CnC_Red_Alert/VQ/VQA32/LOADER.BAK

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/*
** Command & Conquer Red Alert(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program 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 3 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, see <http://www.gnu.org/licenses/>.
*/
/****************************************************************************
*
* C O N F I D E N T I A L -- W E S T W O O D S T U D I O S
*
*---------------------------------------------------------------------------
*
* PROJECT
* VQA player library. (32-Bit protected mode)
*
* FILE
* loader.c
*
* DESCRIPTION
* Stream loading and pre-processing.
*
* PROGRAMMER
* Bill Randolph
* Denzil E. Long, Jr.
*
* DATE
* February 23, 1995
*
*---------------------------------------------------------------------------
*
* PUBLIC
* VQA_Open - Open a VQA file to play.
* VQA_Close - Close an opened VQA file.
* VQA_LoadFrame - Load the next video frame from the VQA data stream.
*
* PRIVATE
* AllocBuffers - Allocates the numerous VQA play buffers
* FreeBuffers - Frees the VQA play buffers
* Load_FINF - Loads the Frame Info Table.
* Load_VQHD - Loads a VQA Header.
* Load_CBF0 - Loads a full, uncompressed codebook
* Load_CBFZ - Loads a full, compressed codebook
* Load_CBP0 - Loads a partial uncompressed codebook
* Load_CBPZ - Loads a partial compressed codebook
* Load_CPL0 - Loads an uncompressed palette
* Load_CPLZ - Loads a compressed palette
* Load_VPT0 - Loads uncompressed pointers
* Load_VPTZ - Loads compressed pointers
* Load_VQF - Loads a VQ Frame chunk
* Load_SND0 - Loads an uncompressed sound chunk
* Load_SND1 - Loads a compressed sound chunk
* Copy_SND - Copies data from Audio Temp buf into Audio play buf
* Load_VOC_Block - Loads blocks from separate VOC file, if needed.
*
****************************************************************************/
#include <stdio.h>
#include <fcntl.h>
#include <io.h>
#include <malloc.h>
#include <mem.h>
#include <dos.h>
#include "vq.h"
#include "vqaplayp.h"
#include <vqm32\all.h>
/*---------------------------------------------------------------------------
* PRIVATE DECLARATIONS
*-------------------------------------------------------------------------*/
typedef struct _ChunkHeader {
unsigned long id;
unsigned long size;
} ChunkHeader;
static VQAData *AllocBuffers(VQAHeader *header, VQAConfig *config);
static void FreeBuffers(VQAData *vqa, VQAConfig *config);
static long Load_VQF(VQAHandleP *vqap, unsigned long iffsize);
static long Load_FINF(VQAHandleP *vqap, unsigned long iffsize);
static long Load_VQHD(VQAHandleP *vqap, unsigned long iffsize);
static long Load_CBF0(VQAHandleP *vqap, unsigned long iffsize);
static long Load_CBFZ(VQAHandleP *vqap, unsigned long iffsize);
static long Load_CBP0(VQAHandleP *vqap, unsigned long iffsize);
static long Load_CBPZ(VQAHandleP *vqap, unsigned long iffsize);
static long Load_CPL0(VQAHandleP *vqap, unsigned long iffsize);
static long Load_CPLZ(VQAHandleP *vqap, unsigned long iffsize);
static long Load_VPT0(VQAHandleP *vqap, unsigned long iffsize);
static long Load_VPTZ(VQAHandleP *vqap, unsigned long iffsize);
#if(VQAAUDIO_ON)
static long Load_SND0(VQAHandleP *vqap, unsigned long iffsize);
static long Load_SND1(VQAHandleP *vqap, unsigned long iffsize);
static long Load_SND2(VQAHandleP *vqap, unsigned long iffsize);
static long Copy_SND(VQAHandleP *vqap);
#if(VQAVOC_ON && VQAAUDIO_ON)
static void Load_VOC_Block(VQAHandleP *vqap);
#endif /* VQAVOC_ON */
#endif /* VQAAUDIO_ON */
/****************************************************************************
*
* NAME
* VQA_Open - Open a VQA file to play.
*
* SYNOPSIS
* Error = VQA_Open(VQAHandle, Name, Config)
*
* short VQA_Open(VQAHandle *, char *, VQAConfig *);
*
* FUNCTION
* - Open a VQA file for reading.
* - Validate that it is an IFF file, of the VQA type.
* - Read the VQA header.
* - Open a VOC file for playback, if requested.
* - Set the Loader's frame rate, if the caller's Config structure's
* FrameRate is set to -1
* - Set the Drawer's frame rate, if the caller's Config structure's
* DrawRate is set to -1
*
* INPUTS
* VQAHandle - Pointer to initialized handle. Obtained by VQA_Alloc().
* Name - Pointer to name of VQA file to open.
* Config - Pointer to initialized VQA configuration structure.
*
* RESULT
* Error - 0 if successful, or VQAERR_ error code.
*
****************************************************************************/
long VQA_Open(VQAHandle *vqa, char const *filename, VQAConfig *config)
{
VQAHandleP *vqap;
VQAHeader *header;
ChunkHeader chunk;
long max_frm_size;
long i;
/* Dereference commonly used data members for quicker access. */
vqap = (VQAHandleP *)vqa;
header = &vqap->Header;
/*-------------------------------------------------------------------------
* VERIFY VALIDITY OF VQA FILE.
*-----------------------------------------------------------------------*/
/* Open the file. */
if (vqap->StreamHandler(vqa, VQACMD_OPEN, (void *)filename, 0)) {
return (VQAERR_OPEN);
}
/* Read the file ID & Size */
if (vqap->StreamHandler(vqa, VQACMD_READ, &chunk, 8)) {
VQA_Close(vqa);
return (VQAERR_READ);
}
/* Verify an IFF FORM */
if ((chunk.id != ID_FORM) || (chunk.size == 0)) {
VQA_Close(vqa);
return (VQAERR_NOTVQA);
}
/* Read in WVQA ID */
if (vqap->StreamHandler(vqa, VQACMD_READ, &chunk, 4)) {
VQA_Close(vqa);
return (VQAERR_READ);
}
/* Verify VQA */
if (chunk.id != ID_WVQA) {
VQA_Close(vqa);
return (VQAERR_NOTVQA);
}
/*-------------------------------------------------------------------------
* READ IN THE VQA HEADER.
*-----------------------------------------------------------------------*/
if (vqap->StreamHandler(vqa, VQACMD_READ, &chunk, 8)) {
VQA_Close(vqa);
return (VQAERR_READ);
}
chunk.size = REVERSE_LONG(chunk.size);
/* Is this a valid VQA header? */
if ((chunk.id != ID_VQHD) || (chunk.size != sizeof(VQAHeader))) {
VQA_Close(vqa);
return (VQAERR_NOTVQA);
}
/* Read the header data. */
if (vqap->StreamHandler(vqa, VQACMD_READ, header, PADSIZE(chunk.size))) {
VQA_Close(vqa);
return (VQAERR_READ);
}
/*-------------------------------------------------------------------------
* INITIALIZE THE PLAYERS CONFIGURATION
*-----------------------------------------------------------------------*/
/* Use the clients configuration if they provided one. */
if (config != NULL) {
memcpy(&vqap->Config, config, sizeof(VQAConfig));
} else {
VQA_DefaultConfig(&vqap->Config);
}
/* Use the internal configuration structure from now on. */
config = &vqap->Config;
if (config->ImageWidth == -1) {
config->ImageWidth = header->ImageWidth;
}
if (config->ImageHeight == -1) {
config->ImageHeight = header->ImageHeight;
}
/*-------------------------------------------------------------------------
* ALLOCATE THE BUFFERS THAT WE NEED TO PLAY THE VQA.
*-----------------------------------------------------------------------*/
if ((vqap->VQABuf = AllocBuffers(header, config)) == NULL) {
VQA_Close(vqa);
return (VQAERR_NOMEM);
}
/*-------------------------------------------------------------------------
* SET THE LOADER AND DRAWER PLAYBACK RATES.
*-----------------------------------------------------------------------*/
/* If Loaders frame rate is -1 then use the value from the header. */
if (config->FrameRate == -1) {
config->FrameRate = header->FPS;
}
/* If Drawers frame rate is -1 then use the value from the header, which
* will result in a "variable" frame rate.
*/
if (config->DrawRate == -1) {
config->DrawRate = header->FPS;
}
/* Finally, if the DrawRate was set to -1 or 0 (ie MaxRate contained bogus
* values), set it to the header value.
*/
if ((config->DrawRate == -1) || (config->DrawRate == 0)) {
config->DrawRate = header->FPS;
}
/*-------------------------------------------------------------------------
* INITIALIZE THE VIDEO SYSTEM IF WE ARE REQUIRED TO HANDLE THAT.
*-----------------------------------------------------------------------*/
#if(VQAVIDEO_ON)
if ((vqap->VQABuf->Drawer.Display = SetVideoMode(config->Vmode)) == 0) {
VQA_Close(vqa);
return (VQAERR_VIDEO);
}
/* Set the VBIBit polarity. */
vqap->VQABuf->VBIBit = GetVBIBit();
#else
if (config->VBIBit == -1) {
config->VBIBit = TestVBIBit();
}
vqap->VQABuf->VBIBit = config->VBIBit;
#endif /* VQAVIDEO_ON */
/*-------------------------------------------------------------------------
* AUDIO TRACK OVERRIDE (VOC FILE)
*-----------------------------------------------------------------------*/
/* Open VOC file if one is requested. */
#if(VQAVOC_ON && VQAAUDIO_ON)
if (config->VocFile != NULL) {
vqap->vocfh = open(config->VocFile, (O_RDONLY|O_BINARY));
} else {
vqap->vocfh = -1;
}
/* Make sure we won't try to play audio. */
if ((vqap->vocfh == -1) && ((header->Flags & VQAHDF_AUDIO) == 0)) {
config->OptionFlags &= (~VQAOPTF_AUDIO);
}
#else /* VQAVOC_ON */
/* If the movie does not contain an audio track make sure we won't try
* to play one.
*/
if (((header->Flags & VQAHDF_AUDIO) == 0)) {
config->OptionFlags &= (~VQAOPTF_AUDIO);
}
#endif /* VQAVOC_ON */
/*-------------------------------------------------------------------------
* INITIALIZE THE AUDIO PLAYBACK/TIMING SYSTEM.
*-----------------------------------------------------------------------*/
#if(VQAAUDIO_ON)
if (config->OptionFlags & VQAOPTF_AUDIO) {
/* Open HMI audio resource for playback. */
if (VQA_OpenAudio(vqap)) {
VQA_Close(vqa);
return (VQAERR_AUDIO);
}
}
if (!(config->OptionFlags & VQAOPTF_AUDIO)
|| (config->TimerMethod == VQA_TMETHOD_INT)) {
/* Start HMI timer system for timing. */
if (VQA_StartTimerInt((config->OptionFlags & VQAOPTF_HMIINIT))) {
VQA_Close(vqa);
return (VQAERR_AUDIO);
}
}
#endif /* VQAAUDIO_ON */
return (0);
}
/****************************************************************************
*
* NAME
* VQA_Close - Close an opened VQA file.
*
* SYNOPSIS
* VQA_Close(VQAHandle)
*
* void VQA_Close(VQAHandle *);
*
* FUNCTION
* Close the file that was opened with VQA_Open().
*
* INPUTS
* VQAHandle - Pointer VQAHandle to close.
*
* RESULT
* NONE
*
****************************************************************************/
void VQA_Close(VQAHandle *vqa)
{
/* Restore video mode to text. */
#if(VQAVIDEO_ON)
SetVideoMode(TEXT);
#endif /* VQAVIDEO_ON */
/* Shutdown audio/timing system. */
#if(VQAAUDIO_ON)
if (((VQAHandleP *)vqa)->Config.OptionFlags & VQAOPTF_AUDIO) {
VQA_CloseAudio();
} else {
VQA_StopTimerInt();
}
#endif /* VQAAUDIO_ON */
/* Free memory */
if (((VQAHandleP *)vqa)->VQABuf != NULL) {
FreeBuffers(((VQAHandleP *)vqa)->VQABuf, &((VQAHandleP *)vqa)->Config);
}
/* Close the VOC override file if one was opened */
#if(VQAVOC_ON && VQAAUDIO_ON)
if (((VQAHandleP *)vqa)->vocfh != -1) {
close(((VQAHandleP *)vqa)->vocfh);
}
#endif /* VQAVOC_ON */
/* Close the VQA file */
((VQAHandleP *)vqa)->StreamHandler(vqa, VQACMD_CLOSE, NULL, 0);
}
/****************************************************************************
*
* NAME
* VQA_LoadFrame - Load the next video frame from the VQA data stream.
*
* SYNOPSIS
* Error = VQA_LoadFrame(VQAHandle)
*
* short VQA_LoadFrame(VQAHandle *);
*
* FUNCTION
* The codebook is split up such that the last frame of every group gets
* a new, complete codebook, ready for the next group. The first codebook
* in the VQA is a full codebook, and goes with the first frame's data.
* Partial codebooks are stored per frame after that, and they add up to
* a full codebook just before the first frame for the next group is read.
*
* (Currently, this routine can read either the older non-frame-grouped
* VQA file format, or the new frame-chunk format. For the older format,
* it's assumed that the last chunk in a frame is the pointer data.)
*
* This routine also does a sort of "cooperative multitasking". If the
* Loader hits a "wait state" where it has to wait on the audio to finish
* playing before it can continue to load, it sets a "sleep" flag and
* just returns. The sleep flag is checked on entry to see if it needs
* to jump to the proper execution point. This may improve performance on
* some platforms, but it also allows the Loader to be called regardless
* of the size of the buffers; if the buffers fill up or the audio fails
* to play, the Loader won't just get stuck.
*
* INPUTS
* VQAHandle - Pointer to VQAHandle structure.
*
* RESULT
* Error - 0 if successful or VQA_??? error code.
*
****************************************************************************/
long VQA_LoadFrame(VQAHandle *vqa)
{
VQAHandleP *vqap;
VQAData *vqabuf;
VQALoader *loader;
VQAFrameNode *curframe;
ChunkHeader chunk;
unsigned long iffsize;
long frame_loaded = 0;
/* Dereference commonly used data members for quicker access. */
vqap = (VQAHandleP *)vqa;
vqabuf = vqap->VQABuf;
loader = &vqabuf->Loader;
curframe = loader->CurFrame;
/* If we're reading audio from a VOC file then service that requirement. */
#if(VQAVOC_ON && VQAAUDIO_ON)
if (vqap->vocfh != -1) {
Load_VOC_Block(vqap);
}
#endif /* VQAAUDIO_ON & VQAVOC_ON */
/* If no buffer is available for loading then return. This allows the
* drawer to service one of the buffers more readily. (We'll wait for one
* to free up).
*/
if (curframe->Flags & VQAFRMF_LOADED) {
loader->WaitsOnDrawer++;
return (VQAERR_NOBUFFER);
}
/* If we're not sleeping, initialize */
if (!(vqabuf->Flags & VQADATF_LSLEEP)) {
frame_loaded = 0;
loader->FrameSize = 0;
/* Initialize the codebook ptr for the frame we're about to load:
* (This frame's codebook is the last full codebook; we have to init it
* now, because if we're on the last frame in a group, we'll get a new
* FullCB pointer.)
*/
curframe->Codebook = loader->FullCB;
}
/*-------------------------------------------------------------------------
* THE MAIN LOADER LOOP
*-----------------------------------------------------------------------*/
while (frame_loaded == 0) {
/* Read new chunk, only if we're not sleeping */
if (!(vqabuf->Flags & VQADATF_LSLEEP)) {
/* Read chunk ID */
if (vqap->StreamHandler(vqa, VQACMD_READ, &chunk, 8)) {
return (VQAERR_EOF);
}
iffsize = REVERSE_LONG(chunk.size);
loader->FrameSize += iffsize;
}
/* Handle each chunk type */
switch (chunk.id) {
/* VQ Normal Frame */
case ID_VQFR:
if (Load_VQF(vqap, iffsize)) {
return (VQAERR_READ);
}
frame_loaded = 1;
break;
/* VQ Key Frame */
case ID_VQFK:
if (Load_VQF(vqap, iffsize)) {
return (VQAERR_READ);
}
/* Flag this frame as being key. */
curframe->Flags |= VQAFRMF_KEY;
frame_loaded = 1;
break;
/* Frame Info Table */
case ID_FINF:
if (Load_FINF(vqap, iffsize)) {
return (VQAERR_READ);
}
break;
/* VQA Header */
case ID_VQHD:
if (Load_VQHD(vqap, iffsize)) {
return (VQAERR_READ);
}
break;
/* Full uncompressed codebook */
case ID_CBF0:
if (Load_CBF0(vqap, iffsize)) {
return (VQAERR_READ);
}
break;
/* Full compressed codebook */
case ID_CBFZ:
if (Load_CBFZ(vqap, iffsize)) {
return (VQAERR_READ);
}
break;
/* Partial uncompressed codebook */
case ID_CBP0:
if (Load_CBP0(vqap, iffsize)) {
return (VQAERR_READ);
}
break;
/* Partial compressed codebook */
case ID_CBPZ:
if (Load_CBPZ(vqap, iffsize)) {
return (VQAERR_READ);
}
break;
/* Uncompressed palette */
case ID_CPL0:
if (Load_CPL0(vqap, iffsize)) {
return (VQAERR_READ);
}
/* Flag this frame as having a palette. */
curframe->Flags |= VQAFRMF_PALETTE;
break;
/* Compressed palette */
case ID_CPLZ:
if (Load_CPLZ(vqap, iffsize)) {
return (VQAERR_READ);
}
/* Flag this frame as having a palette. */
curframe->Flags |= VQAFRMF_PALETTE;
break;
/* Uncompressed pointer data */
case ID_VPT0:
if (Load_VPT0(vqap, iffsize)) {
return (VQAERR_READ);
}
frame_loaded = 1;
break;
/* Compressed pointer data */
case ID_VPTZ:
case ID_VPTD:
if (Load_VPTZ(vqap, iffsize)) {
return (VQAERR_READ);
}
frame_loaded = 1;
break;
/* Pointer data Key (Must draw) */
case ID_VPTK:
if (Load_VPTZ(vqap, iffsize)) {
return (VQAERR_READ);
}
/* Flag this frame as being key. */
curframe->Flags |= VQAFRMF_KEY;
frame_loaded = 1;
break;
/* Uncompressed audio frame.
*
* - Make sure the sound load buffer (Audio.TempBuf) is empty; if not
* go into a sleep state.
* - Load the data into TempBuf.
*/
#if(VQAAUDIO_ON)
case ID_SND0:
/* Move the last audio frame to the play buffer. */
if (Copy_SND(vqap) == VQAERR_SLEEPING) {
vqabuf->Flags |= VQADATF_LSLEEP;
return (VQAERR_SLEEPING);
} else {
vqabuf->Flags &= (~VQADATF_LSLEEP);
}
/* Load an uncompressed audio frame. */
if (Load_SND0(vqap, iffsize) != 0) {
return (VQAERR_READ);
}
break;
/* Compressed audio frame.
*
* - Make sure the sound load buffer (Audio.TempBuf) is empty; if not
* go into a sleep state.
* - Load the data into TempBuf.
*/
case ID_SND1:
/* Move the last audio frame to the play buffer. */
if (Copy_SND(vqap) == VQAERR_SLEEPING) {
vqabuf->Flags |= VQADATF_LSLEEP;
return (VQAERR_SLEEPING);
} else {
vqabuf->Flags &= (~VQADATF_LSLEEP);
}
/* Load a compressed audio frame. */
if (Load_SND1(vqap, iffsize) != 0) {
return (VQAERR_READ);
}
break;
/* HMI ADPCM compressed audio frame.
*
* - Make sure the sound load buffer (Audio.TempBuf) is empty; if not
* go into a sleep state.
* - Load the data into TempBuf.
*/
case ID_SND2:
/* Move the last audio frame to the play buffer. */
if (Copy_SND(vqap) == VQAERR_SLEEPING) {
vqabuf->Flags |= VQADATF_LSLEEP;
return (VQAERR_SLEEPING);
} else {
vqabuf->Flags &= (~VQADATF_LSLEEP);
}
/* Load a compressed audio frame. */
if (Load_SND2(vqap, iffsize) != 0) {
return (VQAERR_READ);
}
break;
#endif
/* Skip any unknown chunks. */
default:
if (vqap->StreamHandler(vqa, VQACMD_SEEK, NULL, PADSIZE(iffsize))) {
return (VQAERR_SEEK);
}
break;
}
}
/* Update maximum frame size stat. */
if ((loader->CurFrameNum>0) && (loader->FrameSize>loader->MaxFrameSize)) {
loader->MaxFrameSize = loader->FrameSize;
}
/*-------------------------------------------------------------------------
* SET UP THE FRAME FOR DRAWING.
*-----------------------------------------------------------------------*/
/* Set the frame # */
curframe->FrameNum = loader->CurFrameNum;
loader->CurFrameNum++;
/* Update data for mono output */
loader->LastFrameNum = loader->CurFrameNum;
/* Loader is finished with this frame; tell Drawer to draw it */
curframe->Flags |= VQAFRMF_LOADED;
loader->CurFrame = curframe->Next;
return (0);
}
/****************************************************************************
*
* NAME
* AllocBuffers - Allocate VQA play buffers.
*
* SYNOPSIS
* VQAData = AllocBuffers(VQAFile)
*
* VQAData *AllocBuffers(VQAFile *);
*
* FUNCTION
* For those structures that contain buffer pointers (codebook nodes,
* frame buffer nodes), enough memory is allocated for both the structure
* and its associated buffers, then the buffer pointers are pointed to
* the appropriate offset from the structure pointer. This allows us
* to perform only one malloc & free for each node.
*
* Buffers allocated:
* - vqa
* - vqa->CBData (list)
* - vqa->FrameData (list)
* - vqa->Drawer.ImageBuf
* - vqa->Audio.Buffer
* - vqa->Audio.IsLoaded
* - vqa->Foff
*
* INPUTS
* VQAHeader - Pointer to VQAHeader structure.
* VQAConfig - Pointer to VQA configuration structure.
*
* RESULT
* VQAData - Pointer to initialized VQAData structure.
*
****************************************************************************/
static VQAData *AllocBuffers(VQAHeader *header, VQAConfig *config)
{
VQAData *vqa;
VQACBNode *cbnode;
VQACBNode *this_cb;
VQAFrameNode *framenode;
VQAFrameNode *this_frame;
long i;
/* Check the configuration for valid values. */
if ((config->NumCBBufs == 0) || (config->NumFrameBufs == 0)
|| (config->AudioBufSize < config->HMIBufSize)) {
return (NULL);
}
/* Allocate the master structure */
if ((vqa = (VQAData *)malloc(sizeof(VQAData))) == NULL) {
return (NULL);
}
/*-------------------------------------------------------------------------
* INITIALIZE THE VQA DATA STRUCTURES.
*
* Pointers are set to NULL initially, and filled in as the buffers are
* allocated. The Max buffer sizes are computed with 1K of padding,
* and'd with 0xFFFC to make the size divisible by 4, to ensure DWORD
* alignment.
*-----------------------------------------------------------------------*/
memset(vqa, 0, sizeof(VQAData));
vqa->MemUsed = sizeof(VQAData);
vqa->Drawer.LastTime = (-VQA_TIMETICKS);
/* Set maximum codebook size. */
vqa->Max_CB_Size = ((header->CBentries) * header->BlockWidth
* header->BlockHeight + 250) & 0xFFFC;
/* Set maximum palette size. */
vqa->Max_Pal_Size = (768 + 1024) & 0xFFFC;
/* Set maximum vector pointers size. */
vqa->Max_Ptr_Size = ((header->ImageWidth / header->BlockWidth)
* (header->ImageHeight / header->BlockHeight)
* sizeof(short) + 1024) & 0xFFFC;
/* Set the frame number of the frame containing the last codebook. */
vqa->Loader.LastCBFrame = (((header->Frames - 1) / header->Groupsize)
* header->Groupsize);
/*-------------------------------------------------------------------------
* ALLOCATE THE CODEBOOK BUFFERS.
*-----------------------------------------------------------------------*/
for (i = 0; i < config->NumCBBufs; i++) {
/* Allocate a codebook node. */
cbnode = (VQACBNode *)malloc((sizeof(VQACBNode) + vqa->Max_CB_Size));
/* If failure then clean up and exit. */
if (cbnode == NULL) {
FreeBuffers(vqa, config);
return (NULL);
}
/* Keep count of the memory usage. */
vqa->MemUsed += (long)(sizeof(VQACBNode) + vqa->Max_CB_Size);
/* Initialize the node */
memset(cbnode, 0, sizeof(VQACBNode));
cbnode->Buffer = (unsigned char *)cbnode + sizeof(VQACBNode);
/* Install the node */
if (i == 0) {
vqa->CBData = cbnode;
this_cb = cbnode;
} else {
this_cb->Next = cbnode;
this_cb = cbnode;
}
}
/* Make the list circular */
cbnode->Next = vqa->CBData;
/* Install the Codebook list */
vqa->Loader.CurCB = vqa->CBData;
vqa->Loader.FullCB = vqa->CBData;
/*-------------------------------------------------------------------------
* ALLOCATE THE FRAME BUFFERS.
*-----------------------------------------------------------------------*/
for (i = 0; i < config->NumFrameBufs; i++) {
/* Allocate a pointer node */
framenode = (VQAFrameNode *)malloc((sizeof(VQAFrameNode)
+ vqa->Max_Ptr_Size + vqa->Max_Pal_Size));
/* If failure then clean up and exit. */
if (framenode == NULL) {
FreeBuffers(vqa, config);
return (NULL);
}
/* Keep count of the memory usage. */
vqa->MemUsed += (long)(sizeof(VQAFrameNode) + vqa->Max_Ptr_Size
+ vqa->Max_Pal_Size);
/* Initialize the node */
memset(framenode, 0, sizeof(VQAFrameNode));
framenode->Pointers = (unsigned char *)framenode + sizeof(VQAFrameNode);
framenode->Palette = (unsigned char *)framenode + sizeof(VQAFrameNode)
+ vqa->Max_Ptr_Size;
framenode->Codebook = vqa->CBData;
/* Install the node */
if (i == 0) {
vqa->FrameData = framenode;
this_frame = framenode;
} else {
this_frame->Next = framenode;
this_frame = framenode;
}
}
/* Make the list circular */
framenode->Next = vqa->FrameData;
/* Install the Frame Buffer list */
vqa->Loader.CurFrame = vqa->FrameData;
vqa->Drawer.CurFrame = vqa->FrameData;
vqa->Flipper.CurFrame = vqa->FrameData;
/*-------------------------------------------------------------------------
* ALLOCATE THE IMAGE BUFFERS IF ONE IS NOT ALREADY PROVIDED.
*-----------------------------------------------------------------------*/
if (config->ImageBuf == NULL) {
/* Allocate our own buffer. */
if (config->DrawFlags & VQACFGF_BUFFER) {
vqa->Drawer.ImageBuf = (unsigned char *)malloc((header->ImageWidth
* header->ImageHeight));
/* If the allocation failed we must free up and exit. */
if (vqa->Drawer.ImageBuf == NULL) {
FreeBuffers(vqa, config);
return (NULL);
}
/* Plugin image buffer information. */
vqa->Drawer.ImageWidth = header->ImageWidth;
vqa->Drawer.ImageHeight = header->ImageHeight;
vqa->MemUsed += (long)(header->ImageWidth * header->ImageHeight);
} else {
vqa->Drawer.ImageWidth = config->ImageWidth;
vqa->Drawer.ImageHeight = config->ImageHeight;
}
} else {
/* Use caller provided buffer */
vqa->Drawer.ImageBuf = config->ImageBuf;
vqa->Drawer.ImageWidth = config->ImageWidth;
vqa->Drawer.ImageHeight = config->ImageHeight;
}
/*-------------------------------------------------------------------------
* ALLOCATE AND INITIALIZE AUDIO BUFFERS AND STRUCTURES.
*-----------------------------------------------------------------------*/
#if(VQAAUDIO_ON)
/* Version 1 VQA's only supported 22050 8 bit mono audio. */
if (header->Version < VQAHD_VER2) {
vqa->Audio.SampleRate = 22050U;
vqa->Audio.Channels = 1;
vqa->Audio.BitsPerSample = 8;
} else {
vqa->Audio.SampleRate = header->SampleRate;
vqa->Audio.Channels = header->Channels;
vqa->Audio.BitsPerSample = header->BitsPerSample;
}
if ((config->AudioBufSize == 0) && (config->HMIBufSize == 0)) {
vqa->Audio.NumAudBlocks = 0;
} else {
vqa->Audio.NumAudBlocks = (config->AudioBufSize / config->HMIBufSize);
}
if (config->AudioBufSize > 0) {
/* Allocate an audio buffer if the user did not provide one. */
if (config->AudioBuf == NULL) {
vqa->Audio.Buffer = (unsigned char *)malloc(config->AudioBufSize);
/* If failure then clean up and exit. */
if (vqa->Audio.Buffer == NULL) {
FreeBuffers(vqa, config);
return (NULL);
}
/* Add audio buffer size to memory usage. */
vqa->MemUsed += (long)config->AudioBufSize;
} else {
vqa->Audio.Buffer = config->AudioBuf;
}
/* Allocate IsLoaded flags */
vqa->Audio.IsLoaded = (short *)malloc(vqa->Audio.NumAudBlocks
* sizeof(short));
/* If failure then clean up and exit. */
if (vqa->Audio.IsLoaded == NULL) {
FreeBuffers(vqa, config);
return (NULL);
}
/* Keep a running total of memory usage. */
vqa->MemUsed += (long)(vqa->Audio.NumAudBlocks * sizeof(short));
/* Initalize audio frames is loaded flags to false. */
memset(vqa->Audio.IsLoaded,0,vqa->Audio.NumAudBlocks * sizeof(short));
/* Temp buffer */
#if(0) // DENZIL
vqa->Audio.TempBuf = (unsigned char *)malloc(VQA_AUD_TEMPSIZE);
#else
/* Adjust the temp buffer size for the size of audio data. */
i = VQA_AUD_TEMPSIZE;
i *= vqa->Audio.Channels * (vqa->Audio.BitsPerSample >> 3);
vqa->Audio.TempBuf = (unsigned char *)malloc(i);
#endif
if (vqa->Audio.TempBuf == NULL) {
FreeBuffers(vqa, config);
return (NULL);
}
/* Keep a running total of memory usage. */
vqa->MemUsed += i;
}
#endif /* VQAAUDIO_ON */
/*-------------------------------------------------------------------------
* ALLOCATE THE FRAME INFORMATION TABLE IF REQUESTED.
*-----------------------------------------------------------------------*/
if (config->OptionFlags & VQAOPTF_FINF) {
vqa->Foff = (long *)malloc(header->Frames * sizeof(long));
if (vqa->Foff == NULL) {
FreeBuffers(vqa, config);
return (NULL);
}
/* Keep a running total of memory usage. */
vqa->MemUsed += (header->Frames * sizeof(long));
}
return (vqa);
}
/****************************************************************************
*
* NAME
* FreeBuffers - Free VQA play buffers.
*
* SYNOPSIS
* FreeBuffers(VQAData)
*
* void FreeBuffers(VQAData *);
*
* FUNCTION
* Free the buffers allocated by AllocBuffers().
*
* INPUTS
* VQAData - Pointer to VQAData structure.
*
* RESULT
* NONE
*
****************************************************************************/
static void FreeBuffers(VQAData *vqa, VQAConfig *config)
{
VQACBNode *cb_this, *cb_next;
VQAFrameNode *frame_this, *frame_next;
long i;
/*-------------------------------------------------------------------------
* FREE THE FRAME INFORMATION TABLE.
*-----------------------------------------------------------------------*/
if (vqa->Foff) {
free(vqa->Foff);
}
/*-------------------------------------------------------------------------
* FREE THE AUDIO BUFFERS.
*-----------------------------------------------------------------------*/
#if(VQAAUDIO_ON)
if ((config->AudioBuf == NULL) && (vqa->Audio.Buffer)) {
free(vqa->Audio.Buffer);
}
/* Free the audio segments loaded flag array. */
if (vqa->Audio.IsLoaded) {
free(vqa->Audio.IsLoaded);
}
/* Free the temporary audio buffer. */
if (vqa->Audio.TempBuf) {
free(vqa->Audio.TempBuf);
}
#endif /* VQAAUDIO_ON */
/*-------------------------------------------------------------------------
* FREE THE IMAGE BUFFER ONLY IF WE ALLOCATED IT.
*-----------------------------------------------------------------------*/
if ((config->ImageBuf == NULL) && vqa->Drawer.ImageBuf) {
free(vqa->Drawer.ImageBuf);
}
/*-------------------------------------------------------------------------
* FREE THE FRAME BUFFERS.
*-----------------------------------------------------------------------*/
frame_this = vqa->FrameData;
for (i = 0; i < config->NumFrameBufs; i++) {
if (frame_this) {
frame_next = frame_this->Next;
free(frame_this);
frame_this = frame_next;
} else {
break;
}
}
/*-------------------------------------------------------------------------
* FREE THE CODEBOOK BUFFERS.
*-----------------------------------------------------------------------*/
cb_this = vqa->CBData;
for (i = 0; i < config->NumCBBufs; i++) {
if (cb_this) {
cb_next = cb_this->Next;
free(cb_this);
cb_this = cb_next;
} else {
break;
}
}
/*-------------------------------------------------------------------------
* FREE THE VQA DATA STRUCTURES.
*-----------------------------------------------------------------------*/
free(vqa);
}
/****************************************************************************
*
* NAME
* Load_VQF - Loads a VQ Frame chunk.
*
* SYNOPSIS
* Error = Load_VQF(VQAFile, VQAData, Iffsize)
*
* short Load_VQF(VQAFile *, VQAData *, unsigned long);
*
* FUNCTION
* The VQ Frame Chunk contains a set of other chunks (codebooks,
* palettes, pointers). This routine reads the frame's chunk size,
* then loops until it's read that many bytes.
*
* INPUTS
* VQAFile - Pointer to VQAFile structure.
* VQAData - Pointer to VQAData structure.
* Iffsize - Size of IFF chunk.
*
* RESULT
* Error - 0 if successful or VQA_??? error code.
*
****************************************************************************/
static long Load_VQF(VQAHandleP *vqap, unsigned long frame_iffsize)
{
VQAData *vqabuf;
VQAFrameNode *curframe;
ChunkHeader chunk;
unsigned long iffsize;
unsigned long framesize;
unsigned long bytes_loaded = 0;
/* Dereference commonly used data members for quicker access. */
vqabuf = vqap->VQABuf;
curframe = vqabuf->Loader.CurFrame;
framesize = PADSIZE(frame_iffsize);
/*-------------------------------------------------------------------------
* FRAME LOADING LOOP.
*-----------------------------------------------------------------------*/
while (bytes_loaded < framesize) {
/* Read chunk ID */
if (vqap->StreamHandler((VQAHandle *)vqap, VQACMD_READ, &chunk, 8)) {
return (VQAERR_EOF);
}
iffsize = REVERSE_LONG(chunk.size);
bytes_loaded += 8;
bytes_loaded += PADSIZE(iffsize);
/* Handle each chunk type */
switch (chunk.id) {
/* Full uncompressed codebook */
case ID_CBF0:
if (Load_CBF0(vqap, iffsize)) {
return (VQAERR_READ);
}
break;
/* Full compressed codebook */
case ID_CBFZ:
if (Load_CBFZ(vqap, iffsize)) {
return (VQAERR_READ);
}
break;
/* Partial uncompressed codebook */
case ID_CBP0:
if (Load_CBP0(vqap, iffsize)) {
return (VQAERR_READ);
}
break;
/* Partial compressed codebook */
case ID_CBPZ:
if (Load_CBPZ(vqap, iffsize)) {
return (VQAERR_READ);
}
break;
/* Uncompressed palette */
case ID_CPL0:
if (Load_CPL0(vqap, iffsize)) {
return (VQAERR_READ);
}
/* Flag this frame as having a palette. */
curframe->Flags |= VQAFRMF_PALETTE;
break;
/* Compressed palette */
case ID_CPLZ:
if (Load_CPLZ(vqap, iffsize)) {
return (VQAERR_READ);
}
/* Flag this frame as having a palette. */
curframe->Flags |= VQAFRMF_PALETTE;
break;
/* Uncompressed pointer data */
case ID_VPT0:
if (Load_VPT0(vqap, iffsize)) {
return (VQAERR_READ);
}
break;
/* Compressed pointer data */
case ID_VPTZ:
case ID_VPTD:
if (Load_VPTZ(vqap, iffsize)) {
return (VQAERR_READ);
}
break;
/* Compressed pointer data */
case ID_VPTK:
if (Load_VPTZ(vqap, iffsize)) {
return (VQAERR_READ);
}
/* Flag this frame as being key. */
curframe->Flags |= VQAFRMF_KEY;
break;
/* An unknown chunk in the video frame is an error. */
default:
return (VQAERR_READ);
}
}
return (0);
}
/****************************************************************************
*
* NAME
* Load_FINF - Load Frame Info chunk.
*
* SYNOPSIS
* Error = Load_FINF(VQAFile, VQAData, Iffsize)
*
* short Load_FINF(VQAFile *, VQAData *, Iffsize);
*
* FUNCTION
* Load FINF chunk if buffer available, otherwise skip it.
*
* INPUTS
* VQAFile - Pointer to VQAFile structure
* VQAData - Pointer to VQAData structure
* Iffsize - Size of IFF chunk.
*
* RESULT
* Error - 0 if successful or VQA_??? error code.
*
****************************************************************************/
static long Load_FINF(VQAHandleP *vqap, unsigned long iffsize)
{
VQAData *vqabuf;
/* Dereference commonly used data members for quicker access. */
vqabuf = vqap->VQABuf;
/* Load the frame information table if we need to, otherwise we will
* skip it.
*/
if ((vqap->Config.OptionFlags & VQAOPTF_FINF) && (vqabuf->Foff != NULL)) {
if (vqap->StreamHandler((VQAHandle *)vqap, VQACMD_READ, vqabuf->Foff,
PADSIZE(iffsize))) {
return (VQAERR_READ);
}
} else {
if (vqap->StreamHandler((VQAHandle *)vqap, VQACMD_SEEK, NULL,
PADSIZE(iffsize))) {
return (VQAERR_SEEK);
}
}
return (0);
}
/****************************************************************************
*
* NAME
* Load_VQHD - Load VQA header chunk.
*
* SYNOPSIS
* Error = Load_VQHD(VQAFile, VQAData, Iffsize)
*
* short Load_VQHD(VQAFile *, VQAData *, Iffsize);
*
* FUNCTION
*
* INPUTS
* VQAFile - Pointer to VQAFile structure
* VQAData - Pointer to VQAData structure
* Iffsize - Size of IFF chunk.
*
* RESULT
* Error - 0 if successful or VQA_??? error code.
*
****************************************************************************/
static long Load_VQHD(VQAHandleP *vqap, unsigned long iffsize)
{
/* Read the header */
if (vqap->StreamHandler((VQAHandle *)vqap, VQACMD_READ, &vqap->Header,
PADSIZE(iffsize))) {
return (VQAERR_READ);
}
/* Reconfigure the Drawer for the new settings */
VQA_Configure_Drawer(vqap);
return (0);
}
/****************************************************************************
*
* NAME
* Load_CBF0 - Load full uncompressed codebook.
*
* SYNOPSIS
* Error = Load_CBF0(VQAFile, VQAData, Iffsize)
*
* short Load_CBF0(VQAFile *, VQAData *, Iffsize);
*
* FUNCTION
*
* INPUTS
* VQAFile - Pointer to VQAFile structure
* VQAData - Pointer to VQAData structure
* Iffsize - Size of IFF chunk.
*
* RESULT
* Error - 0 if successful or VQA_??? error code.
*
****************************************************************************/
static long Load_CBF0(VQAHandleP *vqap, unsigned long iffsize)
{
VQALoader *loader;
VQACBNode *curcb;
/* Dereference commonly used data members for quicker access. */
loader = &vqap->VQABuf->Loader;
curcb = loader->CurCB;
/* Read into the start of the buffer */
if (vqap->StreamHandler((VQAHandle *)vqap, VQACMD_READ, curcb->Buffer,
PADSIZE(iffsize))) {
return (VQAERR_READ);
}
/* Reset the partial codebook counter. */
loader->NumPartialCB = 0;
/* Flag this codebook as uncompressed. */
curcb->Flags &= (~VQACBF_CBCOMP);
curcb->CBOffset = 0;
/* Clock pointers to next CB Buffer. */
loader->FullCB = curcb;
loader->FullCB->Flags &= (~VQACBF_DOWNLOADED);
loader->CurCB = curcb->Next;
return (0);
}
/****************************************************************************
*
* NAME
* Load_CBFZ - Load full compressed codebook.
*
* SYNOPSIS
* Error = Load_CBFZ(VQAFile, VQAData, Iffsize)
*
* short Load_CBFZ(VQAFile *, VQAData *, Iffsize);
*
* FUNCTION
*
* INPUTS
* VQAFile - Pointer to VQAFile structure
* VQAData - Pointer to VQAData structure
* Iffsize - Size of IFF chunk.
*
* RESULT
* Error - 0 if successful or VQA_??? error code.
*
****************************************************************************/
static long Load_CBFZ(VQAHandleP *vqap, unsigned long iffsize)
{
VQALoader *loader;
VQACBNode *curcb;
void *buffer;
unsigned long padsize;
unsigned long lcwoffset;
/* Dereference commonly used data members for quicker access. */
loader = &vqap->VQABuf->Loader;
curcb = loader->CurCB;
padsize = PADSIZE(iffsize);
/* Load the codebook into the end of the buffer. */
lcwoffset = vqap->VQABuf->Max_CB_Size - (unsigned short)padsize;
buffer = curcb->Buffer + lcwoffset;
if (vqap->StreamHandler((VQAHandle *)vqap, VQACMD_READ, buffer, padsize)) {
return (VQAERR_READ);
}
/* Reset the partial codebook counter. */
loader->NumPartialCB = 0;
/* Flag this codebook as compressed */
curcb->Flags |= VQACBF_CBCOMP;
curcb->CBOffset = lcwoffset;
/* Clock pointers to next CB Buffer */
loader->FullCB = curcb;
loader->FullCB->Flags &= (~VQACBF_DOWNLOADED);
loader->CurCB = curcb->Next;
return (0);
}
/****************************************************************************
*
* NAME
* Load_CBP0 - Load partial uncompressed codebook.
*
* SYNOPSIS
* Error = Load_CBP0(VQAFile, VQAData, Iffsize)
*
* short Load_CBP0(VQAFile *, VQAData *, Iffsize);
*
* FUNCTION
*
* INPUTS
* VQAFile - Pointer to VQAFile structure
* VQAData - Pointer to VQAData structure
* Iffsize - Size of IFF chunk.
*
* RESULT
* Error - 0 if successful or VQA_??? error code.
*
****************************************************************************/
static long Load_CBP0(VQAHandleP *vqap, unsigned long iffsize)
{
VQAData *vqabuf;
VQALoader *loader;
VQACBNode *curcb;
void *buffer;
/* Dereference commonly used data members for quicker access. */
vqabuf = vqap->VQABuf;
loader = &vqabuf->Loader;
curcb = loader->CurCB;
/*-------------------------------------------------------------------------
* ASSEMBLY PARTIAL CODEBOOKS.
*-----------------------------------------------------------------------*/
/* Read the partial codebook into the next position in the buffer. */
buffer = curcb->Buffer + loader->PartialCBSize;
if (vqap->StreamHandler((VQAHandle *)vqap, VQACMD_READ, buffer,
PADSIZE(iffsize))) {
return (VQAERR_READ);
}
/* Accumulate the partial codebook values. */
loader->PartialCBSize += (unsigned short)iffsize;
loader->NumPartialCB++;
/*-------------------------------------------------------------------------
* PROCESS FULL CODEBOOK.
*-----------------------------------------------------------------------*/
if (loader->NumPartialCB == vqap->Header.Groupsize) {
/* Reset the codebook accumulator values */
loader->NumPartialCB = 0;
loader->PartialCBSize = 0;
/* Flag this codebook as uncompressed */
curcb->Flags &= (~VQACBF_CBCOMP);
curcb->CBOffset = 0;
/* Go to the next codebook buffer */
loader->FullCB = curcb;
loader->FullCB->Flags &= (~VQACBF_DOWNLOADED);
loader->CurCB = curcb->Next;
}
return (0);
}
/****************************************************************************
*
* NAME
* Load_CBPZ - Load partial compressed codebook.
*
* SYNOPSIS
* Error = Load_CBPZ(VQAFile, VQAData, Iffsize)
*
* short Load_CBPZ(VQAFile *, VQAData *, Iffsize);
*
* FUNCTION
*
* INPUTS
* VQAFile - Pointer to VQAFile structure
* VQAData - Pointer to VQAData structure
* Iffsize - Size of IFF chunk.
*
* RESULT
* Error - 0 if successful or VQA_??? error code.
*
****************************************************************************/
static long Load_CBPZ(VQAHandleP *vqap, unsigned long iffsize)
{
VQAData *vqabuf;
VQALoader *loader;
VQACBNode *curcb;
void *buffer;
unsigned long padsize;
/* Dereference commonly used data members for quicker access */
vqabuf = vqap->VQABuf;
loader = &vqabuf->Loader;
curcb = loader->CurCB;
padsize = PADSIZE(iffsize);
/* Attempt to compute the LCW offset into the codebook buffer by
* multiplying the size of this chunk by the # frames/group, and adding
* a small fudge factor on, then subtracting that from the CB buffer size.
*/
if (loader->PartialCBSize == 0) {
curcb->CBOffset = (vqabuf->Max_CB_Size - ((unsigned short)padsize
* vqap->Header.Groupsize + 100));
}
/*-------------------------------------------------------------------------
* ASSEMBLE PARTIAL CODEBOOKS.
*-----------------------------------------------------------------------*/
/* Read the partial codebook into the next position in the buffer. */
buffer = ((curcb->Buffer + curcb->CBOffset) + loader->PartialCBSize);
if (vqap->StreamHandler((VQAHandle *)vqap, VQACMD_READ, buffer, padsize)) {
return (VQAERR_READ);
}
/* Accumulate partial codebook values */
loader->PartialCBSize += (unsigned short)iffsize;
loader->NumPartialCB++;
/*-------------------------------------------------------------------------
* PROCESS FULL CODEBOOK.
*-----------------------------------------------------------------------*/
if (loader->NumPartialCB == vqap->Header.Groupsize) {
/* Reset the codebook accumulator values. */
loader->NumPartialCB = 0;
loader->PartialCBSize = 0;
/* Flag this codebook as compressed. */
curcb->Flags |= VQACBF_CBCOMP;
/* Go to the next codebook buffer */
loader->FullCB = curcb;
loader->FullCB->Flags &= (~VQACBF_DOWNLOADED);
loader->CurCB = curcb->Next;
}
return (0);
}
/****************************************************************************
*
* NAME
* Load_CPL0 - Load an uncompressed palette.
*
* SYNOPSIS
* Error = Load_CPL0(VQAFile, VQAData, Iffsize)
*
* short Load_CPL0(VQAFile *, VQAData *, Iffsize);
*
* FUNCTION
*
* INPUTS
* VQAFile - Pointer to VQAFile structure
* VQAData - Pointer to VQAData structure
* Iffsize - Size of IFF chunk.
*
* RESULT
* Error - 0 if successful or VQA_??? error code.
*
****************************************************************************/
static long Load_CPL0(VQAHandleP *vqap, unsigned long iffsize)
{
VQAFrameNode *curframe;
/* Dereference commonly used data members for quicker access. */
curframe = vqap->VQABuf->Loader.CurFrame;
/* Read the palette into the palette buffer */
if (vqap->StreamHandler((VQAHandle *)vqap, VQACMD_READ, curframe->Palette,
PADSIZE(iffsize))) {
return (VQAERR_READ);
}
/* Flag the palette as uncompressed. */
curframe->Flags &= ~VQAFRMF_PALCOMP;
curframe->PalOffset = 0;
curframe->PaletteSize = (unsigned short)iffsize;
return (0);
}
/****************************************************************************
*
* NAME
* Load_CPLZ - Load compressed palette.
*
* SYNOPSIS
* Error = Load_CPLZ(VQAFile, VQAData, Iffsize)
*
* short Load_CPLZ(VQAFile *, VQAData *, Iffsize);
*
* FUNCTION
*
* INPUTS
* VQAFile - Pointer to VQAFile structure
* VQAData - Pointer to VQAData structure
* Iffsize - Size of IFF chunk.
*
* RESULT
* Error - 0 if successful or VQA_??? error code.
*
****************************************************************************/
static long Load_CPLZ(VQAHandleP *vqap, unsigned long iffsize)
{
VQAFrameNode *curframe;
void *buffer;
unsigned long padsize;
unsigned long lcwoffset;
/* Dereference commonly used data members for quicker access. */
curframe = vqap->VQABuf->Loader.CurFrame;
padsize = PADSIZE(iffsize);
/* Read the palette into the end of the palette buffer. */
lcwoffset = vqap->VQABuf->Max_Pal_Size - (unsigned short)padsize;
buffer = curframe->Palette + lcwoffset;
if (vqap->StreamHandler((VQAHandle *)vqap, VQACMD_READ, buffer, padsize)) {
return (VQAERR_READ);
}
/* Flag this palette as compressed. */
curframe->Flags |= VQAFRMF_PALCOMP;
curframe->PalOffset = lcwoffset;
curframe->PaletteSize = (unsigned short)iffsize;
return (0);
}
/****************************************************************************
*
* NAME
* Load_VPT0 - Load uncompressed pointers.
*
* SYNOPSIS
* Error = Load_VPT0(VQAFile, VQAData, Iffsize)
*
* short Load_VPT0(VQAFile *, VQAData *, Iffsize);
*
* FUNCTION
*
* INPUTS
* VQAFile - Pointer to VQAFile structure
* VQAData - Pointer to VQAData structure
* Iffsize - Size of IFF chunk.
*
* RESULT
* Error - 0 if successful or VQA_??? error code.
*
****************************************************************************/
static long Load_VPT0(VQAHandleP *vqap, unsigned long iffsize)
{
VQAFrameNode *curframe;
/* Dereference commonly used data members for quicker access. */
curframe = vqap->VQABuf->Loader.CurFrame;
/* Read the pointers into start of the pointer buffer. */
if (vqap->StreamHandler((VQAHandle *)vqap, VQACMD_READ, curframe->Pointers,
PADSIZE(iffsize))) {
return (VQAERR_READ);
}
/* Flag this frame as uncompressed */
curframe->Flags &= ~VQAFRMF_PTRCOMP;
curframe->PtrOffset = 0;
return (0);
}
/****************************************************************************
*
* NAME
* Load_VPTZ - Load compressed pointers.
*
* SYNOPSIS
* Error = Load_VPTZ(VQAFile, VQAData, Iffsize)
*
* short Load_VPTZ(VQAFile *, VQAData *, Iffsize);
*
* FUNCTION
*
* INPUTS
* VQAFile - Pointer to VQAFile structure
* VQAData - Pointer to VQAData structure
* Iffsize - Size of IFF chunk.
*
* RESULT
* Error - 0 if successful or VQA_??? error code.
*
****************************************************************************/
static long Load_VPTZ(VQAHandleP *vqap, unsigned long iffsize)
{
VQAFrameNode *curframe;
void *buffer;
unsigned long padsize;
unsigned long lcwoffset;
/* Dereference commonly used data members for quicker access. */
curframe = vqap->VQABuf->Loader.CurFrame;
padsize = PADSIZE(iffsize);
lcwoffset = vqap->VQABuf->Max_Ptr_Size - (unsigned short)padsize;
/* Read the pointers into end of the pointer buffer. */
buffer = curframe->Pointers + lcwoffset;
if (vqap->StreamHandler((VQAHandle *)vqap, VQACMD_READ, buffer, padsize)) {
return (VQAERR_READ);
}
/* Flag this frame as compressed. */
curframe->Flags |= VQAFRMF_PTRCOMP;
curframe->PtrOffset = lcwoffset;
return (0);
}
#if(VQAAUDIO_ON)
/****************************************************************************
*
* NAME
* Load_SND0 - Load uncompressed sound chunk.
*
* SYNOPSIS
* Error = Load_SND0(VQAFile, VQAData, Iffsize)
*
* short Load_SND0(VQAFile *, VQAData *, Iffsize);
*
* FUNCTION
* This routine normally loads the chunk into the TempBuf, unless the
* chunk is larger than the temp buffer size, in which case it puts it
* directly into the audio buffer itself. This assumes that the only
* such chunk will be the first audio chunk!
*
* INPUTS
* VQAFile - Pointer to VQAFile structure
* VQAData - Pointer to VQAData structure
* Iffsize - Size of IFF chunk.
*
* RESULT
* Error - 0 if successful or VQA_??? error code.
*
****************************************************************************/
static long Load_SND0(VQAHandleP *vqap, unsigned long iffsize)
{
VQAData *vqabuf;
VQALoader *loader;
VQAAudio *audio;
VQAConfig *config;
unsigned long padsize;
long i;
/* Dereference commonly used data members for quicker access. */
vqabuf = vqap->VQABuf;
loader = &vqabuf->Loader;
audio = &vqabuf->Audio;
config = &vqap->Config;
padsize = PADSIZE((unsigned short)iffsize);
/* If sound is disabled, or if we're playing from a VOC file, or if
* there's no Audio Buffer, just skip the chunk.
*/
#if(VQAVOC_ON && VQAAUDIO_ON)
if (((config->OptionFlags & VQAOPTF_AUDIO) == 0)
|| (vqap->vocfh != -1) || (audio->Buffer == NULL)) {
#else /* VQAVOC_ON */
if (((config->OptionFlags & VQAOPTF_AUDIO) == 0)
|| (audio->Buffer == NULL)) {
#endif /* VQAVOC_ON */
if (vqap->StreamHandler((VQAHandle *)vqap, VQACMD_SEEK, NULL, padsize)) {
return (VQAERR_SEEK);
} else {
return (0);
}
}
/* Read large startup chunk directly into AudioBuf */
if ((padsize > VQA_AUD_TEMPSIZE) && (loader->AudBufPos == 0)) {
if (vqap->StreamHandler((VQAHandle *)vqap, VQACMD_READ, audio->Buffer,
padsize)) {
return (VQAERR_READ);
}
loader->AudBufPos += (unsigned short)iffsize;
/* Flag the audio frame flags as loaded for the initial audio frame. */
for (i = 0; i < (iffsize / config->HMIBufSize); i++) {
audio->IsLoaded[i] = 1;
}
return (0);
} else {
/* Read data into TempBuf */
if (vqap->StreamHandler((VQAHandle *)vqap, VQACMD_READ, audio->TempBuf,
padsize)) {
return (VQAERR_READ);
}
}
/* Set the TempBufLen */
audio->TempBufLen = (unsigned short)iffsize;
return (0);
}
/****************************************************************************
*
* NAME
* Load_SND1 - Load compressed sound chunk.
*
* SYNOPSIS
* Error = Load_SND1(VQAFile, VQAData, Iffsize)
*
* short Load_SND1(VQAFile *, VQAData *, Iffsize);
*
* FUNCTION
* This routine normally loads the chunk into the TempBuf, unless the
* chunk is larger than the temp buffer size, in which case it puts it
* directly into the audio buffer itself. This assumes that the only
* such chunk will be the first audio chunk!
*
* INPUTS
* VQAFile - Pointer to VQAFile structure
* VQAData - Pointer to VQAData structure
* Iffsize - Size of IFF chunk.
*
* RESULT
* Error - 0 if successful or VQA_??? error code.
*
****************************************************************************/
static long Load_SND1(VQAHandleP *vqap, unsigned long iffsize)
{
VQAData *vqabuf;
VQALoader *loader;
VQAAudio *audio;
VQAConfig *config;
unsigned char *loadbuf;
unsigned long padsize;
unsigned long uncomp_size;
unsigned long comp_size;
long i;
/* Dereference commonly used data members for quicker access. */
vqabuf = vqap->VQABuf;
loader = &vqabuf->Loader;
audio = &vqabuf->Audio;
config = &vqap->Config;
padsize = PADSIZE((unsigned short)iffsize);
/* If sound is disabled, or if we're playing from a VOC file, or if
* there's no Audio Buffer, just skip the chunk
*/
#if(VQAVOC_ON && VQAAUDIO_ON)
if (((config->OptionFlags & VQAOPTF_AUDIO) == 0) || (vqap->vocfh != -1)
|| (audio->Buffer == NULL)) {
#else /* VQAVOC_ON */
if (((config->OptionFlags & VQAOPTF_AUDIO)==0) || (audio->Buffer==NULL)) {
#endif /* VQAVOC_ON */
if (vqap->StreamHandler((VQAHandle *)vqap, VQACMD_SEEK, NULL, padsize)) {
return (VQAERR_SEEK);
} else {
return (0);
}
}
/* Read the uncompressed data size */
if (vqap->StreamHandler((VQAHandle *)vqap, VQACMD_READ, &uncomp_size, 2)) {
return (VQAERR_READ);
}
/* Read the compressed data size */
if (vqap->StreamHandler((VQAHandle *)vqap, VQACMD_READ, &comp_size, 2)) {
return (VQAERR_READ);
}
/* Adjust chunk size */
padsize -= 4;
/* Read large startup chunk directly into AudioBuf */
if ((uncomp_size > VQA_AUD_TEMPSIZE) && (loader->AudBufPos == 0)) {
/* Load uncompressed data */
if (uncomp_size == comp_size) {
if (vqap->StreamHandler((VQAHandle *)vqap, VQACMD_READ, audio->Buffer,
padsize)) {
return (VQAERR_READ);
}
} else {
/* Load compressed data into the end of the buffer. */
loadbuf = (audio->Buffer + config->AudioBufSize) - padsize;
if (vqap->StreamHandler((VQAHandle *)vqap, VQACMD_READ, loadbuf,
padsize)) {
return (VQAERR_READ);
}
/* Uncompress the audio frame. */
AudioUnzap(loadbuf, audio->Buffer, uncomp_size);
}
/* Set buffer positions & flags */
loader->AudBufPos += uncomp_size;
for (i = 0; i < (uncomp_size / config->HMIBufSize); i++) {
audio->IsLoaded[i] = 1;
}
return (0);
}
/* Load an audio frame. */
if (uncomp_size == comp_size) {
/* If the frame is uncompressed the load it in directly. */
if (vqap->StreamHandler((VQAHandle *)vqap, VQACMD_READ, audio->TempBuf,
padsize)) {
return (VQAERR_READ);
}
} else {
/* Load the audio frame into the end of the buffer. */
loadbuf = ((audio->TempBuf + VQA_AUD_TEMPSIZE) - padsize);
if (vqap->StreamHandler((VQAHandle *)vqap,VQACMD_READ,loadbuf,padsize)) {
return (VQAERR_READ);
}
/* Uncompress the audio frame. */
AudioUnzap(loadbuf, audio->TempBuf, uncomp_size);
}
/* Set the TempBufLen */
audio->TempBufLen = uncomp_size;
return (0);
}
/****************************************************************************
*
* NAME
* Load_SND2 - Load compressed sound chunk.
*
* SYNOPSIS
* Error = Load_SND2(VQAFile, VQAData, Iffsize)
*
* short Load_SND2(VQAFile *, VQAData *, Iffsize);
*
* FUNCTION
* This routine normally loads the chunk into the TempBuf, unless the
* chunk is larger than the temp buffer size, in which case it puts it
* directly into the audio buffer itself. This assumes that the only
* such chunk will be the first audio chunk!
*
* INPUTS
* VQAFile - Pointer to VQAFile structure
* VQAData - Pointer to VQAData structure
* Iffsize - Size of IFF chunk.
*
* RESULT
* Error - 0 if successful or VQA_??? error code.
*
****************************************************************************/
static long Load_SND2(VQAHandleP *vqap, unsigned long iffsize)
{
VQAData *vqabuf;
VQALoader *loader;
VQAAudio *audio;
VQAConfig *config;
unsigned char *loadbuf;
unsigned long padsize;
unsigned long uncomp_size;
long i;
/* Dereference commonly used data members for quicker access. */
vqabuf = vqap->VQABuf;
loader = &vqabuf->Loader;
audio = &vqabuf->Audio;
config = &vqap->Config;
padsize = PADSIZE(iffsize);
/* If sound is disabled, or if we're playing from a VOC file, or if
* there's no Audio Buffer, just skip the chunk
*/
#if(VQAVOC_ON && VQAAUDIO_ON)
if (((config->OptionFlags & VQAOPTF_AUDIO) == 0) || (vqap->vocfh != -1)
|| (audio->Buffer == NULL)) {
#else /* VQAVOC_ON */
if (((config->OptionFlags & VQAOPTF_AUDIO)==0) || (audio->Buffer==NULL)) {
#endif /* VQAVOC_ON */
if (vqap->StreamHandler((VQAHandle *)vqap, VQACMD_SEEK, NULL, padsize)) {
return (VQAERR_SEEK);
} else {
return (0);
}
}
uncomp_size = iffsize * (8 / 4);
/* Read large startup chunk directly into AudioBuf */
if ((uncomp_size > VQA_AUD_TEMPSIZE) && (loader->AudBufPos == 0)) {
/* Load compressed data into the end of the buffer. */
loadbuf = (audio->Buffer + config->AudioBufSize) - padsize;
if (vqap->StreamHandler((VQAHandle *)vqap,VQACMD_READ,loadbuf,padsize)) {
return (VQAERR_READ);
}
/* Uncompress the audio frame. */
audio->sSOSInfo.lpSource = (char *)loadbuf;
audio->sSOSInfo.lpDest = (char *)audio->Buffer;
sosCODECDecompressData(&audio->sSOSInfo, uncomp_size);
/* Set buffer positions & flags */
loader->AudBufPos += uncomp_size;
for (i = 0; i < (uncomp_size / config->HMIBufSize); i++) {
audio->IsLoaded[i] = 1;
}
return (0);
}
/* Load an audio frame. */
loadbuf = ((audio->TempBuf + VQA_AUD_TEMPSIZE) - padsize);
if (vqap->StreamHandler((VQAHandle *)vqap,VQACMD_READ,loadbuf,padsize)) {
return (VQAERR_READ);
}
/* Uncompress the audio frame. */
audio->sSOSInfo.lpSource = (char *)loadbuf;
audio->sSOSInfo.lpDest = (char *)audio->TempBuf;
sosCODECDecompressData(&audio->sSOSInfo, uncomp_size);
/* Set the TempBufLen */
audio->TempBufLen = uncomp_size;
return (0);
}
/****************************************************************************
*
* NAME
* Copy_SND - Copy data from Audio Temp buffer into Audio play buffer.
*
* SYNOPSIS
* Error = Copy_SND(VQAFile, VQAData)
*
* short Load_SND0(VQAFile *, VQAData *);
*
* FUNCTION
* This routine just copies the data in the TempBuf into the correct
* spots in the audio play buffer. If there is no room available in the
* audio play buffer, the routine returns VQAERR_SLEEPING, which will put
* the whole Loader to "sleep" while it waits for a free buffer.
*
* If there's no data in the TempBuf to copy, the routine just returns 0.
*
* INPUTS
* VQAFile - Pointer to VQAFile structure
* VQAData - Pointer to VQAData structure
*
* RESULT
* Error - 0 if successful or VQA_??? error code.
*
****************************************************************************/
static long Copy_SND(VQAHandleP *vqap)
{
VQAData *vqabuf;
VQALoader *loader;
VQAAudio *audio;
VQAConfig *config;
long startblock;
long endblock;
long len1,len2;
long i;
/* Dereference commonly used data members for quicker access. */
vqabuf = vqap->VQABuf;
loader = &vqabuf->Loader;
audio = &vqabuf->Audio;
config = &vqap->Config;
/* If audio is disabled, or if we're playing from a VOC file, or if
* there's no Audio Buffer, or if there's no data to copy, just return 0
*/
#if(VQAVOC_ON && VQAAUDIO_ON)
if (((config->OptionFlags & VQAOPTF_AUDIO) == 0) || (vqap->vocfh != -1)
|| (audio->Buffer == NULL) || (audio->TempBufLen == 0)) {
#else /* VQAVOC_ON */
if (((config->OptionFlags & VQAOPTF_AUDIO) == 0) || (audio->Buffer == NULL)
|| (audio->TempBufLen == 0)) {
#endif /* VQAVOC_ON */
return (0);
}
/* Compute start & end blocks to copy into */
startblock = (loader->AudBufPos / config->HMIBufSize);
endblock = (loader->AudBufPos + audio->TempBufLen) / config->HMIBufSize;
if (endblock >= audio->NumAudBlocks) {
endblock -= audio->NumAudBlocks;
}
/* If 'endblock' hasn't played yet, return VQAERR_SLEEPING */
if (audio->IsLoaded[endblock] == 1) {
return (VQAERR_SLEEPING);
}
/* Copy the data:
*
* - If 'startblock' < 'endblock', copy the entire buffer
* - Otherwise, fill to the end of the buffer with part of the data, then
* copy the rest to the beginning of the buffer
*/
if (startblock <= endblock) {
/* Copy data */
memcpy((audio->Buffer + loader->AudBufPos), audio->TempBuf,
audio->TempBufLen);
/* Adjust current load position */
loader->AudBufPos += audio->TempBufLen;
/* Mark buffer as empty */
audio->TempBufLen = 0;
/* Set all blocks to loaded */
for (i = startblock; i < endblock; i++) {
audio->IsLoaded[i] = 1;
}
return (0);
} else {
/* Compute length of each piece */
len1 = config->AudioBufSize - loader->AudBufPos;
len2 = audio->TempBufLen - len1;
/* Copy 1st piece into end of Audio Buffer */
memcpy((audio->Buffer + loader->AudBufPos), audio->TempBuf, len1);
/* Copy 2nd piece into start of Audio Buffer */
memcpy(audio->Buffer, audio->TempBuf + len1, len2);
/* Adjust load position */
loader->AudBufPos = len2;
/* Mark buffer as empty */
audio->TempBufLen = 0;
/* Set blocks to loaded */
for (i = startblock; i < audio->NumAudBlocks; i++) {
audio->IsLoaded[i] = 1;
}
for (i = 0; i < endblock; i++) {
audio->IsLoaded[i] = 1;
}
return (0);
}
}
#if(VQAVOC_ON && VQAAUDIO_ON)
/****************************************************************************
*
* NAME
* Load_VOC_Block - Loads blocks from seperate VOC file.
*
* SYNOPSIS
* Load_VOC_Block(VQAFile, VQAData)
*
* void Load_VOC_Block(VQAFile *, VQAData *);
*
* FUNCTION
*
* INPUTS
* VQAFile - Pointer to VQAFile structure
* VQAData - Pointer to VQAData structure
*
* RESULT
* NONE
*
****************************************************************************/
static void Load_VOC_Block(VQAHandleP *vqap)
{
VQAData *vqabuf;
VQALoader *loader;
VQAAudio *audio;
VQAConfig *config;
static long lastplayblock = -1;
static long myblock = 0;
static long firsttime = 1;
long numblocks;
long i;
/* Dereference commonly used data members for quicker access. */
vqabuf = vqap->VQABuf;
loader = &vqabuf->Loader;
audio = &vqabuf->Audio;
config = &vqap->Config;
/* Do nothing if no buffer */
if (audio->Buffer == NULL) {
return;
}
/* If this is the first time we're called, pre-load the 1st 'n' audio
* blocks, where 'n' is half the total audio buffer size; this way, we'll
* always stay ahead of HMI.
*/
if (firsttime) {
numblocks = (audio->NumAudBlocks / 2);
read(vqap->vocfh, audio->Buffer, config->HMIBufSize * numblocks);
loader->AudBufPos += config->HMIBufSize * numblocks;
if (loader->AudBufPos >= config->AudioBufSize) {
loader->AudBufPos = 0;
}
for (i = 0; i < numblocks; i++) {
audio->IsLoaded[i] = 1;
}
myblock += numblocks;
if (myblock >= audio->NumAudBlocks) {
myblock = 0;
}
firsttime = 0;
}
/* If HMI's block has changed, load the next block & mark it as loaded */
if (audio->PlayPosition / config->HMIBufSize != lastplayblock) {
/* update HMI's last known block position */
lastplayblock = audio->PlayPosition / config->HMIBufSize;
/* read the VOC data */
read(vqap->vocfh, (audio->Buffer + myblock * config->HMIBufSize),
config->HMIBufSize);
loader->AudBufPos += config->HMIBufSize;
if (loader->AudBufPos >= config->AudioBufSize) {
loader->AudBufPos = 0;
}
/* set the IsLoaded flags */
audio->IsLoaded[myblock] = 1;
/* increment my block counter */
myblock++;
if (myblock >= audio->NumAudBlocks) {
myblock = 0;
}
}
}
#endif /* VQAVOC_ON */
#endif /* VQAAUDIO_ON */