scummvm/engines/saga/animation.cpp

889 lines
22 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 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.
*
* $URL$
* $Id$
*
*/
// Background animation management module
#include "saga/saga.h"
#include "saga/gfx.h"
#include "saga/console.h"
#include "saga/events.h"
#include "saga/interface.h"
#include "saga/render.h"
#include "saga/rscfile.h"
#include "saga/scene.h"
#include "saga/animation.h"
namespace Saga {
Anim::Anim(SagaEngine *vm) : _vm(vm) {
uint16 i;
_cutawayList = NULL;
_cutawayListLength = 0;
_cutawayActive = false;
for (i = 0; i < MAX_ANIMATIONS; i++)
_animations[i] = NULL;
for (i = 0; i < ARRAYSIZE(_cutawayAnimations); i++)
_cutawayAnimations[i] = NULL;
}
Anim::~Anim(void) {
reset();
}
void Anim::loadCutawayList(const byte *resourcePointer, size_t resourceLength) {
free(_cutawayList);
_cutawayListLength = resourceLength / 8;
_cutawayList = (Cutaway *)malloc(_cutawayListLength * sizeof(Cutaway));
MemoryReadStream cutawayS(resourcePointer, resourceLength);
for (int i = 0; i < _cutawayListLength; i++) {
_cutawayList[i].backgroundResourceId = cutawayS.readUint16LE();
_cutawayList[i].animResourceId = cutawayS.readUint16LE();
_cutawayList[i].cycles = cutawayS.readSint16LE();
_cutawayList[i].frameRate = cutawayS.readSint16LE();
}
}
void Anim::freeCutawayList(void) {
free(_cutawayList);
_cutawayList = NULL;
_cutawayListLength = 0;
}
void Anim::playCutaway(int cut, bool fade) {
debug(0, "playCutaway(%d, %d)", cut, fade);
bool startImmediately = false;
_cutAwayFade = fade;
// Chained cutaway, clean up the previous cutaway
if (_cutawayActive) {
clearCutaway();
// This is used because when AM is zapping the child's mother in Benny's chapter,
// there is a cutaway followed by a video. The video needs to start immediately after
// the cutaway so that it looks like the original
startImmediately = true;
}
_vm->_gfx->savePalette();
if (fade) {
_vm->_gfx->getCurrentPal(saved_pal);
// TODO
/*
Event event;
static PalEntry cur_pal[PAL_ENTRIES];
_vm->_gfx->getCurrentPal(cur_pal);
event.type = kEvTImmediate;
event.code = kPalEvent;
event.op = kEventPalToBlack;
event.time = 0;
event.duration = kNormalFadeDuration;
event.data = cur_pal;
_vm->_events->queue(&event);
*/
}
// Prepare cutaway
_vm->_gfx->showCursor(false);
_vm->_interface->setStatusText("");
_vm->_interface->setSaveReminderState(0);
_vm->_interface->rememberMode();
if (_cutAwayMode == kPanelVideo)
_vm->_interface->setMode(kPanelVideo);
else
_vm->_interface->setMode(kPanelCutaway);
_cutawayActive = true;
// Set the initial background and palette for the cutaway
ResourceContext *context = _vm->_resource->getContext(GAME_RESOURCEFILE);
byte *resourceData;
size_t resourceDataLength;
_vm->_resource->loadResource(context, _cutawayList[cut].backgroundResourceId, resourceData, resourceDataLength);
byte *buf;
size_t buflen;
int width;
int height;
_vm->decodeBGImage(resourceData, resourceDataLength, &buf, &buflen, &width, &height);
const PalEntry *palette = (const PalEntry *)_vm->getImagePal(resourceData, resourceDataLength);
Surface *bgSurface = _vm->_render->getBackGroundSurface();
const Rect rect(width, height);
bgSurface->blit(rect, buf);
_vm->_frameCount++;
_vm->_gfx->setPalette(palette);
free(buf);
free(resourceData);
// Play the animation
int cutawaySlot = -1;
for (int i = 0; i < ARRAYSIZE(_cutawayAnimations); i++) {
if (!_cutawayAnimations[i]) {
cutawaySlot = i;
} else if (_cutawayAnimations[i]->state == ANIM_PAUSE) {
delete _cutawayAnimations[i];
_cutawayAnimations[i] = NULL;
cutawaySlot = i;
} else if (_cutawayAnimations[i]->state == ANIM_PLAYING) {
_cutawayAnimations[i]->state = ANIM_PAUSE;
}
}
if (cutawaySlot == -1) {
warning("Could not allocate cutaway animation slot");
return;
}
// Some cutaways in IHNM have animResourceId equal to 0, which means that they only have
// a background frame and no animation. Those animations are actually game scripts.
// An example is the "nightfall" animation in Ben's chapter (fadein-fadeout), the animation
// for the second from the left monitor in Ellen's chapter etc
// Therefore, skip the animation bit if animResourceId is 0 and only show the background
if (_cutawayList[cut].animResourceId == 0)
return;
_vm->_resource->loadResource(context, _cutawayList[cut].animResourceId, resourceData, resourceDataLength);
load(MAX_ANIMATIONS + cutawaySlot, resourceData, resourceDataLength);
free(resourceData);
setCycles(MAX_ANIMATIONS + cutawaySlot, _cutawayList[cut].cycles);
setFrameTime(MAX_ANIMATIONS + cutawaySlot, 1000 / _cutawayList[cut].frameRate);
if (_cutAwayMode != kPanelVideo || startImmediately)
play(MAX_ANIMATIONS + cutawaySlot, 0);
else {
Event event;
event.type = kEvTOneshot;
event.code = kAnimEvent;
event.op = kEventPlay;
event.param = MAX_ANIMATIONS + cutawaySlot;
event.time = (40 / 3) * 1000 / _cutawayList[cut].frameRate;
_vm->_events->queue(&event);
}
}
void Anim::endCutaway(void) {
// I believe this is called by scripts after running one cutaway. At
// this time, nothing needs to be done here.
debug(0, "endCutaway()");
}
void Anim::returnFromCutaway(void) {
// I believe this is called by scripts after running a cutaway to
// ensure that we return to the scene as if nothing had happened. It's
// not called by the IHNM intro, presumably because there is no old
// scene to return to.
debug(0, "returnFromCutaway()");
if (_cutawayActive) {
Event event;
Event *q_event = NULL;
if (_cutAwayFade) {
static PalEntry cur_pal[PAL_ENTRIES];
_vm->_gfx->getCurrentPal(cur_pal);
event.type = kEvTImmediate;
event.code = kPalEvent;
event.op = kEventPalToBlack;
event.time = 0;
event.duration = kNormalFadeDuration;
event.data = cur_pal;
q_event = _vm->_events->queue(&event);
}
// Clear the cutaway. Note that this sets _cutawayActive to false
event.type = kEvTImmediate;
event.code = kCutawayEvent;
event.op = kEventClear;
event.time = 0;
event.duration = 0;
if (_cutAwayFade)
q_event = _vm->_events->chain(q_event, &event); // chain with the other events
else
q_event = _vm->_events->queue(&event);
_vm->_scene->restoreScene();
// Restore the animations
event.type = kEvTImmediate;
event.code = kAnimEvent;
event.op = kEventResumeAll;
event.time = 0;
event.duration = 0;
q_event = _vm->_events->chain(q_event, &event); // chain with the other events
// Draw the scene
event.type = kEvTImmediate;
event.code = kSceneEvent;
event.op = kEventDraw;
event.time = 0;
event.duration = 0;
q_event = _vm->_events->chain(q_event, &event); // chain with the other events
// Handle fade up, if we previously faded down
if (_cutAwayFade) {
event.type = kEvTImmediate;
event.code = kPalEvent;
event.op = kEventBlackToPal;
event.time = 0;
event.duration = kNormalFadeDuration;
event.data = saved_pal;
q_event = _vm->_events->chain(q_event, &event);
}
event.type = kEvTOneshot;
event.code = kScriptEvent;
event.op = kEventThreadWake;
event.param = kWaitTypeWakeUp;
q_event = _vm->_events->chain(q_event, &event);
}
}
void Anim::clearCutaway(void) {
debug(1, "clearCutaway()");
if (_cutawayActive) {
_cutawayActive = false;
for (int i = 0; i < ARRAYSIZE(_cutawayAnimations); i++) {
delete _cutawayAnimations[i];
_cutawayAnimations[i] = NULL;
}
_vm->_interface->restoreMode();
_vm->_gfx->showCursor(true);
}
}
void Anim::startVideo(int vid, bool fade) {
debug(0, "startVideo(%d, %d)", vid, fade);
_vm->_interface->setStatusText("");
_vm->_frameCount = 0;
playCutaway(vid, fade);
}
void Anim::endVideo(void) {
debug(0, "endVideo()");
clearCutaway();
}
void Anim::returnFromVideo(void) {
debug(0, "returnFromVideo()");
returnFromCutaway();
}
void Anim::load(uint16 animId, const byte *animResourceData, size_t animResourceLength) {
AnimationData *anim;
uint16 temp;
if (animId >= MAX_ANIMATIONS) {
if (animId >= MAX_ANIMATIONS + ARRAYSIZE(_cutawayAnimations))
error("Anim::load could not find unused animation slot");
anim = _cutawayAnimations[animId - MAX_ANIMATIONS] = new AnimationData(animResourceData, animResourceLength);
} else
anim = _animations[animId] = new AnimationData(animResourceData, animResourceLength);
MemoryReadStreamEndian headerReadS(anim->resourceData, anim->resourceLength, _vm->isBigEndian());
anim->magic = headerReadS.readUint16LE(); // cause ALWAYS LE
anim->screenWidth = headerReadS.readUint16();
anim->screenHeight = headerReadS.readUint16();
anim->unknown06 = headerReadS.readByte();
anim->unknown07 = headerReadS.readByte();
anim->maxFrame = headerReadS.readByte() - 1;
anim->loopFrame = headerReadS.readByte() - 1;
temp = headerReadS.readUint16BE();
anim->start = headerReadS.pos();
if (temp == (uint16)(-1)) {
temp = 0;
}
anim->start += temp;
// Cache frame offsets
anim->frameOffsets = (size_t *)malloc((anim->maxFrame + 1) * sizeof(*anim->frameOffsets));
if (anim->frameOffsets == NULL) {
memoryError("Anim::load");
}
fillFrameOffsets(anim);
/* char s[200];
sprintf(s, "d:\\anim%i",animId);
long flen=anim->resourceLength;
char *buf=(char*)anim->resourceData;
FILE*f;
f=fopen(s,"wb");
for (long i = 0; i < flen; i++)
fputc(buf[i],f);
fclose(f);*/
// Set animation data
anim->currentFrame = 0;
anim->completed = 0;
anim->cycles = anim->maxFrame;
anim->frameTime = DEFAULT_FRAME_TIME;
anim->flags = ANIM_FLAG_NONE;
anim->linkId = -1;
anim->state = ANIM_PAUSE;
}
void Anim::link(int16 animId1, int16 animId2) {
AnimationData *anim1;
AnimationData *anim2;
anim1 = getAnimation(animId1);
anim1->linkId = animId2;
if (animId2 == -1) {
return;
}
anim2 = getAnimation(animId2);
anim2->frameTime = anim1->frameTime;
}
void Anim::setCycles(uint16 animId, int cycles) {
AnimationData *anim;
anim = getAnimation(animId);
anim->cycles = cycles;
}
void Anim::play(uint16 animId, int vectorTime, bool playing) {
Event event;
Surface *backGroundSurface;
byte *displayBuffer;
uint16 frame;
int frameTime;
AnimationData *anim;
AnimationData *linkAnim;
if (animId > MAX_ANIMATIONS && !_cutawayActive)
return;
if (animId < MAX_ANIMATIONS && _cutawayActive)
return;
anim = getAnimation(animId);
backGroundSurface = _vm->_render->getBackGroundSurface();
displayBuffer = (byte*)backGroundSurface->pixels;
if (playing) {
anim->state = ANIM_PLAYING;
}
if (anim->state == ANIM_PAUSE) {
return;
}
if (anim->completed < anim->cycles) {
frame = anim->currentFrame;
// WORKAROUND for a buggy animation in IHNM. Animation 0 in scene 67 (the mob of angry prisoners) should
// start from frame 0, not frame 1. Frame 0 is the background of the animation (the mob of prisoners), whereas
// the rest of the frames are their animated arms. Therefore, in order for the prisoners to appear correctly,
// frame 0 should be displayed as the first frame, but anim->currentframe is set to 1, which means that the
// prisoners will never be shown. In the original, the prisoners (first frame in the animation) are shown a
// bit after the animation is started (which is wrong again, but not that apparent), whereas in ScummVM the
// first frame is never shown. Therefore, make sure that for this animation, frame 0 is shown first
if (_vm->getGameType() == GType_IHNM && _vm->_scene->currentChapterNumber() == 4 &&
_vm->_scene->currentSceneNumber() == 67 && animId == 0 && anim->completed == 1)
frame = 0;
// FIXME: if start > 0, then this works incorrectly
decodeFrame(anim, anim->frameOffsets[frame], displayBuffer, _vm->getDisplayWidth() * _vm->getDisplayHeight());
_vm->_frameCount++;
anim->currentFrame++;
if (anim->completed != 65535) {
anim->completed++;
}
if (anim->currentFrame > anim->maxFrame) {
anim->currentFrame = anim->loopFrame;
_vm->_frameCount++;
if (anim->state == ANIM_STOPPING || anim->currentFrame == -1) {
anim->state = ANIM_PAUSE;
}
}
} else {
_vm->_frameCount += 100; // make sure the waiting thread stops waiting
// Animation done playing
anim->state = ANIM_PAUSE;
if (anim->linkId == -1) {
if (anim->flags & ANIM_FLAG_ENDSCENE) {
// This animation ends the scene
event.type = kEvTOneshot;
event.code = kSceneEvent;
event.op = kEventEnd;
event.time = anim->frameTime + vectorTime;
_vm->_events->queue(&event);
}
return;
} else {
anim->currentFrame = 0;
anim->completed = 0;
}
}
if (anim->state == ANIM_PAUSE && anim->linkId != -1) {
// If this animation has a link, follow it
linkAnim = getAnimation(anim->linkId);
debug(5, "Animation ended going to %d", anim->linkId);
linkAnim->state = ANIM_PLAYING;
animId = anim->linkId;
frameTime = 0;
} else {
frameTime = anim->frameTime + vectorTime;
}
event.type = kEvTOneshot;
event.code = kAnimEvent;
event.op = kEventFrame;
event.param = animId;
event.time = frameTime;
_vm->_events->queue(&event);
}
void Anim::stop(uint16 animId) {
AnimationData *anim;
anim = getAnimation(animId);
anim->state = ANIM_PAUSE;
}
void Anim::finish(uint16 animId) {
AnimationData *anim;
anim = getAnimation(animId);
anim->state = ANIM_STOPPING;
}
void Anim::resume(uint16 animId, int cycles) {
AnimationData *anim;
anim = getAnimation(animId);
anim->cycles += cycles;
play(animId, 0, true);
}
void Anim::reset() {
uint16 i;
for (i = 0; i < MAX_ANIMATIONS; i++) {
if (_animations[i] != NULL) {
delete _animations[i];
_animations[i] = NULL;
}
}
for (i = 0; i < ARRAYSIZE(_cutawayAnimations); i++) {
if (_cutawayAnimations[i] != NULL) {
delete _cutawayAnimations[i];
_cutawayAnimations[i] = NULL;
}
}
}
void Anim::setFlag(uint16 animId, uint16 flag) {
AnimationData *anim;
anim = getAnimation(animId);
anim->flags |= flag;
}
void Anim::clearFlag(uint16 animId, uint16 flag) {
AnimationData *anim;
anim = getAnimation(animId);
anim->flags &= ~flag;
}
void Anim::setFrameTime(uint16 animId, int time) {
AnimationData *anim;
anim = getAnimation(animId);
anim->frameTime = time;
}
int16 Anim::getCurrentFrame(uint16 animId) {
AnimationData *anim;
anim = getAnimation(animId);
return anim->currentFrame;
}
void Anim::decodeFrame(AnimationData *anim, size_t frameOffset, byte *buf, size_t bufLength) {
byte *writePointer = NULL;
uint16 xStart = 0;
uint16 yStart = 0;
uint32 screenWidth;
uint32 screenHeight;
int markByte;
byte dataByte;
int newRow;
uint16 controlChar;
uint16 paramChar;
uint16 runcount;
int xVector;
uint16 i;
bool longData = isLongData();
screenWidth = anim->screenWidth;
screenHeight = anim->screenHeight;
if ((screenWidth * screenHeight) > bufLength) {
// Buffer argument is too small to hold decoded frame, abort.
error("decodeFrame() Buffer size inadequate");
}
MemoryReadStream readS(anim->resourceData + frameOffset, anim->resourceLength - frameOffset);
#if 1
#define VALIDATE_WRITE_POINTER \
if ((writePointer < buf) || (writePointer >= (buf + screenWidth * screenHeight))) { \
error("VALIDATE_WRITE_POINTER: writePointer=%p buf=%p", (void *)writePointer, (void *)buf); \
}
#else
#define VALIDATE_WRITE_POINTER
#endif
// Begin RLE decompression to output buffer
do {
markByte = readS.readByte();
switch (markByte) {
case SAGA_FRAME_START:
xStart = readS.readUint16BE();
if (longData)
yStart = readS.readUint16BE();
else
yStart = readS.readByte();
readS.readByte(); /* Skip pad byte */
/*xPos = */readS.readUint16BE();
/*yPos = */readS.readUint16BE();
/*width = */readS.readUint16BE();
/*height = */readS.readUint16BE();
// Setup write pointer to the draw origin
writePointer = (buf + (yStart * screenWidth) + xStart);
VALIDATE_WRITE_POINTER;
continue;
break;
case SAGA_FRAME_NOOP: // Does nothing
readS.readByte();
readS.readByte();
readS.readByte();
continue;
break;
case SAGA_FRAME_LONG_UNCOMPRESSED_RUN: // Long Unencoded Run
runcount = readS.readSint16BE();
for (i = 0; i < runcount; i++) {
dataByte = readS.readByte();
if (dataByte != 0) {
*writePointer = dataByte;
}
writePointer++;
VALIDATE_WRITE_POINTER;
}
continue;
break;
case SAGA_FRAME_LONG_COMPRESSED_RUN: // Long encoded run
runcount = readS.readSint16BE();
dataByte = readS.readByte();
for (i = 0; i < runcount; i++) {
*writePointer++ = dataByte;
VALIDATE_WRITE_POINTER;
}
continue;
break;
case SAGA_FRAME_ROW_END: // End of row
xVector = readS.readSint16BE();
if (longData)
newRow = readS.readSint16BE();
else
newRow = readS.readByte();
// Set write pointer to the new draw origin
writePointer = buf + ((yStart + newRow) * screenWidth) + xStart + xVector;
VALIDATE_WRITE_POINTER;
continue;
break;
case SAGA_FRAME_REPOSITION: // Reposition command
xVector = readS.readSint16BE();
writePointer += xVector;
VALIDATE_WRITE_POINTER;
continue;
break;
case SAGA_FRAME_END: // End of frame marker
return;
break;
default:
break;
}
// Mask all but two high order control bits
controlChar = markByte & 0xC0U;
paramChar = markByte & 0x3FU;
switch (controlChar) {
case SAGA_FRAME_EMPTY_RUN: // 1100 0000
// Run of empty pixels
runcount = paramChar + 1;
writePointer += runcount;
VALIDATE_WRITE_POINTER;
continue;
break;
case SAGA_FRAME_COMPRESSED_RUN: // 1000 0000
// Run of compressed data
runcount = paramChar + 1;
dataByte = readS.readByte();
for (i = 0; i < runcount; i++) {
*writePointer++ = dataByte;
VALIDATE_WRITE_POINTER;
}
continue;
break;
case SAGA_FRAME_UNCOMPRESSED_RUN: // 0100 0000
// Uncompressed run
runcount = paramChar + 1;
for (i = 0; i < runcount; i++) {
dataByte = readS.readByte();
if (dataByte != 0) {
*writePointer = dataByte;
}
writePointer++;
VALIDATE_WRITE_POINTER;
}
continue;
break;
default:
// Unknown marker found - abort
error("decodeFrame() Invalid RLE marker encountered");
break;
}
} while (1);
}
void Anim::fillFrameOffsets(AnimationData *anim) {
uint16 currentFrame;
byte markByte;
uint16 control;
uint16 runcount;
int i;
bool longData = isLongData();
MemoryReadStreamEndian readS(anim->resourceData, anim->resourceLength, _vm->isBigEndian());
readS.seek(12);
readS._bigEndian = !_vm->isBigEndian(); // RLE has inversion BE<>LE
for (currentFrame = 0; currentFrame <= anim->maxFrame; currentFrame++) {
anim->frameOffsets[currentFrame] = readS.pos();
// For some strange reason, the animation header is in little
// endian format, but the actual RLE encoded frame data,
// including the frame header, is in big endian format. */
do {
markByte = readS.readByte();
// debug(7, "_pos=%x currentFrame=%i markByte=%x", readS.pos(), currentFrame, markByte);
switch (markByte) {
case SAGA_FRAME_START: // Start of frame
// skip header
if (longData) {
readS.seek(13, SEEK_CUR);
} else {
readS.seek(12, SEEK_CUR);
}
continue;
break;
case SAGA_FRAME_END: // End of frame marker
continue;
break;
case SAGA_FRAME_REPOSITION: // Reposition command
readS.readSint16BE();
continue;
break;
case SAGA_FRAME_ROW_END: // End of row marker
readS.readSint16BE();
if (longData)
readS.readSint16BE();
else
readS.readByte();
continue;
break;
case SAGA_FRAME_LONG_COMPRESSED_RUN: // Long compressed run marker
readS.readSint16BE();
readS.readByte();
continue;
break;
case SAGA_FRAME_LONG_UNCOMPRESSED_RUN: // (16) 0001 0000
// Long Uncompressed Run
runcount = readS.readSint16BE();
for (i = 0; i < runcount; i++)
readS.readByte();
continue;
break;
case SAGA_FRAME_NOOP: // Does nothing
readS.readByte();
readS.readByte();
readS.readByte();
continue;
break;
default:
break;
}
// Mask all but two high order (control) bits
control = markByte & 0xC0;
switch (control) {
case SAGA_FRAME_EMPTY_RUN:
// Run of empty pixels
continue;
break;
case SAGA_FRAME_COMPRESSED_RUN:
// Run of compressed data
readS.readByte(); // Skip data byte
continue;
break;
case SAGA_FRAME_UNCOMPRESSED_RUN:
// Uncompressed run
runcount = (markByte & 0x3f) + 1;
for (i = 0; i < runcount; i++)
readS.readByte();
continue;
break;
default:
error("Encountered unknown RLE marker %i", markByte);
break;
}
} while (markByte != SAGA_FRAME_END);
}
}
void Anim::animInfo() {
uint16 animCount;
uint16 i;
animCount = getAnimationCount();
_vm->_console->DebugPrintf("There are %d animations loaded:\n", animCount);
for (i = 0; i < MAX_ANIMATIONS; i++) {
if (_animations[i] == NULL) {
continue;
}
_vm->_console->DebugPrintf("%02d: Frames: %u Flags: %u\n", i, _animations[i]->maxFrame, _animations[i]->flags);
}
}
void Anim::cutawayInfo() {
uint16 i;
_vm->_console->DebugPrintf("There are %d cutaways loaded:\n", _cutawayListLength);
for (i = 0; i < _cutawayListLength; i++) {
_vm->_console->DebugPrintf("%02d: Bg res: %u Anim res: %u Cycles: %u Framerate: %u\n", i,
_cutawayList[i].backgroundResourceId, _cutawayList[i].animResourceId,
_cutawayList[i].cycles, _cutawayList[i].frameRate);
}
}
void Anim::resumeAll() {
// Restore the animations
for (int i = 0; i < MAX_ANIMATIONS; i++) {
if (_animations[i] && _animations[i]->state == ANIM_PLAYING) {
resume(i, 0);
}
}
}
} // End of namespace Saga