raze/polymer/eduke32/source/anim.c

479 lines
11 KiB
C

//-------------------------------------------------------------------------
/*
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"
#include "input.h"
#include "anim.h"
#ifdef USE_LIBVPX
# include "animvpx.h"
uint16_t anim_hi_numsounds[NUM_HARDCODED_ANIMS], *anim_hi_sounds[NUM_HARDCODED_ANIMS];
#endif
static void endanimsounds(int32_t fr)
{
switch (ud.volume_number)
{
case 0:
break;
case 1:
switch (fr)
{
case 1:
S_PlaySound(WIND_AMBIENCE);
break;
case 26:
S_PlaySound(ENDSEQVOL2SND1);
break;
case 36:
S_PlaySound(ENDSEQVOL2SND2);
break;
case 54:
S_PlaySound(THUD);
break;
case 62:
S_PlaySound(ENDSEQVOL2SND3);
break;
case 75:
S_PlaySound(ENDSEQVOL2SND4);
break;
case 81:
S_PlaySound(ENDSEQVOL2SND5);
break;
case 115:
S_PlaySound(ENDSEQVOL2SND6);
break;
case 124:
S_PlaySound(ENDSEQVOL2SND7);
break;
}
break;
case 2:
switch (fr)
{
case 1:
S_PlaySound(WIND_REPEAT);
break;
case 98:
S_PlaySound(DUKE_GRUNT);
break;
case 82+20:
S_PlaySound(THUD);
S_PlaySound(SQUISHED);
break;
case 104+20:
S_PlaySound(ENDSEQVOL3SND3);
break;
case 114+20:
S_PlaySound(ENDSEQVOL3SND2);
break;
case 158:
S_PlaySound(PIPEBOMB_EXPLODE);
break;
}
break;
}
}
static void logoanimsounds(int32_t fr)
{
switch (fr)
{
case 1:
S_PlaySound(FLY_BY);
break;
case 19:
S_PlaySound(PIPEBOMB_EXPLODE);
break;
}
}
static void intro4animsounds(int32_t fr)
{
switch (fr)
{
case 1:
S_PlaySound(INTRO4_B);
break;
case 12:
case 34:
S_PlaySound(SHORT_CIRCUIT);
break;
case 18:
S_PlaySound(INTRO4_5);
break;
}
}
static void first4animsounds(int32_t fr)
{
switch (fr)
{
case 1:
S_PlaySound(INTRO4_1);
break;
case 12:
S_PlaySound(INTRO4_2);
break;
case 7:
S_PlaySound(INTRO4_3);
break;
case 26:
S_PlaySound(INTRO4_4);
break;
}
}
static void intro42animsounds(int32_t fr)
{
switch (fr)
{
case 10:
S_PlaySound(INTRO4_6);
break;
}
}
static void endanimvol41(int32_t fr)
{
switch (fr)
{
case 3:
S_PlaySound(DUKE_UNDERWATER);
break;
case 35:
S_PlaySound(VOL4ENDSND1);
break;
}
}
static void endanimvol42(int32_t fr)
{
switch (fr)
{
case 11:
S_PlaySound(DUKE_UNDERWATER);
break;
case 20:
S_PlaySound(VOL4ENDSND1);
break;
case 39:
S_PlaySound(VOL4ENDSND2);
break;
case 50:
FX_StopAllSounds();
break;
}
}
static void endanimvol43(int32_t fr)
{
switch (fr)
{
case 1:
S_PlaySound(BOSS4_DEADSPEECH);
break;
case 40:
S_PlaySound(VOL4ENDSND1);
S_PlaySound(DUKE_UNDERWATER);
break;
case 50:
S_PlaySound(BIGBANG);
break;
}
}
static uint8_t* animbuf[NUM_HARDCODED_ANIMS];
static char animlock[NUM_HARDCODED_ANIMS];
int32_t G_PlayAnim(const char *fn, char t)
{
int32_t i, length=0, numframes=0;
#ifdef USE_OPENGL
int32_t ogltexfiltermode=gltexfiltermode;
#endif
int32_t handle=-1;
int32_t frametime = 0;
int32_t running = 1;
// t parameter:
//
// 1: cineov2
// 2: cineov3
// 3: RADLOGO
// 4: DUKETEAM
// 5: logo
// 6: vol41a
// 7: vol42a
// 8: vol4e1
// 9: vol43a
// 10: vol4e2
// 11: vol4e3
if (I_CheckAllInput())
{
I_ClearAllInput();
FX_StopAllSounds();
running = 0;
goto end_anim;
}
#ifdef USE_LIBVPX
while (getrendermode() >= REND_POLYMOST && glinfo.glsl) // if, really
{
char vpxfn[BMAX_PATH], *dot;
animvpx_ivf_header_t info;
animvpx_codec_ctx codec;
uint8_t *pic;
uint32_t msecsperframe, nextframetime;
int32_t animidx, framenum=0, soundidx=0, numtotalsounds=0; // custom anim sounds
Bstrncpyz(vpxfn, fn, BMAX_PATH);
dot = Bstrrchr(vpxfn, '.');
if (!dot || (dot-vpxfn)+4 >= BMAX_PATH)
break;
dot[1] = 'i';
dot[2] = 'v';
dot[3] = 'f';
dot[4] = 0;
handle = kopen4loadfrommod(vpxfn, 0);
if (handle == -1)
break;
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();
if (animvpx_init_codec(&info, handle, &codec))
{
OSD_Printf("Error initializing VPX codec.\n");
animvpx_restore_glstate();
return 0;
}
animidx = t-1;
if ((unsigned)animidx < NUM_HARDCODED_ANIMS && anim_hi_sounds[animidx])
numtotalsounds = anim_hi_numsounds[animidx];
msecsperframe = ((uint64_t)info.fpsdenom*1000)/info.fpsnumer;
// OSD_Printf("msecs per frame: %d\n", msecsperframe);
nextframetime = getticks();
while (running)
{
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++;
while (soundidx < numtotalsounds && anim_hi_sounds[animidx][2*soundidx] == framenum)
{
S_PlaySound(anim_hi_sounds[animidx][2*soundidx+1]);
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();
do
{
G_HandleAsync();
if (I_CheckAllInput())
{
running = 0;
break;
}
}
while (getticks() < nextframetime);
}
animvpx_print_stats(&codec);
//
kclose(handle);
animvpx_restore_glstate();
animvpx_uninit_codec(&codec);
I_ClearAllInput();
return !running; // done with playing VP8!
}
#endif
// ANM playback --- v v v ---
handle = kopen4load(fn, 0);
if (handle == -1)
return 0;
length = kfilelength(handle);
if (length == 0)
{
OSD_Printf("Warning: skipping playback of empty ANM file \"%s\".\n", fn);
goto end_anim;
}
walock[TILE_ANIM] = 219+t;
animlock[t-1] = 1;
if (!animbuf[t-1])
allocache((intptr_t *)&animbuf[t-1], length+1, &animlock[t-1]);
tilesiz[TILE_ANIM].x = 200;
tilesiz[TILE_ANIM].y = 320;
kread(handle, animbuf[t-1], length);
kclose(handle);
if (ANIM_LoadAnim(animbuf[t-1], 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;
}
basepaltable[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 + 10;
i = 1;
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;
}
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+(ud.bgstretch ? 1024 : 0));
nextpage();
I_ClearAllInput();
if (t == 10) ototalclock += 14;
else if (t == 9) ototalclock += 10;
else if (t == 7) ototalclock += 18;
else if (t == 6) ototalclock += 14;
else if (t == 5) ototalclock += 9;
else if (ud.volume_number == 3) ototalclock += 10;
else if (ud.volume_number == 2) ototalclock += 10;
else if (ud.volume_number == 1) ototalclock += 18;
else ototalclock += 10;
if (t == 8) endanimvol41(i);
else if (t == 10) endanimvol42(i);
else if (t == 11) endanimvol43(i);
else if (t == 9) intro42animsounds(i);
else if (t == 7) intro4animsounds(i);
else if (t == 6) first4animsounds(i);
else if (t == 5) logoanimsounds(i);
else if (t < 4) endanimsounds(i);
i++;
} while (i < numframes);
end_anim_restore_gl:
#ifdef USE_OPENGL
gltexfiltermode = ogltexfiltermode;
gltexapplyprops();
#endif
end_anim:
I_ClearAllInput();
ANIM_FreeAnim();
walock[TILE_ANIM] = 1;
animlock[t-1] = 0;
return !running;
}