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https://github.com/ZDoom/raze-gles.git
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50c30ab790
cutscene "somefile.anm" { delay 10 } // defines somefile.anm with a delay of 10 120Hz tics between frames. a more typical framerate method may come later, but this is how the originals worked. Once defined, they can be played through CON with the new playback command, also called "cutscene". It works like this: definequote 12345 somefile.anm define ANIM_SOMEFILE 12345 ... cutscene ANIM_SOMEFILE // halts game execution and immediately plays cutscene, resuming execution when finished ... Sounds can be played during animations (and tiles can be overlaid, etc) like this: onevent EVENT_CUTSCENE ifcutscene ANIM_SOMEFILE { ifvare RETURN 12 // frame 12 sound FLY_BY rotatesprite ... } endevent The value of the RETURN var at the end of EVENT_CUTSCENE determines the next frame to play. This can be used for looping, etc. Attempting to play animations backwards outright is not advised as animations only seek in one direction (so rewinding requires running it through from frame 0 again). This is will WIP and hasn't been heavily tested at all, so please try it out. git-svn-id: https://svn.eduke32.com/eduke32@4987 1a8010ca-5511-0410-912e-c29ae57300e0
328 lines
8.4 KiB
C
328 lines
8.4 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "baselayer.h"
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#include "renderlayer.h"
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#include "duke3d.h"
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#include "animlib.h"
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#include "mouse.h"
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#include "compat.h"
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#include "input.h"
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#include "anim.h"
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#ifdef USE_LIBVPX
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# include "animvpx.h"
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#endif
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#include "animsounds.h"
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hashtable_t h_dukeanim = { 8, NULL };
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dukeanim_t * g_animPtr;
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dukeanim_t *G_FindAnim(const char *s)
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{
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intptr_t ptr = hash_findcase(&h_dukeanim, s);
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return (dukeanim_t *)(ptr == -1 ? NULL : (dukeanim_t *)ptr);
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}
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dukeanim_t * G_DefineAnim(const char *fn, uint8_t fdelay, void (*sound_func)(int32_t))
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{
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dukeanim_t * anim = G_FindAnim(fn);
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if (!anim)
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anim = (dukeanim_t *)Xcalloc(1, sizeof(dukeanim_t));
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hash_add(&h_dukeanim, fn, (intptr_t)anim, 0);
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if (sound_func)
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anim->sound_func = sound_func;
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anim->framedelay = fdelay;
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return anim;
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}
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void G_InitAnim(void)
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{
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hash_init(&h_dukeanim);
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G_DefineAnim("logo.anm", 9, logoanimsounds);
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G_DefineAnim("3dr.anm", 10, NULL);
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G_DefineAnim("vol4e1.anm", 10, endanimvol41);
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G_DefineAnim("vol4e2.anm", 14, endanimvol42);
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G_DefineAnim("vol4e3.anm", 10, endanimvol43);
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G_DefineAnim("vol41a.anm", 14, first4animsounds);
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G_DefineAnim("vol42a.anm", 18, intro4animsounds);
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G_DefineAnim("vol43a.anm", 10, intro42animsounds);
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G_DefineAnim("duketeam.anm", 10, NULL);
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G_DefineAnim("radlogo.anm", 10, NULL);
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G_DefineAnim("cineov2.anm", 18, endanimsounds);
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G_DefineAnim("cineov3.anm", 10, endanimsounds);
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}
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int32_t G_PlayAnim(const char *fn)
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{
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dukeanim_t *anim = G_FindAnim(fn);
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if (!anim)
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{
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OSD_Printf("Animation %s is undefined!\n", fn);
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return 0;
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}
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int32_t framenum = 0, soundidx = 0; // custom anim sounds
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int32_t running = 1, i;
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I_ClearAllInput();
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#ifdef USE_LIBVPX
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while (getrendermode() >= REND_POLYMOST && glinfo.glsl) // if, really
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{
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char vpxfn[BMAX_PATH];
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Bstrncpyz(vpxfn, fn, BMAX_PATH);
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char *dot = Bstrrchr(vpxfn, '.');
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if (!dot || (dot - vpxfn) + 4 >= BMAX_PATH)
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break;
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dot[1] = 'i';
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dot[2] = 'v';
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dot[3] = 'f';
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dot[4] = 0;
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int32_t handle = kopen4loadfrommod(vpxfn, 0);
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if (handle == -1)
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break;
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animvpx_ivf_header_t info;
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i = animvpx_read_ivf_header(handle, &info);
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if (i)
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{
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OSD_Printf("Failed reading IVF file: %s\n", animvpx_read_ivf_header_errmsg[i]);
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kclose(handle);
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return 0;
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}
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animvpx_setup_glstate();
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animvpx_codec_ctx codec;
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if (animvpx_init_codec(&info, handle, &codec))
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{
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OSD_Printf("Error initializing VPX codec.\n");
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animvpx_restore_glstate();
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return 0;
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}
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uint32_t msecsperframe = ((uint64_t)info.fpsdenom * 1000) / info.fpsnumer;
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uint32_t nextframetime = getticks();
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uint8_t *pic;
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// OSD_Printf("msecs per frame: %d\n", msecsperframe);
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do
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{
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nextframetime += msecsperframe;
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i = animvpx_nextpic(&codec, &pic);
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if (i)
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{
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OSD_Printf("Failed getting next pic: %s\n", animvpx_nextpic_errmsg[i]);
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if (codec.errmsg)
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{
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OSD_Printf(" %s\n", codec.errmsg);
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if (codec.errmsg_detail)
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OSD_Printf(" detail: %s\n", codec.errmsg_detail);
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}
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break;
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}
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if (!pic)
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break; // no more pics!
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animvpx_render_frame(&codec);
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// after rendering the frame but before displaying: maybe play sound...
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framenum++;
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while (soundidx < anim->numsounds && anim->sounds[soundidx << 1] == framenum)
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{
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S_PlaySound(anim->sounds[(soundidx << 1) + 1]);
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soundidx++;
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}
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// this and showframe() instead of nextpage() are so that
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// nobody tramples on our carefully set up GL state!
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palfadedelta = 0;
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showframe(0);
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// I_ClearAllInput();
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do
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{
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G_HandleAsync();
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if (I_CheckAllInput())
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{
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running = 0;
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break;
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}
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} while (getticks() < nextframetime);
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} while (running);
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animvpx_print_stats(&codec);
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//
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kclose(handle);
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animvpx_restore_glstate();
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animvpx_uninit_codec(&codec);
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I_ClearAllInput();
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return !running; // done with playing VP8!
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}
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#endif
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// ANM playback --- v v v ---
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#ifdef USE_OPENGL
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int32_t ogltexfiltermode = gltexfiltermode;
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#endif
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int32_t handle = kopen4load(fn, 0);
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if (handle == -1)
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return 0;
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int32_t length = kfilelength(handle);
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if (length == 0)
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{
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OSD_Printf("Warning: skipping playback of empty ANM file \"%s\".\n", fn);
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goto end_anim;
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}
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walock[TILE_ANIM] = 219;
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anim->animlock = 1;
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if (!anim->animbuf)
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allocache((intptr_t *)&anim->animbuf, length + 1, &anim->animlock);
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tilesiz[TILE_ANIM].x = 200;
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tilesiz[TILE_ANIM].y = 320;
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kread(handle, anim->animbuf, length);
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kclose(handle);
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int32_t numframes;
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if (ANIM_LoadAnim(anim->animbuf, length) < 0 || (numframes = ANIM_NumFrames()) <= 0)
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{
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// XXX: ANM_LoadAnim() still checks less than the bare minimum,
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// e.g. ANM file could still be too small and not contain any frames.
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OSD_Printf("Error: malformed ANM file \"%s\".\n", fn);
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goto end_anim;
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}
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basepaltable[ANIMPAL] = ANIM_GetPalette();
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// setpalette(0L,256L,tempbuf);
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// setbrightness(ud.brightness>>2,tempbuf,2);
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P_SetGamePalette(g_player[myconnectindex].ps, ANIMPAL, 8 + 2);
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#ifdef USE_OPENGL
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gltexfiltermode = 0;
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gltexapplyprops();
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#endif
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ototalclock = totalclock + 10;
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i = 1;
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int32_t frametime; frametime = 0;
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do
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{
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if (i > 4 && totalclock > frametime + 60)
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{
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OSD_Printf("WARNING: slowdown in %s, skipping playback\n", fn);
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goto end_anim_restore_gl;
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}
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G_HandleAsync();
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if (totalclock < ototalclock - 1)
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continue;
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waloff[TILE_ANIM] = (intptr_t)ANIM_DrawFrame(i);
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invalidatetile(TILE_ANIM, 0, 1 << 4); // JBF 20031228
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if (I_CheckAllInput())
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{
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running = 0;
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goto end_anim_restore_gl;
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}
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if (g_restorePalette == 1)
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{
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P_SetGamePalette(g_player[myconnectindex].ps, ANIMPAL, 0);
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g_restorePalette = 0;
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}
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frametime = totalclock;
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clearallviews(0);
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rotatesprite_fs(0 << 16, 0 << 16, 65536L, 512, TILE_ANIM, 0, 0, 2 + 4 + 8 + 16 + 64 + BGSTRETCH);
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g_animPtr = anim;
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i = VM_OnEventWithReturn(EVENT_CUTSCENE, -1, myconnectindex, i);
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g_animPtr = NULL;
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nextpage();
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I_ClearAllInput();
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ototalclock += anim->framedelay;
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if (!anim->numsounds && anim->sound_func)
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anim->sound_func(i);
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framenum = i++;
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while (soundidx < anim->numsounds && anim->sounds[soundidx << 1] == framenum)
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{
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S_PlaySound(anim->sounds[(soundidx << 1) + 1]);
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soundidx++;
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}
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} while (i < numframes);
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end_anim_restore_gl:
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#ifdef USE_OPENGL
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gltexfiltermode = ogltexfiltermode;
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gltexapplyprops();
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#endif
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end_anim:
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I_ClearAllInput();
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ANIM_FreeAnim();
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walock[TILE_ANIM] = 1;
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anim->animlock = 0;
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return !running;
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}
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