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https://github.com/libretro/scummvm.git
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152 lines
4.8 KiB
C++
152 lines
4.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program 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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*
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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. See the
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* GNU General Public License for more details.
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*
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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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*
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*/
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#include "mutationofjb/room.h"
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#include "mutationofjb/animationdecoder.h"
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#include "mutationofjb/encryptedfile.h"
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#include "mutationofjb/game.h"
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#include "mutationofjb/gamedata.h"
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#include "mutationofjb/util.h"
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#include "common/str.h"
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#include "common/translation.h"
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#include "graphics/screen.h"
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namespace MutationOfJB {
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enum {
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GAME_AREA_WIDTH = 320,
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GAME_AREA_HEIGHT = 139
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};
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class RoomAnimationDecoderCallback : public AnimationDecoderCallback {
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public:
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RoomAnimationDecoderCallback(Room &room) : _room(room) {}
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virtual void onFrame(int frameNo, Graphics::Surface &surface) override;
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virtual void onPaletteUpdated(byte palette[PALETTE_SIZE]) override;
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private:
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Room &_room;
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};
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void RoomAnimationDecoderCallback::onPaletteUpdated(byte palette[PALETTE_SIZE]) {
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_room._screen->setPalette(palette, 0x00, 0xC0); // Load only 0xC0 colors.
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}
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void RoomAnimationDecoderCallback::onFrame(int frameNo, Graphics::Surface &surface) {
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if (frameNo == 0) {
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Common::Rect rect(0, 0, GAME_AREA_WIDTH, GAME_AREA_HEIGHT);
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if (_room._game->isCurrentSceneMap()) {
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rect = Common::Rect(0, 0, 320, 200);
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} else {
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_room._background.blitFrom(surface, rect, Common::Point(0, 0));
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}
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_room._screen->blitFrom(surface, rect, Common::Point(0, 0));
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}
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const int frameNo1 = frameNo + 1;
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Scene *scene = _room._game->getGameData().getCurrentScene();
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if (scene) {
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const uint8 noObjects = scene->getNoObjects();
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for (int i = 0; i < noObjects; ++i) {
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Object &object = scene->_objects[i];
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const uint16 startFrame = (object._WY << 8) + object._FS;
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if (frameNo1 >= startFrame && frameNo1 < startFrame + object._NA) {
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const int x = object._x;
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const int y = object._y;
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const int w = (object._XL + 3) / 4 * 4; // Original code uses this to round up width to a multiple of 4.
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const int h = object._YL;
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Common::Rect rect(x, y, x + w, y + h);
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const Graphics::Surface sharedSurface = surface.getSubArea(rect);
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Graphics::Surface outSurface;
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outSurface.copyFrom(sharedSurface);
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_room._surfaces[_room._objectsStart[i] + frameNo1 - startFrame] = outSurface;
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}
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}
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}
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}
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Room::Room(Game *game, Graphics::Screen *screen) : _game(game), _screen(screen), _background(GAME_AREA_WIDTH, GAME_AREA_HEIGHT) {}
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bool Room::load(uint8 roomNumber, bool roomB) {
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_objectsStart.clear();
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_surfaces.clear(); // TODO: Fix memory leak.
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Scene *const scene = _game->getGameData().getCurrentScene();
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if (scene) {
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const uint8 noObjects = scene->getNoObjects();
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for (int i = 0; i < noObjects; ++i) {
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uint8 firstIndex = 0;
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if (i != 0) {
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firstIndex = _objectsStart[i - 1] + scene->_objects[i - 1]._NA;
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}
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_objectsStart.push_back(firstIndex);
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uint8 numAnims = scene->_objects[i]._NA;
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while (numAnims--) {
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_surfaces.push_back(Graphics::Surface());
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}
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}
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}
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const Common::String fileName = Common::String::format("room%d%s.dat", roomNumber, roomB ? "b" : "");
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AnimationDecoder decoder(fileName);
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RoomAnimationDecoderCallback callback(*this);
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return decoder.decode(&callback);
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}
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void Room::drawObjectAnimation(uint8 objectId, int animOffset) {
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Scene *const scene = _game->getGameData().getCurrentScene();
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if (!scene) {
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return;
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}
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Object *const object = scene->getObject(objectId);
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if (!object) {
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return;
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}
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const int startFrame = _objectsStart[objectId - 1];
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const int animFrame = startFrame + animOffset;
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// TODO: Threshold.
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_screen->blitFrom(_surfaces[animFrame], Common::Point(object->_x, object->_y));
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}
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void Room::redraw() {
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if (!_game->isCurrentSceneMap()) {
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Common::Rect rect(0, 0, GAME_AREA_WIDTH, GAME_AREA_HEIGHT);
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_screen->blitFrom(_background.rawSurface(), rect, Common::Point(0, 0));
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}
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Scene *const currentScene = _game->getGameData().getCurrentScene();
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for (int i = 0; i < currentScene->getNoObjects(); ++i) {
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Object *const obj = currentScene->getObject(i + 1);
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if (obj->_AC) {
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drawObjectAnimation(i + 1, 0);
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}
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}
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}
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}
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