//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment This file is part of Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D 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: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au) */ //------------------------------------------------------------------------- #include "animlib.h" #include "m_swap.h" #include "m_alloc.h" //**************************************************************************** // // LOCALS // //**************************************************************************** //**************************************************************************** // // findpage () // - return the large page number a given frame resides in // //**************************************************************************** static inline uint16_t findpage(anim_t *anim, uint16_t framenumber) { // curlpnum is initialized to 0xffff, obviously size_t i = anim->curlpnum & ~0xffff; size_t const nLps = anim->lpheader->nLps; bool j = true; if (framenumber < anim->currentframe) i = 0, j = false; // this scans the last used page and higher first and then scans the // previously accessed pages afterwards if it doesn't find anything do { for (; i < nLps; ++i) { lp_descriptor & lp = anim->LpArray[i]; if (lp.baseRecord <= framenumber && framenumber < lp.baseRecord + lp.nRecords) return (uint16_t)i; } if (j && i == nLps) { // handle out of order pages... I don't think any Duke .ANM files // have them, but they're part of the file spec i = 0, j = false; continue; } break; } while (1); return (uint16_t)i; } //**************************************************************************** // // loadpage () // - seek out and set pointers to the large page specified // //**************************************************************************** static inline void loadpage(anim_t *anim, uint16_t pagenumber, uint16_t **pagepointer) { if (anim->curlpnum == pagenumber) return; anim->curlpnum = pagenumber; anim->curlp = &anim->LpArray[pagenumber]; *pagepointer = (uint16_t *)(anim->buffer + 0xb00 + (pagenumber*IMAGEBUFFERSIZE) + sizeof(lp_descriptor) + sizeof(uint16_t)); } //**************************************************************************** // // decodeframe () // - I found this less obfuscated version of the .ANM "decompressor", // (c) 1998 "Jari Komppa aka Sol/Trauma". This code is public domain // but has been mostly rewritten by me. // // - As a side note, it looks like this format came about in 1989 and // never went anywhere after that, and appears to have been the format // used by Electronic Arts' DeluxePaint Animation, which never made it // past version 1.0. // //**************************************************************************** static void decodeframe(uint8_t * srcP, uint8_t * dstP) { do { { /* short op */ uint8_t count = *srcP++; if (!count) /* short RLE */ { uint8_t color = *(srcP+1); count = *(uint8_t *)srcP; srcP += sizeof(int16_t); memset(dstP, color, count); dstP += count; continue; } else if ((count & 0x80) == 0) /* short copy */ { memcpy(dstP, srcP, count); dstP += count; srcP += count; continue; } else if ((count &= ~0x80) > 0) /* short skip */ { dstP += count; continue; } } { /* long op */ uint16_t count = LittleShort((uint16_t)GetShort(srcP)); srcP += sizeof(int16_t); if (!count) /* stop sign */ return; else if ((count & 0x8000) == 0) /* long skip */ { dstP += count; continue; } else if ((count &= ~0x8000) & 0x4000) /* long RLE */ { uint8_t color = *srcP++; count &= ~0x4000; memset(dstP, color, count); dstP += count; continue; } /* long copy */ memcpy(dstP, srcP, count); dstP += count; srcP += count; } } while (1); } //**************************************************************************** // // renderframe () // - draw the frame sepcified from the large page in the buffer pointed to // //**************************************************************************** static void renderframe(anim_t *anim, uint16_t framenumber, uint16_t *pagepointer) { uint16_t offset = 0; uint16_t frame = framenumber - anim->curlp->baseRecord; while (frame--) offset += LittleShort(pagepointer[frame]); if (offset >= anim->curlp->nBytes) return; uint8_t *ppointer = (uint8_t *)(pagepointer) + anim->curlp->nRecords*2 + offset + 4; if ((ppointer-4)[1]) { uint16_t const temp = LittleShort(((uint16_t *)(ppointer-4))[1]); ppointer += temp + (temp & 1); } decodeframe((uint8_t *)ppointer, (uint8_t *)anim->imagebuffer); } //**************************************************************************** // // drawframe () // - high level frame draw routine // //**************************************************************************** static inline void drawframe(anim_t *anim, uint16_t framenumber) { loadpage(anim, findpage(anim, framenumber), &anim->thepage); renderframe(anim, framenumber, anim->thepage); } // is the file size, for consistency checking. int32_t ANIM_LoadAnim(anim_t *anim, uint8_t *buffer, int32_t length) { if (memcmp(buffer, "LPF ", 4)) return -1; length -= sizeof(lpfileheader)+128+768; if (length < 0) return -1; anim->curlpnum = 0xffff; anim->currentframe = -1; // this just modifies the data in-place instead of copying it elsewhere now lpfileheader & lpheader = *(anim->lpheader = (lpfileheader *)(anim->buffer = buffer)); lpheader.id = LittleLong(lpheader.id); lpheader.maxLps = LittleShort(lpheader.maxLps); lpheader.nLps = LittleShort(lpheader.nLps); lpheader.nRecords = LittleLong(lpheader.nRecords); lpheader.maxRecsPerLp = LittleShort(lpheader.maxRecsPerLp); lpheader.lpfTableOffset = LittleShort(lpheader.lpfTableOffset); lpheader.contentType = LittleLong(lpheader.contentType); lpheader.width = LittleShort(lpheader.width); lpheader.height = LittleShort(lpheader.height); lpheader.nFrames = LittleLong(lpheader.nFrames); lpheader.framesPerSecond = LittleShort(lpheader.framesPerSecond); length -= lpheader.nLps * sizeof(lp_descriptor); if (length < 0) return -2; buffer += sizeof(lpfileheader)+128; // load the color palette for (uint8_t * pal = anim->pal, * pal_end = pal+768; pal < pal_end; pal += 3, buffer += 4) { pal[2] = buffer[0]; pal[1] = buffer[1]; pal[0] = buffer[2]; } // set up large page descriptors anim->LpArray = (lp_descriptor *)buffer; // theoretically we should be able to play files with more than 256 frames now // assuming the utilities to create them can make them that way for (lp_descriptor * lp = anim->LpArray, * lp_end = lp+lpheader.nLps; lp < lp_end; ++lp) { lp->baseRecord = LittleShort(lp->baseRecord); lp->nRecords = LittleShort(lp->nRecords); lp->nBytes = LittleShort(lp->nBytes); } return ANIM_NumFrames(anim) <= 0 ? -1 : 0; } uint8_t * ANIM_DrawFrame(anim_t *anim, int32_t framenumber) { uint32_t cnt = anim->currentframe; // handle first play and looping or rewinding if (cnt > (uint32_t)framenumber) cnt = 0; do drawframe(anim, cnt++); while (cnt < (uint32_t)framenumber); anim->currentframe = framenumber; return anim->imagebuffer; }