raze/source/common/textures/animlib.cpp
2023-09-02 09:46:20 +02:00

290 lines
8.1 KiB
C++

//-------------------------------------------------------------------------
/*
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 <string.h>
#include "animlib.h"
#include "m_swap.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);
}
// <length> is the file size, for consistency checking.
int32_t ANIM_LoadAnim(anim_t *anim, const uint8_t *buffer, size_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;
}