(instance->direction == ANIM_DIRECT_REVERSE){
549 if (instance->frame_num <= instance->stop_at ) {
550 if (instance->looped) { // looped animations
551 instance->frame_num = instance->stop_at;
552 instance->time_elapsed = 0.0f;
553 } else if(instance->ping_pong) { // pingponged animations
554 instance->frame_num = instance->stop_at;
555 // instance->time_elapsed = 0.0f;
556 anim_reverse_direction(instance);
557 } else { // one-shot animations
558 instance->frame_num = instance->stop_at+1;
559 instance->last_frame_num = instance->frame_num;
560 instance->stop_now = TRUE;
565 if(instance->direction == ANIM_DIRECT_FORWARD){
566 if( instance->last_frame_num >= instance->start_at ) {
567 frame_diff = instance->frame_num - instance->last_frame_num;
571 } else if(instance->direction == ANIM_DIRECT_REVERSE){
572 if( instance->last_frame_num <= instance->start_at ) {
573 frame_diff = instance->last_frame_num - instance->frame_num;
578 Assert(frame_diff >= 0);
579 // nprintf(("Alan","FRAME DIFF: %d\n",frame_diff));
580 Assert( instance->frame_num >= 0 && instance->frame_num < instance->parent->total_frames );
582 // if the anim is paused, ignore all the above changes and still display this frame
583 if(instance->paused || Anim_paused){
584 instance->frame_num = frame_save;
585 instance->time_elapsed -= frametime;
589 if (instance->parent->flags & ANF_XPARENT){
590 // bitmap_flags = BMP_XPARENT;
594 if(instance->aa_color != NULL){
595 bitmap_flags |= BMP_AABITMAP;
600 if ( frame_diff > 0 ) {
601 instance->last_frame_num = instance->frame_num;
603 t1 = timer_get_fixed_seconds();
604 for ( i = 0; i < frame_diff; i++ ) {
605 anim_check_for_palette_change(instance);
607 // if we're playing backwards, every frame must be a keyframe and we set the data ptr here
608 if(instance->direction == ANIM_DIRECT_REVERSE){
609 if ( anim_instance_is_streamed(instance) ) {
610 instance->file_offset = instance->parent->file_offset + instance->parent->keys[instance->frame_num-1].offset;
612 instance->data = instance->parent->data + instance->parent->keys[instance->frame_num-1].offset;
617 int temp_file_offset = 0;
619 // if we're using bitmap polys
621 BM_SELECT_TEX_FORMAT();
624 if ( anim_instance_is_streamed(instance) ) {
625 if ( instance->xlate_pal ){
626 temp_file_offset = unpack_frame_from_file(instance, instance->frame, instance->parent->width*instance->parent->height, instance->parent->palette_translation, aabitmap, bpp);
628 temp_file_offset = unpack_frame_from_file(instance, instance->frame, instance->parent->width*instance->parent->height, NULL, aabitmap, bpp);
631 if ( instance->xlate_pal ){
632 temp = unpack_frame(instance, instance->data, instance->frame, instance->parent->width*instance->parent->height, instance->parent->palette_translation, aabitmap, bpp);
634 temp = unpack_frame(instance, instance->data, instance->frame, instance->parent->width*instance->parent->height, NULL, aabitmap, bpp);
638 // always go back to screen format
639 BM_SELECT_SCREEN_FORMAT();
641 if(instance->direction == ANIM_DIRECT_FORWARD){
642 if ( anim_instance_is_streamed(instance) ) {
643 instance->file_offset = temp_file_offset;
645 instance->data = temp;
649 t2 = timer_get_fixed_seconds();
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++;
664 decompress_time = f2fl(t2-t1);
666 t1 = timer_get_fixed_seconds();
667 if ( frame_diff == 0 && instance->last_bitmap != -1 ) {
668 bitmap_id = instance->last_bitmap;
671 if ( instance->last_bitmap != -1 ){
672 bm_release(instance->last_bitmap);
674 bitmap_id = bm_create(16, instance->parent->width, instance->parent->height, instance->frame, bitmap_flags);
677 if ( bitmap_id == -1 ) {
678 // anim has finsished playing, free the instance frame data
679 anim_release_render_instance(instance);
682 // NOTE: there is no need to free the instance, since it was pre-allocated as
683 // part of the anim_free_list
686 gr_set_bitmap(bitmap_id);
688 // determine x,y to display the bitmap at
689 if ( instance->world_pos == NULL ) {
690 if ( instance->aa_color == NULL ) {
691 gr_bitmap(instance->x, instance->y);
694 gr_set_color_fast( (color*)instance->aa_color );
695 gr_aabitmap(instance->x, instance->y);
699 g3_rotate_vertex(&image_vertex,instance->world_pos);
700 Assert(instance->radius != 0.0f);
701 g3_draw_bitmap(&image_vertex, 0, instance->radius*1.5f, TMAP_FLAG_TEXTURED );
704 //bm_release(bitmap_id);
705 instance->last_bitmap = bitmap_id;
708 t2 = timer_get_fixed_seconds();
709 render_time = f2fl(t2-t1);
711 // nprintf(("Alan","DECOMPRESS: %.3fms RENDER: %.3fms\n", decompress_time*1000, render_time*1000));
716 // -----------------------------------------------------------------------------
717 // anim_stop_playing()
719 // Stop an anim instance that is on the anim_render_list from playing
721 int anim_stop_playing(anim_instance* instance)
723 Assert(instance != NULL);
725 if ( anim_playing(instance) ) {
726 anim_release_render_instance(instance);
731 // -----------------------------------------------------------------------------
732 // anim_release_render_instance()
734 // Free a particular animation instance that is on the anim_render_list. Do
735 // not call this function to free an animation instance in general (use
736 // free_anim_instance() for that), only when you want to free an instance
737 // that is on the anim_render_list
739 void anim_release_render_instance(anim_instance* instance)
741 Assert( instance != NULL );
742 Assert(instance->frame);
743 free(instance->frame);
744 instance->frame = NULL;
745 instance->parent->instance_count--;
747 if ( instance->last_bitmap != -1 ) {
748 bm_release(instance->last_bitmap);
749 instance->last_bitmap = -1;
752 // remove instance from anim_render_list
753 list_remove( &anim_render_list, instance );
755 // insert instance into the anim_free_list
756 list_append( &anim_free_list, instance );
759 // -----------------------------------------------------------------------------
760 // anim_release_all_instances()
762 // Free all anim instances that are on the anim_render_list.
764 // input: screen_id => optional parameter that lets you only free a subset
765 // of the anim instances. A screen_id of 0 is the default
766 // value, and this is used for animations that always play
767 // when they are placed on the aim_render_list.
769 void anim_release_all_instances(int screen_id)
774 if ( Anim_inited == FALSE )
777 A = GET_FIRST(&anim_render_list);
778 while( A !=END_OF_LIST(&anim_render_list) ) {
780 if ( A->screen_id == screen_id || screen_id == 0 ) {
781 anim_release_render_instance(A);
787 // -----------------------------------------------------------------------------
788 // anim_read_header()
790 // Read the header of a .ani file. Below is the format of a .ani header
792 // #bytes | description
793 // 2 | obsolete, kept for compatibility with old versions
794 // 2 | version number
796 // 1 | transparent red value
797 // 1 | transparent green value
798 // 1 | transparent blue value
801 // 2 | number of frames
804 // 2 | number of key frames
805 // 2 | key frame number } repeats
806 // 4 | key frame offset } repeats
807 // 4 | compressed data length
809 void anim_read_header(anim *ptr, CFILE *fp)
811 ptr->width = cfread_short(fp);
812 // If first 2 bytes are zero, this means we are using a new format, which includes
813 // a version, and fps values. This is only done since a version number was not included
814 // in the original header.
817 Color_xparent.red = 0;
818 Color_xparent.green = 255;
819 Color_xparent.blue = 0;
821 if ( ptr->width == 0 ) {
822 ptr->version = cfread_short(fp);
823 ptr->fps = cfread_short(fp);
825 // version 2 added a custom transparency color
826 if ( ptr->version >= 2 ) {
827 cfread(&Color_xparent.red, 1, 1, fp);
828 cfread(&Color_xparent.green, 1, 1, fp);
829 cfread(&Color_xparent.blue, 1, 1, fp);
832 ptr->width = cfread_short(fp);
839 ptr->height = cfread_short(fp);
842 // get size of ani compared to power of 2
852 int floor_size = (int) pow(2, floor_pow);
853 int diff = ptr->height - floor_size;
854 float waste = 100.0f * float((floor_size - diff))/(2.0f *(float)floor_size);
857 if (ptr->height > 16) {
858 mprintf(("ANI %s with size %dx%d (%.1f%% wasted)\n", ptr->name, ptr->height, ptr->height, waste));
863 ptr->total_frames = cfread_short(fp);
864 cfread(&ptr->packer_code, 1, 1, fp);
865 ptr->packer_code = INTEL_SHORT(ptr->packer_code);
866 cfread(&ptr->palette, 256, 3, fp);
867 ptr->num_keys = cfread_short(fp);
869 // store xparent colors
870 ptr->xparent_r = Color_xparent.red;
871 ptr->xparent_g = Color_xparent.green;
872 ptr->xparent_b = Color_xparent.blue;
874 if(ptr->total_frames == ptr->num_keys){
875 ptr->flags |= ANF_ALL_KEYFRAMES;
879 // -----------------------------------------------------------------------------
882 // Load an animation. This stores the compressed data, which instances
883 // of the animation can reference. Must be free'ed later with anim_free()
885 // input: name => filename of animation
886 // file_mapped => boolean, whether to use memory-mapped file or not.
887 // Memory-mapped files will page in the animation from disk
888 // as it is needed, but performance is not as good
890 // returns: pointer to anim that is loaded => sucess
893 anim *anim_load(char *real_filename, int file_mapped)
898 char name[_MAX_PATH];
902 Assert ( real_filename != NULL );
904 strcpy( name, real_filename );
905 char *p = strchr( name, '.' );
909 strcat( name, ".ani" );
913 if (!stricmp(name, ptr->name))
920 fp = cfopen(name, "rb");
924 ptr = (anim *) malloc(sizeof(anim));
928 ptr->next = first_anim;
930 Assert(strlen(name) < _MAX_PATH - 1);
931 strcpy(ptr->name, name);
932 ptr->instance_count = 0;
935 ptr->total_frames = 0;
939 anim_read_header(ptr, fp);
941 if(ptr->num_keys > 0){
942 ptr->keys = (key_frame*)malloc(sizeof(key_frame) * ptr->num_keys);
943 Assert(ptr->keys != NULL);
946 // store how long the anim should take on playback (in seconds)
947 ptr->time = i2fl(ptr->total_frames)/ptr->fps;
949 for(idx=0;idx<ptr->num_keys;idx++){
950 ptr->keys[idx].frame_num = 0;
951 cfread(&ptr->keys[idx].frame_num, 2, 1, fp);
952 cfread(&ptr->keys[idx].offset, 4, 1, fp);
953 ptr->keys[idx].frame_num = INTEL_INT( ptr->keys[idx].frame_num );
954 ptr->keys[idx].offset = INTEL_INT( ptr->keys[idx].offset );
957 /*prev_keyp = &ptr->keys;
958 count = ptr->num_keys;
960 keyp = (key_frame *) malloc(sizeof(key_frame));
961 keyp->next = *prev_keyp;
963 prev_keyp = &keyp->next;
966 cfread(&keyp->frame_num, 2, 1, fp);
967 cfread(&keyp->offset, 4, 1, fp);
969 cfread(&count, 4, 1, fp); // size of compressed data
970 count = INTEL_INT( count );
972 ptr->cfile_ptr = NULL;
975 // Try mapping the file to memory
976 ptr->flags |= ANF_MEM_MAPPED;
977 ptr->cfile_ptr = cfopen(name, "rb", CFILE_MEMORY_MAPPED);
980 // couldn't memory-map file... must be in a packfile, so stream manually
981 if ( file_mapped && !ptr->cfile_ptr ) {
982 ptr->flags &= ~ANF_MEM_MAPPED;
983 ptr->flags |= ANF_STREAMED;
984 ptr->cfile_ptr = cfopen(name, "rb");
989 // If it opened properly as mem-mapped (or streamed)
990 if (ptr->cfile_ptr != NULL) {
991 // VERY IMPORTANT STEP
992 // Set the data pointer to the compressed data (which is not at the start of the
993 // file). Use ftell() to find out how far we've already parsed into the file
997 ptr->file_offset = offset;
998 if ( ptr->flags & ANF_STREAMED ) {
1000 ptr->cache_file_offset = ptr->file_offset;
1001 ptr->cache = (ubyte*)malloc(ANI_STREAM_CACHE_SIZE+2);
1003 cfseek(ptr->cfile_ptr, offset, CF_SEEK_SET);
1004 cfread(ptr->cache, ANI_STREAM_CACHE_SIZE, 1, ptr->cfile_ptr);
1006 ptr->data = (ubyte*)cf_returndata(ptr->cfile_ptr) + offset;
1009 // Not a memory mapped file (or streamed)
1010 ptr->flags &= ~ANF_MEM_MAPPED;
1011 ptr->flags &= ~ANF_STREAMED;
1012 ptr->data = (ubyte *) malloc(count);
1013 ptr->file_offset = -1;
1014 cfread(ptr->data, count, 1, fp);
1019 // store screen signature, so we can tell if palette changes
1020 ptr->screen_sig = gr_screen.signature;
1022 anim_set_palette(ptr);
1029 // ---------------------------------------------------
1032 // Free an animation that was loaded with anim_load(). All instances
1033 // referencing this animation must be free'ed or get an assert.
1035 int anim_free(anim *ptr)
1037 Assert ( ptr != NULL );
1038 anim *list, **prev_anim;
1041 prev_anim = &first_anim;
1042 while (list && (list != ptr)) {
1043 prev_anim = &list->next;
1050 // only free when ref_count is 0
1052 if ( ptr->ref_count > 0 )
1055 // only free if there are no playing instances
1056 if ( ptr->instance_count > 0 )
1059 if(ptr->keys != NULL){
1064 if ( ptr->flags & (ANF_MEM_MAPPED|ANF_STREAMED) ) {
1065 cfclose(ptr->cfile_ptr);
1075 *prev_anim = ptr->next;
1081 // ---------------------------------------------------------------------
1084 // Return if an anim is playing or not.
1086 int anim_playing(anim_instance *ai)
1089 if ( ai->frame == NULL )
1096 // ---------------------------------------------------------------------
1097 // anim_level_init()
1099 // Called at the beginning of a mission to initialize any mission dependent
1102 void anim_level_init()
1106 // ---------------------------------------------------------------------
1107 // anim_level_close()
1109 // Called after the end of a mission to clean up any mission dependent
1112 void anim_level_close()
1114 anim_release_all_instances();
1117 // ---------------------------------------------------
1118 // anim_write_frames_out()
1120 // Write the frames of a .ani file out to disk as .pcx files.
1121 // Use naming convention: filename0000.pcx, filename0001.pcx etc.
1123 // return: 0 => success
1126 int anim_write_frames_out(char *filename)
1130 char root_name[256], pcxname[256];
1135 strcpy(root_name, filename);
1136 root_name[strlen(filename)-4] = 0;
1138 source_anim = anim_load(filename);
1139 if ( source_anim == NULL )
1142 ai = init_anim_instance(source_anim, 16);
1144 row_data = (ubyte**)malloc((source_anim->height+1) * 4);
1146 for ( i = 0; i < source_anim->total_frames; i++ ) {
1147 anim_get_next_raw_buffer(ai, 0, 0, 16);
1148 strcpy(pcxname, root_name);
1149 sprintf(buf,"%04d",i);
1150 strcat(pcxname, buf);
1152 for ( j = 0; j < source_anim->height; j++ ) {
1153 row_data[j] = &ai->frame[j*source_anim->width];
1157 pcx_write_bitmap( pcxname,
1159 source_anim->height,
1161 source_anim->palette);
1171 // ---------------------------------------------------
1172 // anim_display_info()
1174 // Display information and statistics about a .ani file.
1175 // This is called when -i switch is on when running ac.exe
1177 void anim_display_info(char *real_filename)
1182 int i, uncompressed, compressed, *key_frame_nums=NULL, tmp;
1183 char filename[MAX_FILENAME_LEN];
1185 strcpy( filename, real_filename );
1186 char *p = strchr( filename, '.' );
1190 strcat( filename, ".ani" );
1192 fp = cfopen(filename, "rb");
1194 printf("Fatal error opening %s", filename);
1198 anim_read_header(&A, fp);
1199 // read the keyframe frame nums and offsets
1200 key_frame_nums = (int*)malloc(sizeof(int)*A.num_keys);
1201 Assert(key_frame_nums != NULL);
1202 for ( i = 0; i < A.num_keys; i++ ) {
1203 key_frame_nums[i] = 0;
1204 cfread(&key_frame_nums[i], 2, 1, fp);
1205 cfread(&tmp, 4, 1, fp);
1206 //printf("key frame num: %d,%d\n", key_frame_nums[i],tmp);
1209 cfread(&compressed, 4, 1, fp);
1211 uncompressed = A.width * A.height * A.total_frames; // 8 bits per pixel
1212 percent = i2fl(compressed) / uncompressed * 100.0f;
1214 printf("%% of uncompressed size: %.0f%%\n", percent);
1215 printf("Width: %d\n", A.width);
1216 printf("Height: %d\n", A.height);
1217 printf("Total Frames: %d\n", A.total_frames);
1220 printf("Key Frames: %d\n", A.num_keys);
1221 if ( A.num_keys > 1 && (A.total_frames != A.num_keys) ) {
1222 printf("key list: (");
1223 for ( i = 0; i < A.num_keys; i++ ) {
1224 if ( i < A.num_keys-1 )
1225 printf("%d, ", key_frame_nums[i]);
1227 printf("%d)\n", key_frame_nums[i]);
1232 printf("FPS: %d\n", A.fps);
1235 printf("Transparent RGB: (%d,%d,%d)\n", A.xparent_r, A.xparent_g, A.xparent_b);
1238 printf("ac version: %d\n", A.version);
1240 if ( key_frame_nums != NULL ) {
1241 free(key_frame_nums);
1247 void anim_reverse_direction(anim_instance *ai)
1251 if(!(ai->parent->flags & ANF_ALL_KEYFRAMES)){
1252 // you're not allowed to call anim_reverse_direction(...) unless every frame is a keyframe!!!!
1253 // The God of Delta-RLE demands it be thus.
1257 // flip the animation direction
1258 if(ai->direction == ANIM_DIRECT_FORWARD){
1259 ai->direction = ANIM_DIRECT_REVERSE;
1260 } else if(ai->direction == ANIM_DIRECT_REVERSE){
1261 ai->direction = ANIM_DIRECT_FORWARD;
1264 // flip frame_num and last_frame_num
1265 temp = ai->frame_num;
1266 ai->frame_num = ai->last_frame_num;
1267 ai->last_frame_num = temp;
1269 // flip the start and stop at frames
1271 ai->stop_at = ai->start_at;
1272 ai->start_at = temp;
1274 // make sure to sync up the time correctly
1275 if(ai->direction == ANIM_DIRECT_FORWARD){
1276 ai->time_elapsed = ((float)ai->frame_num - (float)ai->start_at - 1.0f) / (float)ai->parent->fps;
1277 } else if(ai->direction == ANIM_DIRECT_REVERSE) {
1278 ai->time_elapsed = ((float)ai->start_at - (float)ai->frame_num - 1.0f) / (float)ai->parent->fps;
1282 void anim_pause(anim_instance *ai)
1287 void anim_unpause(anim_instance *ai)
1292 void anim_ignore_next_frametime()
1294 Anim_ignore_frametime=1;
1297 int anim_instance_is_streamed(anim_instance *ai)
1300 return ( ai->parent->flags & ANF_STREAMED );
1303 unsigned char anim_instance_get_byte(anim_instance *ai, int offset)
1305 int absolute_offset;
1309 Assert(ai->parent->cfile_ptr);
1310 Assert(ai->parent->flags & ANF_STREAMED);
1312 parent = ai->parent;
1313 absolute_offset = ai->file_offset + offset;
1317 cache_offset = absolute_offset - parent->cache_file_offset;
1318 if ( (cache_offset >= 0) && (cache_offset < ANI_STREAM_CACHE_SIZE) ) {
1319 return parent->cache[cache_offset];
1322 cfseek(parent->cfile_ptr, absolute_offset, CF_SEEK_SET);
1323 cfread(parent->cache, ANI_STREAM_CACHE_SIZE, 1, parent->cfile_ptr);
1324 parent->cache_file_offset = absolute_offset;
1325 return parent->cache[0];