raze-gles/source/duke3d/src/anim.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "baselayer.h"
#include "renderlayer.h"
#include "duke3d.h"
#include "animlib.h"
#include "mouse.h"
#include "compat.h"
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
#include "input.h"
#include "anim.h"
#ifdef USE_LIBVPX
# include "animvpx.h"
#endif
// animsound_t.sound
EDUKE32_STATIC_ASSERT(INT16_MAX >= MAXSOUNDS);
hashtable_t h_dukeanim = { 8, NULL };
dukeanim_t * g_animPtr;
dukeanim_t *Anim_Find(const char *s)
{
intptr_t ptr = hash_findcase(&h_dukeanim, s);
if (ptr == -1)
{
int const siz = Bstrlen(s) + 5;
char * const str = (char *)Xcalloc(1, siz);
maybe_append_ext(str, siz, s, ".anm");
ptr = hash_findcase(&h_dukeanim, str);
if (ptr == -1)
{
maybe_append_ext(str, siz, s, ".ivf");
ptr = hash_findcase(&h_dukeanim, str);
}
Bfree(str);
}
return (dukeanim_t *)(ptr == -1 ? NULL : (dukeanim_t *)ptr);
}
dukeanim_t * Anim_Create(char const * fn)
{
dukeanim_t * anim = (dukeanim_t *)Xcalloc(1, sizeof(dukeanim_t));
hash_add(&h_dukeanim, fn, (intptr_t)anim, 0);
return anim;
}
#ifdef DYNSOUNDREMAP_ENABLE
static int32_t const StopAllSounds = -1;
#else
# define StopAllSounds -1
#endif
void Anim_Init(void)
{
hash_init(&h_dukeanim);
struct defaultanmsound {
#ifdef DYNSOUNDREMAP_ENABLE
int32_t const & sound;
#else
int16_t sound;
#endif
uint8_t frame;
};
static defaultanmsound const logo[] =
{
{ FLY_BY, 1 },
{ PIPEBOMB_EXPLODE, 19 },
};
#ifndef EDUKE32_STANDALONE
static defaultanmsound const cineov2[] =
{
{ WIND_AMBIENCE, 1 },
{ ENDSEQVOL2SND1, 26 },
{ ENDSEQVOL2SND2, 36 },
{ THUD, 54 },
{ ENDSEQVOL2SND3, 62 },
{ ENDSEQVOL2SND4, 75 },
{ ENDSEQVOL2SND5, 81 },
{ ENDSEQVOL2SND6, 115 },
{ ENDSEQVOL2SND7, 124 },
};
static defaultanmsound const cineov3[] =
{
{ WIND_REPEAT, 1 },
{ DUKE_GRUNT, 98 },
{ THUD, 82+20 },
{ SQUISHED, 82+20 },
{ ENDSEQVOL3SND3, 104+20 },
{ ENDSEQVOL3SND2, 114+20 },
{ PIPEBOMB_EXPLODE, 158 },
};
static defaultanmsound const vol42a[] =
{
{ INTRO4_B, 1 },
{ SHORT_CIRCUIT, 12 },
{ INTRO4_5, 18 },
{ SHORT_CIRCUIT, 34 },
};
static defaultanmsound const vol41a[] =
{
{ INTRO4_1, 1 },
{ INTRO4_3, 7 },
{ INTRO4_2, 12 },
{ INTRO4_4, 26 },
};
static defaultanmsound const vol43a[] =
{
{ INTRO4_6, 10 },
};
static defaultanmsound const vol4e1[] =
{
{ DUKE_UNDERWATER, 3 },
{ VOL4ENDSND1, 35 },
};
static defaultanmsound const vol4e2[] =
{
{ DUKE_UNDERWATER, 11 },
{ VOL4ENDSND1, 20 },
{ VOL4ENDSND2, 39 },
{ StopAllSounds, 50 },
};
static defaultanmsound const vol4e3[] =
{
{ BOSS4_DEADSPEECH, 1 },
{ VOL4ENDSND1, 40 },
{ DUKE_UNDERWATER, 40 },
{ BIGBANG, 50 },
};
#endif
struct defaultanm {
char const *fn;
defaultanmsound const *sounds;
uint8_t numsounds;
uint8_t fdelay;
};
#define anmsnd(x) (x), ARRAY_SIZE(x)
static defaultanm const anms[] =
{
{ "logo.anm", anmsnd(logo), 9 },
{ "3dr.anm", NULL, 0, 10 },
#ifndef EDUKE32_STANDALONE
{ "vol4e1.anm", anmsnd(vol4e1), 10 },
{ "vol4e2.anm", anmsnd(vol4e2), 14 },
{ "vol4e3.anm", anmsnd(vol4e3), 10 },
{ "vol41a.anm", anmsnd(vol41a), 14 },
{ "vol42a.anm", anmsnd(vol42a), 18 },
{ "vol43a.anm", anmsnd(vol43a), 10 },
{ "duketeam.anm", NULL, 0, 10 },
{ "radlogo.anm", NULL, 0, 10 },
{ "cineov2.anm", anmsnd(cineov2), 18 },
{ "cineov3.anm", anmsnd(cineov3), 10 },
#endif
};
#undef anmsnd
for (defaultanm const & anm : anms)
{
dukeanim_t * anim = Anim_Create(anm.fn);
anim->framedelay = anm.fdelay;
if (anm.numsounds)
{
anim->sounds = (animsound_t *)Xmalloc(anm.numsounds * sizeof(animsound_t));
size_t const numsounds = anm.numsounds;
for (size_t i = 0; i < numsounds; ++i)
{
defaultanmsound const & src = anm.sounds[i];
animsound_t & dst = anim->sounds[i];
dst.sound = src.sound;
dst.frame = src.frame;
}
anim->numsounds = numsounds;
}
}
}
int32_t Anim_Play(const char *fn)
{
dukeanim_t *anim = Anim_Find(fn);
if (!anim)
{
OSD_Printf("Animation %s is undefined!\n", fn);
return 0;
}
uint16_t soundidx = 0; // custom anim sounds
int32_t running = 1, i;
I_ClearAllInput();
#ifdef USE_LIBVPX
uint16_t framenum = 0;
while (getrendermode() >= REND_POLYMOST) // if, really
{
char const * dot = Bstrrchr(fn, '.');
if (!dot)
break;
dukeanim_t const * origanim = anim;
int32_t handle = -1;
if (!Bstrcmp(dot, ".ivf"))
{
handle = kopen4loadfrommod(fn, 0);
if (handle == -1)
break;
}
else
{
char vpxfn[BMAX_PATH];
Bstrncpyz(vpxfn, fn, BMAX_PATH);
ptrdiff_t dotpos = dot - fn;
if (dotpos + 4 >= BMAX_PATH)
break;
char *vpxfndot = vpxfn + dotpos;
vpxfndot[1] = 'i';
vpxfndot[2] = 'v';
vpxfndot[3] = 'f';
vpxfndot[4] = '\0';
handle = kopen4loadfrommod(vpxfn, 0);
if (handle == -1)
break;
anim = Anim_Find(vpxfn);
}
animvpx_ivf_header_t info;
i = animvpx_read_ivf_header(handle, &info);
if (i)
{
OSD_Printf("Failed reading IVF file: %s\n", animvpx_read_ivf_header_errmsg[i]);
kclose(handle);
return 0;
}
animvpx_setup_glstate();
animvpx_codec_ctx codec;
if (animvpx_init_codec(&info, handle, &codec))
{
OSD_Printf("Error initializing VPX codec.\n");
animvpx_restore_glstate();
return 0;
}
uint32_t const convnumer = 120 * info.fpsdenom;
uint32_t const convdenom = info.fpsnumer * origanim->framedelay;
uint32_t const msecsperframe = scale(info.fpsdenom, 1000, info.fpsnumer);
uint32_t nextframetime = getticks();
uint8_t *pic;
// OSD_Printf("msecs per frame: %d\n", msecsperframe);
do
{
nextframetime += msecsperframe;
i = animvpx_nextpic(&codec, &pic);
if (i)
{
OSD_Printf("Failed getting next pic: %s\n", animvpx_nextpic_errmsg[i]);
if (codec.errmsg)
{
OSD_Printf(" %s\n", codec.errmsg);
if (codec.errmsg_detail)
OSD_Printf(" detail: %s\n", codec.errmsg_detail);
}
break;
}
if (!pic)
break; // no more pics!
animvpx_render_frame(&codec);
// after rendering the frame but before displaying: maybe play sound...
framenum++;
if (anim)
{
while (soundidx < anim->numsounds && anim->sounds[soundidx].frame <= framenum)
{
int16_t sound = anim->sounds[soundidx].sound;
if (sound == -1)
FX_StopAllSounds();
else
S_PlaySound(sound);
soundidx++;
}
}
else
{
uint16_t convframenum = scale(framenum, convnumer, convdenom);
while (soundidx < origanim->numsounds && origanim->sounds[soundidx].frame <= convframenum)
{
int16_t sound = origanim->sounds[soundidx].sound;
if (sound == -1)
FX_StopAllSounds();
else
S_PlaySound(sound);
soundidx++;
}
}
// this and showframe() instead of nextpage() are so that
// nobody tramples on our carefully set up GL state!
palfadedelta = 0;
showframe(0);
// I_ClearAllInput();
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
do
{
G_HandleAsync();
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
if (I_CheckAllInput())
{
running = 0;
break;
}
} while (getticks() < nextframetime);
} while (running);
animvpx_print_stats(&codec);
//
kclose(handle);
animvpx_restore_glstate();
animvpx_uninit_codec(&codec);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
I_ClearAllInput();
return !running; // done with playing VP8!
}
#endif
// ANM playback --- v v v ---
#ifdef USE_OPENGL
int32_t ogltexfiltermode = gltexfiltermode;
#endif
int32_t handle = kopen4load(fn, 0);
if (handle == -1)
return 0;
int32_t length = kfilelength(handle);
if (length <= 4)
{
OSD_Printf("Warning: skipping playback of empty ANM file \"%s\".\n", fn);
goto end_anim;
}
walock[TILE_ANIM] = 219;
anim->animlock = 1;
if (!anim->animbuf)
allocache((intptr_t *)&anim->animbuf, length + 1, &anim->animlock);
tilesiz[TILE_ANIM].x = 200;
tilesiz[TILE_ANIM].y = 320;
kread(handle, anim->animbuf, length);
kclose(handle);
uint32_t firstfour;
Bmemcpy(&firstfour, anim->animbuf, 4);
// "DKIF" (.ivf)
if (firstfour == B_LITTLE32(0x46494B44))
goto end_anim;
int32_t numframes;
// "LPF " (.anm)
if (firstfour != B_LITTLE32(0x2046504C) ||
ANIM_LoadAnim(anim->animbuf, length) < 0 ||
(numframes = ANIM_NumFrames()) <= 0)
{
// XXX: ANM_LoadAnim() still checks less than the bare minimum,
// e.g. ANM file could still be too small and not contain any frames.
OSD_Printf("Error: malformed ANM file \"%s\".\n", fn);
goto end_anim;
}
setbasepal(ANIMPAL, ANIM_GetPalette());
// setpalette(0L,256L,tempbuf);
// setbrightness(ud.brightness>>2,tempbuf,2);
P_SetGamePalette(g_player[myconnectindex].ps, ANIMPAL, 8 + 2);
#ifdef USE_OPENGL
gltexfiltermode = 0;
gltexapplyprops();
#endif
ototalclock = totalclock;
i = 1;
int32_t frametime; frametime = 0;
do
{
if (i > 4 && totalclock > frametime + 60)
{
OSD_Printf("WARNING: slowdown in %s, skipping playback\n", fn);
goto end_anim_restore_gl;
}
G_HandleAsync();
if (totalclock < ototalclock - 1)
continue;
waloff[TILE_ANIM] = (intptr_t)ANIM_DrawFrame(i);
invalidatetile(TILE_ANIM, 0, 1 << 4); // JBF 20031228
if (I_CheckAllInput())
{
running = 0;
goto end_anim_restore_gl;
}
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
if (g_restorePalette == 1)
{
P_SetGamePalette(g_player[myconnectindex].ps, ANIMPAL, 0);
g_restorePalette = 0;
}
frametime = totalclock;
clearallviews(0);
rotatesprite_fs(0 << 16, 0 << 16, 65536L, 512, TILE_ANIM, 0, 0, 2 + 4 + 8 + 16 + 64 + BGSTRETCH);
g_animPtr = anim;
i = VM_OnEventWithReturn(EVENT_CUTSCENE, -1, myconnectindex, i);
g_animPtr = NULL;
nextpage();
I_ClearAllInput();
ototalclock += anim->framedelay;
while (soundidx < anim->numsounds && anim->sounds[soundidx].frame <= (uint16_t)i)
{
int16_t sound = anim->sounds[soundidx].sound;
if (sound == -1)
FX_StopAllSounds();
else
S_PlaySound(sound);
soundidx++;
}
++i;
} while (i < numframes);
end_anim_restore_gl:
#ifdef USE_OPENGL
gltexfiltermode = ogltexfiltermode;
gltexapplyprops();
#endif
end_anim:
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
I_ClearAllInput();
ANIM_FreeAnim();
walock[TILE_ANIM] = 1;
anim->animlock = 0;
return !running;
}