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 1.6 2005/08/12 08:55:13 taylor
19 * sync up talking head fixes from FS2_Open code base (still not 100%)
21 * Revision 1.5 2004/09/20 01:31:44 theoddone33
24 * Revision 1.4 2004/06/11 00:27:06 tigital
25 * byte-swapping changes for bigendian systems
27 * Revision 1.3 2002/06/09 04:41:15 relnev
28 * added copyright header
30 * Revision 1.2 2002/05/07 03:16:43 theoddone33
31 * The Great Newline Fix
33 * Revision 1.1.1.1 2002/05/03 03:28:08 root
37 * 9 9/13/99 11:26p Andsager
38 * Add debug code to check for poorly sized anis
40 * 8 8/26/99 9:45a Dave
41 * First pass at easter eggs and cheats.
43 * 7 7/16/99 1:49p Dave
44 * 8 bit aabitmaps. yay.
46 * 6 7/13/99 1:15p Dave
47 * 32 bit support. Whee!
49 * 5 6/10/99 10:34a Dave
50 * Removed unnecessary assert.
52 * 4 11/30/98 1:07p Dave
53 * 16 bit conversion, first run.
55 * 3 10/22/98 6:14p Dave
56 * Optimized some #includes in Anim folder. Put in the beginnings of
57 * parse/localization support for externalized strings and tstrings.tbl
59 * 2 10/07/98 10:52a Dave
62 * 1 10/07/98 10:48a Dave
64 * 38 6/23/98 4:18p Hoffoss
65 * Fixed some bugs with AC release build.
67 * 37 5/18/98 5:59p Hoffoss
68 * Made command briefing advanced now once the speech stops and animation
69 * has fully played once, whichever is longer.
71 * 36 5/14/98 6:29p Hoffoss
72 * Fixed some warnings a release rebuild all turned up.
74 * 35 5/07/98 3:11a Lawrance
75 * Implement custom streaming code
77 * 34 4/27/98 3:36p Dave
79 * 33 3/25/98 8:43p Hoffoss
80 * Changed anim_play() to not be so damn complex when you try and call it.
82 * 32 2/05/98 9:21p John
83 * Some new Direct3D code. Added code to monitor a ton of stuff in the
86 * 31 1/19/98 11:37p Lawrance
87 * Fixing Optimization build warnings
89 * 30 1/19/98 3:09p Hoffoss
90 * Only free an anim instance if it is actually playing.
92 * 29 1/14/98 6:43p Lawrance
93 * Add ref_count to anim struct, so we don't free multiple times
95 * 28 12/30/97 6:44p John
96 * Made g3_Draw_bitmap functions account for aspect of bitmap.
98 * 27 12/27/97 2:35p John
99 * Restructed some code so that if the memory-mapped file open fails, it
100 * will still read it the old-fashioned, non-memory mapped way.
102 * 26 12/24/97 9:10p Lawrance
103 * take out some debugging statements
105 * 25 12/24/97 8:57p Lawrance
106 * Added anim_ignore_next_frametime()
108 * 24 12/07/97 2:06p Dave
109 * Removed some debug frame-checking code.
111 * 23 12/06/97 2:55p Dave
113 * 22 11/29/97 2:05p John
114 * made g3_draw_bitmap and g3_draw_rotated bitmap take w&h, not w/2 & h/2,
115 * like they used to incorrectly assume. Added code to model to read in
118 * 21 11/20/97 5:36p Dave
119 * Hooked in a bunch of main hall changes (including sound). Made it
120 * possible to reposition (rewind/ffwd)
121 * sound buffer pointers. Fixed animation direction change framerate
124 * 20 11/20/97 4:33p Sandeep
125 * ALAN: ensure instance->paused gets initialized
127 * 19 11/20/97 4:12p Lawrance
128 * when paused, don't increment time_elapsed
130 * 18 11/19/97 8:28p Dave
131 * Hooked in Main Hall screen. Put in Anim support for ping ponging
132 * animations as well as general reversal of anim direction.
134 * 17 9/11/97 4:17p Allender
135 * use _MAX_PATH instead of MAX_FILENAME_LENGTH for anim_play since it is
136 * called from MoviePlayer with full path
138 * 16 9/11/97 10:49a Lawrance
139 * improve anim_show_next_frame()
141 * 15 9/10/97 4:59p Lawrance
142 * improve comments to anim_play() function
144 * 14 9/03/97 4:19p John
145 * changed bmpman to only accept ani and pcx's. made passing .pcx or .ani
146 * to bm_load functions not needed. Made bmpman keep track of palettes
147 * for bitmaps not mapped into game palettes.
149 * 13 8/30/97 2:11p Lawrance
150 * allow animations to loop
152 * 12 8/25/97 11:13p Lawrance
153 * support framerate independent playback with the option of now advancing
154 * more than one frame at a time
156 * 11 8/22/97 8:20a Lawrance
157 * display scrolling text properly, with indicator that text exitsts to be
160 * 10 8/21/97 5:11p Lawrance
161 * frame numbering for ANI's now is from 0 -> total_frames-1.
163 * 9 8/19/97 9:30a Lawrance
164 * print out reason if file doesn't open right
166 * 8 7/28/97 10:42p Lawrance
167 * re-did interface to unpack_frame() to make more general
169 * 7 7/21/97 11:41a Lawrance
170 * make playback time of .ani files keyed of frametime
172 * 6 7/20/97 6:57p Lawrance
173 * supporting new RLE format
175 * 5 7/11/97 11:54a John
176 * added rotated 3d bitmaps.
178 * 4 6/27/97 4:36p Lawrance
179 * update pal translation table when gr_screen.signature changes
181 * 3 6/26/97 3:00p Lawrance
182 * fix bug with playing 3d anims
184 * 2 6/26/97 12:12a Lawrance
185 * supporting anti-aliased bitmap animations
187 * 1 6/23/97 5:09p Lawrance
189 * 24 6/03/97 5:53p Lawrance
190 * don't unload bitmap after bm_create
195 #include "animplay.h"
196 #include "linklist.h"
201 #include "grinternal.h"
202 #include "pcxutils.h"
203 #include "packunpack.h"
206 static color Color_xparent;
208 anim *first_anim = NULL;
209 anim_instance anim_free_list;
210 anim_instance anim_render_list;
212 #define MAX_ANIM_INSTANCES 25
213 anim_instance anim_render_instance[MAX_ANIM_INSTANCES];
215 int Anim_paused; // global variable to pause the playing back of anims
216 int Anim_inited = FALSE;
220 int Anim_ignore_frametime=0; // flag used to ignore frametime... useful when need to avoid saturated frametimes
222 // -------------------------------------------------------------------------------------------------
223 // anim_init() will queue all the anim_render_instance[] elements onto the anim_free_list
229 if ( Anim_inited == TRUE )
232 list_init( &anim_free_list );
233 list_init( &anim_render_list );
235 // Link all anim render slots into the free list
236 for (i=1; i < MAX_ANIM_INSTANCES; i++) {
237 list_append(&anim_free_list, &anim_render_instance[i]);
244 // -------------------------------------------------------------------------------------------------
245 // anim_render_all() will display the frames for the currently playing anims
247 void anim_render_all(int screen_id, float frametime)
252 A = GET_FIRST(&anim_render_list);
253 while( A !=END_OF_LIST(&anim_render_list) ) {
255 if ( A->screen_id == screen_id ) {
256 if ( Anim_ignore_frametime ) {
258 Anim_ignore_frametime=0;
260 if ( anim_show_next_frame(A, frametime) == -1 ) {
262 anim_release_render_instance(A);
269 // -------------------------------------------------------------------------------------------------
270 // anim_render_one() will display the frames for the passed animation, it will ignore animations which
271 // do not have the same id as the passed screen_id
273 void anim_render_one(int screen_id, anim_instance *ani, float frametime)
275 // make sure this guy's screen id matches the passed one
276 if(screen_id != ani->screen_id){
280 // otherwise render it
281 if ( Anim_ignore_frametime ) {
283 Anim_ignore_frametime=0;
285 if ( anim_show_next_frame(ani, frametime) == -1 ) {
287 anim_release_render_instance(ani);
291 MONITOR(NumANIPlayed);
293 // Setup an anim_play_struct for passing into anim_play(). Will fill in default values, which you
294 // can then change before calling anim_play().
296 void anim_play_init(anim_play_struct *aps, anim *a_info, int x, int y)
298 aps->anim_info = a_info;
302 aps->stop_at = a_info->total_frames - 1;
304 aps->world_pos = NULL;
306 aps->framerate_independent = 0;
308 aps->skip_frames = 1;
313 // -------------------------------------------------------------------------------------------------
314 // anim_play() will add an anim instance to the anim_render_list. This will cause the
315 // anim to be played at the x,y position specified in the parameter list.
319 // anim_info => the compressed animation that we should make an instance from
320 // x => x position of animation to play at (top left corner)
321 // y => y position of animation to play at ( top left corner)
322 // start_at => frame number to start at (note: numbering is from 0->num_frames-1)
323 // stop_at => frame number to stop at (note: numbering is from 0->num_frames-1)
324 // screen_id => OPTIONAL (default value 0): screen signature so animation only plays when
325 // anim_render_all() called with that same signature
326 // world_pos => OPTIONAL (default value NULL): only give a world pos when you want to
327 // play the animation at a 3D location. You must specify radius when
329 // radius => OPTIONAL (default value 0): only needed when the animation is playing
330 // as a 3D animation (this is only when world_pos in not NULL).
331 // fi => OPTIONAL (default value 0): framerate indepentdent flag, when set TRUE
332 // the animation will skip frames if necessary to maintain the fps value
333 // associated with the animation
334 // color => OPTIONAL (default value NULL) address of an alpha color struct. Only
335 // required when the animation should be drawn with an alpha color.
336 // skip_frames => OPTIONAL (default value 1) should anim skip frames when doing framerate
337 // independent playback
338 // looped => OPTIONAL (default value 0) should anim play looped (ie forever)
342 // pointer to instance => success
343 // NULL => if anim anim could not be played
345 anim_instance *anim_play(anim_play_struct *aps)
347 Assert( aps->anim_info != NULL );
348 Assert( aps->start_at >= 0 );
349 Assert( aps->stop_at < aps->anim_info->total_frames );
350 // Assert( aps->stop_at >= aps->start_at );
351 Assert( !(aps->looped && aps->ping_pong) ); // shouldn't have these both set at once
353 MONITOR_INC(NumANIPlayed, 1);
355 // if (aps->ping_pong && !(aps->anim_info->flags & ANF_ALL_KEYFRAMES));
357 anim_instance *instance;
359 // Find next free anim instance slot on queue
360 instance = GET_FIRST(&anim_free_list);
361 Assert( instance != &anim_free_list ); // shouldn't have the dummy element
363 // remove instance from the free list
364 list_remove( &anim_free_list, instance );
366 // insert instance onto the end of anim_render_list
367 list_append( &anim_render_list, instance );
369 aps->anim_info->instance_count++;
370 instance->frame_num = -1;
371 instance->last_frame_num = -99;
372 instance->parent = aps->anim_info;
373 instance->data = aps->anim_info->data;
374 if ( anim_instance_is_streamed(instance) ) {
375 instance->file_offset = instance->parent->file_offset;
377 instance->frame = (ubyte *) malloc(instance->parent->width * instance->parent->height * 2);
378 Assert( instance->frame != NULL );
379 instance->time_elapsed = 0.0f;
380 instance->stop_at = aps->stop_at;
381 instance->x = aps->x;
382 instance->y = aps->y;
383 instance->world_pos = aps->world_pos;
384 instance->radius = aps->radius;
385 instance->framerate_independent = aps->framerate_independent;
386 instance->last_bitmap = -1;
387 instance->stop_now = FALSE;
388 instance->screen_id = aps->screen_id;
389 instance->aa_color = aps->color;
390 instance->skip_frames = aps->skip_frames;
391 instance->looped = aps->looped;
392 instance->ping_pong = aps->ping_pong;
393 instance->direction = ANIM_DIRECT_FORWARD;
394 instance->paused = 0;
395 instance->loop_count = 0;
396 if ( aps->color == NULL ){
397 instance->xlate_pal = 1;
399 instance->xlate_pal = 0;
402 // determining the start_at frame is more complicated, since it must be a key-frame.
403 // Futhermore, need to subtract 1 from key-frame number, since frame number is always
404 // incremented the first time anim_show_next_frame() is called
406 instance->start_at = aps->start_at;
408 if ( aps->start_at > 0 ) {
413 int frame_num = aps->start_at;
415 keyp = instance->parent->keys;
417 while (idx < instance->parent->num_keys) {
418 if (key == frame_num)
421 key = keyp[idx].frame_num - 1;
422 offset = keyp[idx].offset;
427 if (( (keyp->frame_num-1) <= frame_num) && ( (keyp->frame_num-1) > key)) { // find closest key
428 key = keyp->frame_num-1;
429 offset = keyp->offset;
430 if ( key == frame_num )
437 if (key > instance->frame_num) { // best key is closer than current position
438 instance->frame_num = key;
439 if ( anim_instance_is_streamed(instance) ) {
440 instance->file_offset = instance->parent->file_offset + offset;
442 instance->data = instance->parent->data + offset;
447 instance->frame_num--; // required
453 // -----------------------------------------------------------------------------
454 // anim_show_next_frame()
456 // This function is called to blit the next frame of an anim instance to the
457 // screen. This is normally called by the anim_render_all() function.
459 // input: instance => pointer to animation instance
460 // frametime => time elapsed since last call, in seconds
462 int anim_show_next_frame(anim_instance *instance, float frametime)
464 int bitmap_id, bitmap_flags=0, new_frame_num, frame_diff=0, i, n_frames=0,frame_save;
465 float percent_through, decompress_time, render_time, time;
470 Assert( instance != NULL );
472 instance->time_elapsed += frametime;
474 // Advance to the next frame, if we determine enough time has elapsed.
475 if(instance->direction == ANIM_DIRECT_FORWARD)
476 n_frames = instance->stop_at - instance->start_at + 1;
477 else if(instance->direction == ANIM_DIRECT_REVERSE)
478 n_frames = instance->start_at - instance->stop_at + 1;
479 time = n_frames / i2fl(instance->parent->fps);
481 percent_through = instance->time_elapsed / time;
483 if(instance->direction == ANIM_DIRECT_FORWARD)
484 new_frame_num = instance->start_at - 1 + fl2i(percent_through * n_frames + 0.5f);
486 new_frame_num = instance->start_at - 1 - fl2i(percent_through * n_frames + 0.5f);
488 frame_save = instance->frame_num;
490 // If framerate independent, use the new_frame_num... unless instance->skip_frames is
491 // FALSE, then only advance a maximum of one frame (this is needed since some big animations
492 // should just play slower rather than taking the hit of decompressing multiple frames and
493 // creating an even greater slowdown
494 if (instance->framerate_independent) {
495 if(instance->direction == ANIM_DIRECT_FORWARD){
496 if ( new_frame_num > instance->last_frame_num) {
497 if ( instance->skip_frames )
498 instance->frame_num = new_frame_num;
500 instance->frame_num++;
502 } else if(instance->direction == ANIM_DIRECT_REVERSE){
503 if( new_frame_num < instance->last_frame_num) {
504 if ( instance->skip_frames )
505 instance->frame_num = new_frame_num;
507 instance->frame_num--;
512 if(instance->direction == ANIM_DIRECT_FORWARD){
513 if ( new_frame_num > instance->last_frame_num) {
514 instance->frame_num++;
516 } else if(instance->direction == ANIM_DIRECT_REVERSE){
517 if ( new_frame_num < instance->last_frame_num) {
518 instance->frame_num--;
523 if(instance->direction == ANIM_DIRECT_FORWARD){
524 if ( instance->frame_num < instance->start_at ) {
525 instance->frame_num = instance->start_at;
527 } else if(instance->direction == ANIM_DIRECT_REVERSE){
528 if ( instance->frame_num > instance->start_at ) {
529 instance->frame_num = instance->start_at;
533 if ( instance->stop_now == TRUE ) {
537 // If past the last frame, clamp to the last frame and then set the stop_now flag in the
538 // anim instance. The next iteration, the animation will stop.
539 if(instance->direction == ANIM_DIRECT_FORWARD){
540 if (instance->frame_num >= instance->stop_at ) {
541 if (instance->looped) { // looped animations
542 instance->frame_num = instance->stop_at;
543 instance->time_elapsed = 0.0f;
544 } else if(instance->ping_pong) { // pingponged animations
545 instance->frame_num = instance->stop_at;
546 // instance->time_elapsed = 0.0f;
547 anim_reverse_direction(instance);
548 } else { // one-shot animations
549 instance->frame_num = instance->stop_at;
550 instance->last_frame_num = instance->frame_num;
551 instance->stop_now = TRUE;
554 } else if(instance->direction == ANIM_DIRECT_REVERSE){
555 if (instance->frame_num <= instance->stop_at ) {
556 if (instance->looped) { // looped animations
557 instance->frame_num = instance->stop_at;
558 instance->time_elapsed = 0.0f;
559 } else if(instance->ping_pong) { // pingponged animations
560 instance->frame_num = instance->stop_at;
561 // instance->time_elapsed = 0.0f;
562 anim_reverse_direction(instance);
563 } else { // one-shot animations
564 instance->frame_num = instance->stop_at+1;
565 instance->last_frame_num = instance->frame_num;
566 instance->stop_now = TRUE;
571 if(instance->direction == ANIM_DIRECT_FORWARD){
572 if( instance->last_frame_num >= instance->start_at ) {
573 frame_diff = instance->frame_num - instance->last_frame_num;
577 } else if(instance->direction == ANIM_DIRECT_REVERSE){
578 if( instance->last_frame_num <= instance->start_at ) {
579 frame_diff = instance->last_frame_num - instance->frame_num;
584 Assert(frame_diff >= 0);
585 // nprintf(("Alan","FRAME DIFF: %d\n",frame_diff));
586 Assert( instance->frame_num >= 0 && instance->frame_num < instance->parent->total_frames );
588 // if the anim is paused, ignore all the above changes and still display this frame
589 if(instance->paused || Anim_paused){
590 instance->frame_num = frame_save;
591 instance->time_elapsed -= frametime;
595 if (instance->parent->flags & ANF_XPARENT){
596 // bitmap_flags = BMP_XPARENT;
600 if(instance->aa_color != NULL){
601 bitmap_flags |= BMP_AABITMAP;
606 if ( frame_diff > 0 ) {
607 instance->last_frame_num = instance->frame_num;
609 t1 = timer_get_fixed_seconds();
610 for ( i = 0; i < frame_diff; i++ ) {
611 anim_check_for_palette_change(instance);
613 // if we're playing backwards, every frame must be a keyframe and we set the data ptr here
614 if(instance->direction == ANIM_DIRECT_REVERSE){
615 if ( anim_instance_is_streamed(instance) ) {
616 instance->file_offset = instance->parent->file_offset + instance->parent->keys[instance->frame_num-1].offset;
618 instance->data = instance->parent->data + instance->parent->keys[instance->frame_num-1].offset;
623 int temp_file_offset = 0;
625 // if we're using bitmap polys
627 BM_SELECT_TEX_FORMAT();
630 if ( anim_instance_is_streamed(instance) ) {
631 if ( instance->xlate_pal ){
632 temp_file_offset = unpack_frame_from_file(instance, instance->frame, instance->parent->width*instance->parent->height, instance->parent->palette_translation, aabitmap, bpp);
634 temp_file_offset = unpack_frame_from_file(instance, instance->frame, instance->parent->width*instance->parent->height, NULL, aabitmap, bpp);
637 if ( instance->xlate_pal ){
638 temp = unpack_frame(instance, instance->data, instance->frame, instance->parent->width*instance->parent->height, instance->parent->palette_translation, aabitmap, bpp);
640 temp = unpack_frame(instance, instance->data, instance->frame, instance->parent->width*instance->parent->height, NULL, aabitmap, bpp);
644 // always go back to screen format
645 BM_SELECT_SCREEN_FORMAT();
647 if(instance->direction == ANIM_DIRECT_FORWARD){
648 if ( anim_instance_is_streamed(instance) ) {
649 instance->file_offset = temp_file_offset;
651 instance->data = temp;
655 t2 = timer_get_fixed_seconds();
661 // this only happens when the anim is being looped, we need to reset the last_frame_num
662 if ( (instance->time_elapsed == 0) && (instance->looped) ) {
663 instance->last_frame_num = -1;
664 instance->frame_num = -1;
665 instance->data = instance->parent->data;
666 instance->file_offset = instance->parent->file_offset;
667 instance->loop_count++;
670 decompress_time = f2fl(t2-t1);
672 t1 = timer_get_fixed_seconds();
673 if ( frame_diff == 0 && instance->last_bitmap != -1 ) {
674 bitmap_id = instance->last_bitmap;
677 if ( instance->last_bitmap != -1 ){
678 bm_release(instance->last_bitmap);
680 bitmap_id = bm_create(16, instance->parent->width, instance->parent->height, instance->frame, bitmap_flags);
683 if ( bitmap_id == -1 ) {
684 // anim has finsished playing, free the instance frame data
685 anim_release_render_instance(instance);
688 // NOTE: there is no need to free the instance, since it was pre-allocated as
689 // part of the anim_free_list
692 gr_set_bitmap(bitmap_id, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
694 // determine x,y to display the bitmap at
695 if ( instance->world_pos == NULL ) {
696 if ( instance->aa_color == NULL ) {
697 gr_bitmap(instance->x, instance->y);
700 gr_set_color_fast( (color*)instance->aa_color );
701 gr_aabitmap(instance->x, instance->y);
705 g3_rotate_vertex(&image_vertex,instance->world_pos);
706 Assert(instance->radius != 0.0f);
707 g3_draw_bitmap(&image_vertex, 0, instance->radius*1.5f, TMAP_FLAG_TEXTURED );
710 //bm_release(bitmap_id);
711 instance->last_bitmap = bitmap_id;
714 t2 = timer_get_fixed_seconds();
715 render_time = f2fl(t2-t1);
717 // nprintf(("Alan","DECOMPRESS: %.3fms RENDER: %.3fms\n", decompress_time*1000, render_time*1000));
722 // -----------------------------------------------------------------------------
723 // anim_stop_playing()
725 // Stop an anim instance that is on the anim_render_list from playing
727 int anim_stop_playing(anim_instance* instance)
729 Assert(instance != NULL);
731 if ( anim_playing(instance) ) {
732 anim_release_render_instance(instance);
737 // -----------------------------------------------------------------------------
738 // anim_release_render_instance()
740 // Free a particular animation instance that is on the anim_render_list. Do
741 // not call this function to free an animation instance in general (use
742 // free_anim_instance() for that), only when you want to free an instance
743 // that is on the anim_render_list
745 void anim_release_render_instance(anim_instance* instance)
747 Assert( instance != NULL );
748 Assert(instance->frame);
749 free(instance->frame);
750 instance->frame = NULL;
751 instance->parent->instance_count--;
753 if ( instance->last_bitmap != -1 ) {
754 bm_release(instance->last_bitmap);
755 instance->last_bitmap = -1;
758 // remove instance from anim_render_list
759 list_remove( &anim_render_list, instance );
761 // insert instance into the anim_free_list
762 list_append( &anim_free_list, instance );
765 // -----------------------------------------------------------------------------
766 // anim_release_all_instances()
768 // Free all anim instances that are on the anim_render_list.
770 // input: screen_id => optional parameter that lets you only free a subset
771 // of the anim instances. A screen_id of 0 is the default
772 // value, and this is used for animations that always play
773 // when they are placed on the aim_render_list.
775 void anim_release_all_instances(int screen_id)
780 if ( Anim_inited == FALSE )
783 A = GET_FIRST(&anim_render_list);
784 while( A !=END_OF_LIST(&anim_render_list) ) {
786 if ( A->screen_id == screen_id || screen_id == 0 ) {
787 anim_release_render_instance(A);
793 // -----------------------------------------------------------------------------
794 // anim_read_header()
796 // Read the header of a .ani file. Below is the format of a .ani header
798 // #bytes | description
799 // 2 | obsolete, kept for compatibility with old versions
800 // 2 | version number
802 // 1 | transparent red value
803 // 1 | transparent green value
804 // 1 | transparent blue value
807 // 2 | number of frames
810 // 2 | number of key frames
811 // 2 | key frame number } repeats
812 // 4 | key frame offset } repeats
813 // 4 | compressed data length
815 void anim_read_header(anim *ptr, CFILE *fp)
817 ptr->width = cfread_short(fp);
818 // If first 2 bytes are zero, this means we are using a new format, which includes
819 // a version, and fps values. This is only done since a version number was not included
820 // in the original header.
823 Color_xparent.red = 0;
824 Color_xparent.green = 255;
825 Color_xparent.blue = 0;
827 if ( ptr->width == 0 ) {
828 ptr->version = cfread_short(fp);
829 ptr->fps = cfread_short(fp);
831 // version 2 added a custom transparency color
832 if ( ptr->version >= 2 ) {
833 cfread(&Color_xparent.red, 1, 1, fp);
834 cfread(&Color_xparent.green, 1, 1, fp);
835 cfread(&Color_xparent.blue, 1, 1, fp);
838 ptr->width = cfread_short(fp);
845 ptr->height = cfread_short(fp);
848 // get size of ani compared to power of 2
858 int floor_size = (int) pow(2, floor_pow);
859 int diff = ptr->height - floor_size;
860 float waste = 100.0f * float((floor_size - diff))/(2.0f *(float)floor_size);
863 if (ptr->height > 16) {
864 mprintf(("ANI %s with size %dx%d (%.1f%% wasted)\n", ptr->name, ptr->height, ptr->height, waste));
869 ptr->total_frames = cfread_short(fp);
870 cfread(&ptr->packer_code, 1, 1, fp);
871 ptr->packer_code = INTEL_SHORT(ptr->packer_code);
872 cfread(&ptr->palette, 256, 3, fp);
873 ptr->num_keys = cfread_short(fp);
875 // store xparent colors
876 ptr->xparent_r = Color_xparent.red;
877 ptr->xparent_g = Color_xparent.green;
878 ptr->xparent_b = Color_xparent.blue;
880 if(ptr->total_frames == ptr->num_keys){
881 ptr->flags |= ANF_ALL_KEYFRAMES;
885 // -----------------------------------------------------------------------------
888 // Load an animation. This stores the compressed data, which instances
889 // of the animation can reference. Must be free'ed later with anim_free()
891 // input: name => filename of animation
892 // file_mapped => boolean, whether to use memory-mapped file or not.
893 // Memory-mapped files will page in the animation from disk
894 // as it is needed, but performance is not as good
896 // returns: pointer to anim that is loaded => sucess
899 anim *anim_load(char *real_filename, int file_mapped)
904 char name[_MAX_PATH];
908 Assert ( real_filename != NULL );
910 strcpy( name, real_filename );
911 char *p = strchr( name, '.' );
915 strcat( name, ".ani" );
919 if (!stricmp(name, ptr->name))
926 fp = cfopen(name, "rb");
930 ptr = (anim *) malloc(sizeof(anim));
934 ptr->next = first_anim;
936 Assert(strlen(name) < _MAX_PATH - 1);
937 strcpy(ptr->name, name);
938 ptr->instance_count = 0;
941 ptr->total_frames = 0;
945 anim_read_header(ptr, fp);
947 if(ptr->num_keys > 0){
948 ptr->keys = (key_frame*)malloc(sizeof(key_frame) * ptr->num_keys);
949 Assert(ptr->keys != NULL);
952 // store how long the anim should take on playback (in seconds)
953 ptr->time = i2fl(ptr->total_frames)/ptr->fps;
955 for(idx=0;idx<ptr->num_keys;idx++){
956 ptr->keys[idx].frame_num = 0;
957 cfread(&ptr->keys[idx].frame_num, 2, 1, fp);
958 cfread(&ptr->keys[idx].offset, 4, 1, fp);
959 ptr->keys[idx].frame_num = INTEL_INT( ptr->keys[idx].frame_num );
960 ptr->keys[idx].offset = INTEL_INT( ptr->keys[idx].offset );
963 /*prev_keyp = &ptr->keys;
964 count = ptr->num_keys;
966 keyp = (key_frame *) malloc(sizeof(key_frame));
967 keyp->next = *prev_keyp;
969 prev_keyp = &keyp->next;
972 cfread(&keyp->frame_num, 2, 1, fp);
973 cfread(&keyp->offset, 4, 1, fp);
975 cfread(&count, 4, 1, fp); // size of compressed data
976 count = INTEL_INT( count );
978 ptr->cfile_ptr = NULL;
981 // Try mapping the file to memory
982 ptr->flags |= ANF_MEM_MAPPED;
983 ptr->cfile_ptr = cfopen(name, "rb", CFILE_MEMORY_MAPPED);
986 // couldn't memory-map file... must be in a packfile, so stream manually
987 if ( file_mapped && !ptr->cfile_ptr ) {
988 ptr->flags &= ~ANF_MEM_MAPPED;
989 ptr->flags |= ANF_STREAMED;
990 ptr->cfile_ptr = cfopen(name, "rb");
995 // If it opened properly as mem-mapped (or streamed)
996 if (ptr->cfile_ptr != NULL) {
997 // VERY IMPORTANT STEP
998 // Set the data pointer to the compressed data (which is not at the start of the
999 // file). Use ftell() to find out how far we've already parsed into the file
1002 offset = cftell(fp);
1003 ptr->file_offset = offset;
1004 if ( ptr->flags & ANF_STREAMED ) {
1006 ptr->cache_file_offset = ptr->file_offset;
1007 ptr->cache = (ubyte*)malloc(ANI_STREAM_CACHE_SIZE+2);
1009 cfseek(ptr->cfile_ptr, offset, CF_SEEK_SET);
1010 cfread(ptr->cache, ANI_STREAM_CACHE_SIZE, 1, ptr->cfile_ptr);
1012 ptr->data = (ubyte*)cf_returndata(ptr->cfile_ptr) + offset;
1015 // Not a memory mapped file (or streamed)
1016 ptr->flags &= ~ANF_MEM_MAPPED;
1017 ptr->flags &= ~ANF_STREAMED;
1018 ptr->data = (ubyte *) malloc(count);
1019 ptr->file_offset = -1;
1020 cfread(ptr->data, count, 1, fp);
1025 // store screen signature, so we can tell if palette changes
1026 ptr->screen_sig = gr_screen.signature;
1028 anim_set_palette(ptr);
1035 // ---------------------------------------------------
1038 // Free an animation that was loaded with anim_load(). All instances
1039 // referencing this animation must be free'ed or get an assert.
1041 int anim_free(anim *ptr)
1043 Assert ( ptr != NULL );
1044 anim *list, **prev_anim;
1047 prev_anim = &first_anim;
1048 while (list && (list != ptr)) {
1049 prev_anim = &list->next;
1056 // only free when ref_count is 0
1058 if ( ptr->ref_count > 0 )
1061 // only free if there are no playing instances
1062 if ( ptr->instance_count > 0 )
1065 if(ptr->keys != NULL){
1070 if ( ptr->flags & (ANF_MEM_MAPPED|ANF_STREAMED) ) {
1071 cfclose(ptr->cfile_ptr);
1081 *prev_anim = ptr->next;
1087 // ---------------------------------------------------------------------
1090 // Return if an anim is playing or not.
1092 int anim_playing(anim_instance *ai)
1095 if ( ai->frame == NULL )
1102 // ---------------------------------------------------------------------
1103 // anim_level_init()
1105 // Called at the beginning of a mission to initialize any mission dependent
1108 void anim_level_init()
1112 // ---------------------------------------------------------------------
1113 // anim_level_close()
1115 // Called after the end of a mission to clean up any mission dependent
1118 void anim_level_close()
1120 anim_release_all_instances();
1123 // ---------------------------------------------------
1124 // anim_write_frames_out()
1126 // Write the frames of a .ani file out to disk as .pcx files.
1127 // Use naming convention: filename0000.pcx, filename0001.pcx etc.
1129 // return: 0 => success
1132 int anim_write_frames_out(char *filename)
1136 char root_name[256], pcxname[256];
1141 strcpy(root_name, filename);
1142 root_name[strlen(filename)-4] = 0;
1144 source_anim = anim_load(filename);
1145 if ( source_anim == NULL )
1148 ai = init_anim_instance(source_anim, 16);
1150 row_data = (ubyte**)malloc((source_anim->height+1) * 4);
1152 for ( i = 0; i < source_anim->total_frames; i++ ) {
1153 anim_get_next_raw_buffer(ai, 0, 0, 16);
1154 strcpy(pcxname, root_name);
1155 sprintf(buf,"%04d",i);
1156 strcat(pcxname, buf);
1158 for ( j = 0; j < source_anim->height; j++ ) {
1159 row_data[j] = &ai->frame[j*source_anim->width];
1163 pcx_write_bitmap( pcxname,
1165 source_anim->height,
1167 source_anim->palette);
1177 // ---------------------------------------------------
1178 // anim_display_info()
1180 // Display information and statistics about a .ani file.
1181 // This is called when -i switch is on when running ac.exe
1183 void anim_display_info(char *real_filename)
1188 int i, uncompressed, compressed, *key_frame_nums=NULL, tmp;
1189 char filename[MAX_FILENAME_LEN];
1191 strcpy( filename, real_filename );
1192 char *p = strchr( filename, '.' );
1196 strcat( filename, ".ani" );
1198 fp = cfopen(filename, "rb");
1200 printf("Fatal error opening %s", filename);
1204 anim_read_header(&A, fp);
1205 // read the keyframe frame nums and offsets
1206 key_frame_nums = (int*)malloc(sizeof(int)*A.num_keys);
1207 Assert(key_frame_nums != NULL);
1208 for ( i = 0; i < A.num_keys; i++ ) {
1209 key_frame_nums[i] = 0;
1210 cfread(&key_frame_nums[i], 2, 1, fp);
1211 cfread(&tmp, 4, 1, fp);
1212 //printf("key frame num: %d,%d\n", key_frame_nums[i],tmp);
1215 cfread(&compressed, 4, 1, fp);
1217 uncompressed = A.width * A.height * A.total_frames; // 8 bits per pixel
1218 percent = i2fl(compressed) / uncompressed * 100.0f;
1220 printf("%% of uncompressed size: %.0f%%\n", percent);
1221 printf("Width: %d\n", A.width);
1222 printf("Height: %d\n", A.height);
1223 printf("Total Frames: %d\n", A.total_frames);
1226 printf("Key Frames: %d\n", A.num_keys);
1227 if ( A.num_keys > 1 && (A.total_frames != A.num_keys) ) {
1228 printf("key list: (");
1229 for ( i = 0; i < A.num_keys; i++ ) {
1230 if ( i < A.num_keys-1 )
1231 printf("%d, ", key_frame_nums[i]);
1233 printf("%d)\n", key_frame_nums[i]);
1238 printf("FPS: %d\n", A.fps);
1241 printf("Transparent RGB: (%d,%d,%d)\n", A.xparent_r, A.xparent_g, A.xparent_b);
1244 printf("ac version: %d\n", A.version);
1246 if ( key_frame_nums != NULL ) {
1247 free(key_frame_nums);
1253 void anim_reverse_direction(anim_instance *ai)
1257 if(!(ai->parent->flags & ANF_ALL_KEYFRAMES)){
1258 // you're not allowed to call anim_reverse_direction(...) unless every frame is a keyframe!!!!
1259 // The God of Delta-RLE demands it be thus.
1263 // flip the animation direction
1264 if(ai->direction == ANIM_DIRECT_FORWARD){
1265 ai->direction = ANIM_DIRECT_REVERSE;
1266 } else if(ai->direction == ANIM_DIRECT_REVERSE){
1267 ai->direction = ANIM_DIRECT_FORWARD;
1270 // flip frame_num and last_frame_num
1271 temp = ai->frame_num;
1272 ai->frame_num = ai->last_frame_num;
1273 ai->last_frame_num = temp;
1275 // flip the start and stop at frames
1277 ai->stop_at = ai->start_at;
1278 ai->start_at = temp;
1280 // make sure to sync up the time correctly
1281 if(ai->direction == ANIM_DIRECT_FORWARD){
1282 ai->time_elapsed = ((float)ai->frame_num - (float)ai->start_at - 1.0f) / (float)ai->parent->fps;
1283 } else if(ai->direction == ANIM_DIRECT_REVERSE) {
1284 ai->time_elapsed = ((float)ai->start_at - (float)ai->frame_num - 1.0f) / (float)ai->parent->fps;
1288 void anim_pause(anim_instance *ai)
1293 void anim_unpause(anim_instance *ai)
1298 void anim_ignore_next_frametime()
1300 Anim_ignore_frametime=1;
1303 int anim_instance_is_streamed(anim_instance *ai)
1306 return ( ai->parent->flags & ANF_STREAMED );
1309 unsigned char anim_instance_get_byte(anim_instance *ai, int offset)
1311 int absolute_offset;
1315 Assert(ai->parent->cfile_ptr);
1316 Assert(ai->parent->flags & ANF_STREAMED);
1318 parent = ai->parent;
1319 absolute_offset = ai->file_offset + offset;
1323 cache_offset = absolute_offset - parent->cache_file_offset;
1324 if ( (cache_offset >= 0) && (cache_offset < ANI_STREAM_CACHE_SIZE) ) {
1325 return parent->cache[cache_offset];
1328 cfseek(parent->cfile_ptr, absolute_offset, CF_SEEK_SET);
1329 cfread(parent->cache, ANI_STREAM_CACHE_SIZE, 1, parent->cfile_ptr);
1330 parent->cache_file_offset = absolute_offset;
1331 return parent->cache[0];