raze-gles/source/sw/src/anim.cpp
Christoph Oelckers 0e165e40a3 - first batch of adjustments to the new tile management.
- consolidated Polymost precaching and removed precaching for static tiles because they now are always loaded.
- removed cache configurability. On modern systems this is relatively pointless - allocating 50 or 100 MB is a non-issue - and the cache is due for replacement anyway.
2019-10-15 00:54:14 +02:00

392 lines
9.1 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "cache1d.h"
#include "keys.h"
#include "mytypes.h"
#include "fx_man.h"
#include "music.h"
#include "scriplib.h"
#include "gamedefs.h"
#include "keyboard.h"
#include "control.h"
#include "config.h"
#include "sounds.h"
#include "function.h"
#include "game.h"
#include "colormap.h"
#include "network.h"
#include "animlib.h"
#include "anim.h"
BEGIN_SW_NS
#define MAX_ANMS 10
anim_t *anm_ptr[MAX_ANMS];
int ANIMnumframes;
unsigned char ANIMpal[3*256];
unsigned char ANIMnum = 0;
short SoundState;
static TArray<uint8_t> buffer;
const char *ANIMname[] =
{
"sw.anm",
"swend.anm",
"sumocinm.anm",
"zfcin.anm",
};
#define ANIM_TILE(num) (MAXTILES-11 + (num))
void AnimShareIntro(int frame, int numframes)
{
int zero=0;
if (frame == numframes-1)
ototalclock += 120;
else if (frame == 1)
{
PlaySound(DIGI_NOMESSWITHWANG,&zero,&zero,&zero,v3df_none);
ototalclock += 120*3;
}
else
ototalclock += 8;
if (frame == 5)
{
PlaySound(DIGI_INTRO_SLASH,&zero,&zero,&zero,v3df_none);
}
else if (frame == 15)
{
PlaySound(DIGI_INTRO_WHIRL,&zero,&zero,&zero,v3df_none);
}
}
void AnimSerp(int frame, int numframes)
{
int zero=0;
ototalclock += 16;
if (frame == numframes-1)
ototalclock += 1*120;
if (frame == 1)
{
PlaySound(DIGI_SERPTAUNTWANG,&zero,&zero,&zero,v3df_none);
}
else if (frame == 16)
{
PlaySound(DIGI_SHAREND_TELEPORT,&zero,&zero,&zero,v3df_none);
}
else if (frame == 35)
{
SoundState++;
PlaySound(DIGI_WANGTAUNTSERP1,&zero,&zero,&zero,v3df_none);
}
else if (frame == 51)
{
SoundState++;
PlaySound(DIGI_SHAREND_UGLY1,&zero,&zero,&zero,v3df_none);
}
else if (frame == 64)
{
SoundState++;
PlaySound(DIGI_SHAREND_UGLY2,&zero,&zero,&zero,v3df_none);
}
}
void AnimSumo(int frame, int numframes)
{
int zero=0;
ototalclock += 10;
if (frame == numframes-1)
ototalclock += 1*120;
if (frame == 1)
ototalclock += 30;
if (frame == 2)
{
// hungry
PlaySound(DIGI_JG41012,&zero,&zero,&zero,v3df_none);
}
else if (frame == 30)
{
PlaySound(DIGI_HOTHEADSWITCH,&zero,&zero,&zero,v3df_none);
}
else if (frame == 42)
{
PlaySound(DIGI_HOTHEADSWITCH,&zero,&zero,&zero,v3df_none);
}
else if (frame == 59)
{
PlaySound(DIGI_JG41028,&zero,&zero,&zero,v3df_none);
}
}
void AnimZilla(int frame, int numframes)
{
int zero=0;
ototalclock += 16;
if (frame == numframes-1)
ototalclock += 1*120;
if (frame == 1)
{
PlaySound(DIGI_ZC1,&zero,&zero,&zero,v3df_none);
}
else if (frame == 5)
{
PlaySound(DIGI_JG94024,&zero,&zero,&zero,v3df_none);
}
else if (frame == 14)
{
PlaySound(DIGI_ZC2,&zero,&zero,&zero,v3df_none);
}
else if (frame == 30)
{
PlaySound(DIGI_ZC3,&zero,&zero,&zero,v3df_none);
}
else if (frame == 32)
{
PlaySound(DIGI_ZC4,&zero,&zero,&zero,v3df_none);
}
else if (frame == 37)
{
PlaySound(DIGI_ZC5,&zero,&zero,&zero,v3df_none);
}
else if (frame == 63)
{
PlaySound(DIGI_Z16043,&zero,&zero,&zero,v3df_none);
PlaySound(DIGI_ZC6,&zero,&zero,&zero,v3df_none);
PlaySound(DIGI_ZC7,&zero,&zero,&zero,v3df_none);
}
else if (frame == 72)
{
PlaySound(DIGI_ZC7,&zero,&zero,&zero,v3df_none);
}
else if (frame == 73)
{
PlaySound(DIGI_ZC4,&zero,&zero,&zero,v3df_none);
}
else if (frame == 77)
{
PlaySound(DIGI_ZC5,&zero,&zero,&zero,v3df_none);
}
else if (frame == 87)
{
PlaySound(DIGI_ZC8,&zero,&zero,&zero,v3df_none);
}
else if (frame == 103)
{
PlaySound(DIGI_ZC7,&zero,&zero,&zero,v3df_none);
}
else if (frame == 108)
{
PlaySound(DIGI_ZC9,&zero,&zero,&zero,v3df_none);
}
else if (frame == 120)
{
PlaySound(DIGI_JG94039,&zero,&zero,&zero,v3df_none);
}
}
unsigned char *LoadAnm(short anim_num)
{
int handle;
int length;
unsigned char *animbuf, *palptr;
int i,j,k;
DSPRINTF(ds,"LoadAnm");
MONO_PRINT(ds);
// this seperate allows the anim to be precached easily
ANIMnum = anim_num;
// lock it
if (anm_ptr[anim_num] == 0)
{
handle = kopen4load(ANIMname[ANIMnum], 0);
if (handle == -1)
return NULL;
length = kfilelength(handle);
buffer.Resize(length + sizeof(anim_t));
anm_ptr[anim_num] = (anim_t*)buffer.Data();
animbuf = (unsigned char *)((intptr_t)anm_ptr[anim_num] + sizeof(anim_t));
kread(handle, animbuf, length);
kclose(handle);
}
else
{
animbuf = (unsigned char *)((intptr_t)anm_ptr[anim_num] + sizeof(anim_t));
}
return animbuf;
}
void
playanm(short anim_num)
{
unsigned char *animbuf, *palptr;
int i, j, k, length = 0, numframes = 0;
int32_t handle = -1;
unsigned char ANIMvesapal[4*256];
char tempbuf[256];
char *palook_bak = palookup[0];
UserInput uinfo = { FALSE, FALSE, dir_None };
ANIMnum = anim_num;
KB_FlushKeyboardQueue();
KB_ClearKeysDown();
DSPRINTF(ds,"PlayAnm");
MONO_PRINT(ds);
DSPRINTF(ds,"PlayAnm");
MONO_PRINT(ds);
animbuf = LoadAnm(anim_num);
if (!animbuf)
return;
// [JM] Temporary, needed to get the file's length for ANIM_LoadAnim. !CHECKME!
handle = kopen4load(ANIMname[ANIMnum], 0);
if (handle == -1) return;
length = kfilelength(handle);
kclose(handle);
DSPRINTF(ds,"PlayAnm - Palette Stuff");
MONO_PRINT(ds);
for (i = 0; i < 256; i++)
tempbuf[i] = i;
palookup[0] = tempbuf;
ANIM_LoadAnim(animbuf, length);
ANIMnumframes = ANIM_NumFrames();
numframes = ANIMnumframes;
palptr = ANIM_GetPalette();
videoClearViewableArea(0L);
paletteSetColorTable(0, ANIMvesapal);
videoSetPalette(gs.Brightness,0,2);
if (ANIMnum == 1)
{
// draw the first frame
tileSetExternal(ANIM_TILE(ANIMnum), 200, 320, ANIM_DrawFrame(1));
tileInvalidate(ANIM_TILE(ANIMnum), 0, 1<<4);
rotatesprite(0 << 16, 0 << 16, 65536L, 512, ANIM_TILE(ANIMnum), 0, 0, 2 + 4 + 8 + 16 + 64, 0, 0, xdim - 1, ydim - 1);
}
SoundState = 0;
//ototalclock = totalclock + 120*2;
ototalclock = (int32_t) totalclock;
for (i = 1; i < numframes; i++)
{
while (totalclock < ototalclock)
{
handleevents();
CONTROL_GetUserInput(&uinfo);
CONTROL_ClearUserInput(&uinfo);
switch (ANIMnum)
{
case ANIM_INTRO:
if (KB_KeyWaiting() || uinfo.button0 || uinfo.button1 || quitevent)
goto ENDOFANIMLOOP;
break;
case ANIM_SERP:
if (KEY_PRESSED(KEYSC_ESC) || uinfo.button1 || quitevent)
goto ENDOFANIMLOOP;
break;
}
getpackets();
}
switch (ANIMnum)
{
case ANIM_INTRO:
AnimShareIntro(i,numframes);
break;
case ANIM_SERP:
AnimSerp(i,numframes);
break;
case ANIM_SUMO:
AnimSumo(i,numframes);
break;
case ANIM_ZILLA:
AnimZilla(i,numframes);
break;
}
tileSetExternal(ANIM_TILE(ANIMnum), 200, 320, ANIM_DrawFrame(1));
tileInvalidate(ANIM_TILE(ANIMnum), 0, 1<<4);
rotatesprite(0 << 16, 0 << 16, 65536L, 512, ANIM_TILE(ANIMnum), 0, 0, 2 + 4 + 8 + 16 + 64, 0, 0, xdim - 1, ydim - 1);
videoNextPage();
}
// pause on final frame
while (totalclock < ototalclock)
{
handleevents();
getpackets();
}
ENDOFANIMLOOP:
videoClearViewableArea(0L);
videoNextPage();
palookup[0] = palook_bak;
paletteSetColorTable(0, (unsigned char *)palette_data);
videoSetPalette(gs.Brightness, 0, 2);
KB_FlushKeyboardQueue();
KB_ClearKeysDown();
ANIM_FreeAnim();
}
END_SW_NS