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