mirror of
https://github.com/libretro/scummvm.git
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2d8b25f656
The previous bugfix just hid the problem by removing an assert, but it might demonstrate itself in another way later. This is a proper bugfix. svn-id: r48460
629 lines
17 KiB
C++
629 lines
17 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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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#include "draci/draci.h"
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#include "draci/animation.h"
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#include "draci/barchive.h"
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#include "draci/game.h"
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#include "draci/screen.h"
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#include "draci/sound.h"
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#include "draci/surface.h"
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namespace Draci {
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Animation::Animation(DraciEngine *vm, int id, uint z, bool playing) : _vm(vm) {
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_id = id;
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_index = kIgnoreIndex;
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_z = z;
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clearShift();
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_displacement = kNoDisplacement;
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_playing = playing;
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_looping = false;
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_paused = false;
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_canBeQuick = false;
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_tick = _vm->_system->getMillis();
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_currentFrame = 0;
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_hasChangedFrame = true;
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_callback = &Animation::doNothing;
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_isRelative = false;
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}
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Animation::~Animation() {
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deleteFrames();
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}
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void Animation::setRelative(int relx, int rely) {
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// Delete the previous frame if there is one
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if (_frames.size() > 0)
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markDirtyRect(_vm->_screen->getSurface());
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_displacement.relX = relx;
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_displacement.relY = rely;
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}
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Displacement Animation::getCurrentFrameDisplacement() const {
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Displacement dis = _displacement;
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dis.relX += scummvm_lround(dis.extraScaleX * _shift.x);
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dis.relY += scummvm_lround(dis.extraScaleY * _shift.y);
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return dis;
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}
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Common::Point Animation::getCurrentFramePosition() const {
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Displacement dis = getCurrentFrameDisplacement();
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return Common::Point(dis.relX, dis.relY);
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}
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void Animation::setLooping(bool looping) {
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_looping = looping;
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debugC(7, kDraciAnimationDebugLevel, "Setting looping to %d on animation %d",
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looping, _id);
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}
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void Animation::markDirtyRect(Surface *surface) const {
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if (getFrameCount() == 0)
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return;
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// Fetch the current frame's rectangle
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const Drawable *frame = getConstCurrentFrame();
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Common::Rect frameRect = frame->getRect(getCurrentFrameDisplacement());
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// Mark the rectangle dirty on the surface
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surface->markDirtyRect(frameRect);
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}
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void Animation::nextFrame(bool force) {
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// If there are no frames or if the animation is not playing, return
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if (getFrameCount() == 0 || !_playing)
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return;
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const Drawable *frame = getConstCurrentFrame();
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Surface *surface = _vm->_screen->getSurface();
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if (force || (_tick + frame->getDelay() <= _vm->_system->getMillis()) ||
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(_canBeQuick && _vm->_game->getEnableQuickHero() && _vm->_game->getWantQuickHero())) {
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// If we are at the last frame and not looping, stop the animation
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// The animation is also restarted to frame zero
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if ((_currentFrame == getFrameCount() - 1) && !_looping) {
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// When the animation reaches its end, call the preset callback
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(this->*_callback)();
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} else {
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// Mark old frame dirty so it gets deleted
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markDirtyRect(surface);
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_shift.x += _relativeShifts[_currentFrame].x;
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_shift.y += _relativeShifts[_currentFrame].y;
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_currentFrame = nextFrameNum();
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_tick = _vm->_system->getMillis();
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// Fetch new frame and mark it dirty
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markDirtyRect(surface);
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// If the animation is paused, then nextFrameNum()
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// returns the same frame number even though the time
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// has elapsed to switch to another frame. We must not
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// flip _hasChangedFrame to true, otherwise the sample
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// assigned to this frame will be re-started over and
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// over until all sound handles are exhausted (happens,
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// e.g., when switching to the inventory which pauses
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// all animations).
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_hasChangedFrame = !_paused;
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}
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}
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debugC(6, kDraciAnimationDebugLevel,
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"anim=%d tick=%d delay=%d tick+delay=%d currenttime=%d frame=%d framenum=%d x=%d y=%d z=%d",
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_id, _tick, frame->getDelay(), _tick + frame->getDelay(), _vm->_system->getMillis(),
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_currentFrame, _frames.size(), frame->getX() + getRelativeX(), frame->getY() + getRelativeY(), _z);
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}
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uint Animation::nextFrameNum() const {
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if (_paused)
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return _currentFrame;
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if ((_currentFrame == getFrameCount() - 1) && _looping)
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return 0;
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else
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return _currentFrame + 1;
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}
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void Animation::drawFrame(Surface *surface) {
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// If there are no frames or the animation is not playing, return
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if (_frames.size() == 0 || !_playing)
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return;
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const Drawable *frame = getConstCurrentFrame();
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if (_id == kOverlayImage) {
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// No displacement or relative animations is supported.
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frame->draw(surface, false, 0, 0);
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} else {
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// Draw frame: first shifted by the relative shift and then
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// scaled/shifted by the given displacement.
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frame->drawReScaled(surface, false, getCurrentFrameDisplacement());
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}
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const SoundSample *sample = _samples[_currentFrame];
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if (_hasChangedFrame && sample) {
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debugC(3, kDraciSoundDebugLevel,
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"Playing sample on animation %d, frame %d: %d+%d at %dHz",
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_id, _currentFrame, sample->_offset, sample->_length, sample->_frequency);
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_vm->_sound->playSound(sample, Audio::Mixer::kMaxChannelVolume, false);
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}
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_hasChangedFrame = false;
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}
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void Animation::setPlaying(bool playing) {
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_tick = _vm->_system->getMillis();
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_playing = playing;
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// When restarting an animation, allow playing sounds.
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_hasChangedFrame |= playing;
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}
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void Animation::setScaleFactors(double scaleX, double scaleY) {
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debugC(5, kDraciAnimationDebugLevel,
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"Setting scaling factors on anim %d (scaleX: %.3f scaleY: %.3f)",
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_id, scaleX, scaleY);
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markDirtyRect(_vm->_screen->getSurface());
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_displacement.extraScaleX = scaleX;
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_displacement.extraScaleY = scaleY;
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}
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void Animation::addFrame(Drawable *frame, const SoundSample *sample) {
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_frames.push_back(frame);
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_samples.push_back(sample);
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_relativeShifts.push_back(Common::Point(0, 0));
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}
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void Animation::makeLastFrameRelative(int x, int y) {
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_relativeShifts.back() = Common::Point(x, y);
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}
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void Animation::clearShift() {
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_shift = Common::Point(0, 0);
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}
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void Animation::replaceFrame(int i, Drawable *frame, const SoundSample *sample) {
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_frames[i] = frame;
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_samples[i] = sample;
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}
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const Drawable *Animation::getConstCurrentFrame() const {
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// If there are no frames stored, return NULL
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return _frames.size() > 0 ? _frames[_currentFrame] : NULL;
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}
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Drawable *Animation::getCurrentFrame() {
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// If there are no frames stored, return NULL
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return _frames.size() > 0 ? _frames[_currentFrame] : NULL;
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}
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Drawable *Animation::getFrame(int frameNum) {
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// If there are no frames stored, return NULL
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return _frames.size() > 0 ? _frames[frameNum] : NULL;
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}
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void Animation::setCurrentFrame(uint frame) {
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// Check whether the value is sane
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if (frame >= _frames.size()) {
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return;
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}
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_currentFrame = frame;
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}
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void Animation::deleteFrames() {
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// If there are no frames to delete, return
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if (_frames.size() == 0) {
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return;
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}
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markDirtyRect(_vm->_screen->getSurface());
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for (int i = getFrameCount() - 1; i >= 0; --i) {
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delete _frames[i];
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_frames.pop_back();
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}
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_relativeShifts.clear();
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_samples.clear();
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}
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void Animation::exitGameLoop() {
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_vm->_game->setExitLoop(true);
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}
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void Animation::tellWalkingState() {
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_vm->_game->heroAnimationFinished();
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}
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void Animation::play() {
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if (isPlaying()) {
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return;
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}
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// Mark the first frame dirty so it gets displayed
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markDirtyRect(_vm->_screen->getSurface());
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setPlaying(true);
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debugC(3, kDraciAnimationDebugLevel, "Playing animation %d...", getID());
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}
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void Animation::stop() {
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if (!isPlaying()) {
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return;
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}
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// Clean up the last frame that was drawn before stopping
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markDirtyRect(_vm->_screen->getSurface());
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setPlaying(false);
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// Reset the animation to the beginning
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setCurrentFrame(0);
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clearShift();
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debugC(3, kDraciAnimationDebugLevel, "Stopping animation %d...", getID());
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}
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void Animation::del() {
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_vm->_anims->deleteAnimation(this);
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}
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void AnimationManager::pauseAnimations() {
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if (_animationPauseCounter++) {
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// Already paused
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return;
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}
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if ((*it)->getID() > 0 || (*it)->getID() == kTitleText) {
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// Clean up the last frame that was drawn before stopping
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(*it)->markDirtyRect(_vm->_screen->getSurface());
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(*it)->setPaused(true);
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}
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}
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}
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void AnimationManager::unpauseAnimations() {
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if (--_animationPauseCounter) {
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// Still paused
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return;
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}
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if ((*it)->isPaused()) {
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// Clean up the last frame that was drawn before stopping
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(*it)->markDirtyRect(_vm->_screen->getSurface());
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(*it)->setPaused(false);
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}
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}
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}
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Animation *AnimationManager::getAnimation(int id) {
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if ((*it)->getID() == id) {
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return *it;
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}
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}
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return NULL;
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}
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void AnimationManager::insert(Animation *anim, bool allocateIndex) {
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if (allocateIndex)
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anim->setIndex(++_lastIndex);
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if (anim->getZ() < (*it)->getZ())
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break;
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}
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_animations.insert(it, anim);
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}
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void AnimationManager::drawScene(Surface *surf) {
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// Fill the screen with colour zero since some rooms may rely on the screen being black
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_vm->_screen->getSurface()->fill(0);
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sortAnimations();
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if (! ((*it)->isPlaying()) ) {
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continue;
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}
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(*it)->nextFrame(false);
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(*it)->drawFrame(surf);
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}
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}
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void AnimationManager::sortAnimations() {
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Common::List<Animation *>::iterator cur;
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Common::List<Animation *>::iterator next;
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cur = _animations.begin();
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// If the list is empty, we're done
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if (cur == _animations.end())
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return;
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bool hasChanged;
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do {
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hasChanged = false;
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cur = _animations.begin();
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next = cur;
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while (true) {
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next++;
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// If we are at the last element, we're done
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if (next == _animations.end())
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break;
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// If we find an animation out of order, reinsert it
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if ((*next)->getZ() < (*cur)->getZ()) {
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Animation *anim = *next;
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next = _animations.reverse_erase(next);
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insert(anim, false);
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hasChanged = true;
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}
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// Advance to next animation
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cur = next;
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}
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} while (hasChanged);
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}
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void AnimationManager::deleteAnimation(Animation *anim) {
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if (!anim) {
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return;
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}
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Common::List<Animation *>::iterator it;
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int index = -1;
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// Iterate for the first time to delete the animation
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if (*it == anim) {
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// Remember index of the deleted animation
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index = (*it)->getIndex();
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debugC(3, kDraciAnimationDebugLevel, "Deleting animation %d...", anim->getID());
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delete *it;
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_animations.erase(it);
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break;
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}
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}
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// Iterate the second time to decrease indexes greater than the deleted animation index
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if ((*it)->getIndex() > index && (*it)->getIndex() != kIgnoreIndex) {
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(*it)->setIndex((*it)->getIndex() - 1);
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}
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}
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// Decrement index of last animation
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_lastIndex -= 1;
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}
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void AnimationManager::deleteOverlays() {
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debugC(3, kDraciAnimationDebugLevel, "Deleting overlays...");
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if ((*it)->getID() == kOverlayImage) {
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delete *it;
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it = _animations.reverse_erase(it);
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}
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}
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}
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void AnimationManager::deleteAll() {
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debugC(3, kDraciAnimationDebugLevel, "Deleting all animations...");
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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delete *it;
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}
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_animations.clear();
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_lastIndex = -1;
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}
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void AnimationManager::deleteAfterIndex(int index) {
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if ((*it)->getIndex() > index) {
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debugC(3, kDraciAnimationDebugLevel, "Deleting animation %d...", (*it)->getID());
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delete *it;
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it = _animations.reverse_erase(it);
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}
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}
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_lastIndex = index;
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}
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const Animation *AnimationManager::getTopAnimation(int x, int y) const {
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Common::List<Animation *>::const_iterator it;
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Animation *retval = NULL;
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// Get transparent colour for the current screen
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const int transparent = _vm->_screen->getSurface()->getTransparentColour();
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for (it = _animations.reverse_begin(); it != _animations.end(); --it) {
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Animation *anim = *it;
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// If the animation is not playing, ignore it
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if (!anim->isPlaying() || anim->isPaused()) {
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continue;
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}
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const Drawable *frame = anim->getConstCurrentFrame();
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if (frame == NULL) {
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continue;
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}
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bool matches = false;
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if (frame->getRect(anim->getCurrentFrameDisplacement()).contains(x, y)) {
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if (frame->getType() == kDrawableText) {
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matches = true;
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} else if (frame->getType() == kDrawableSprite &&
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reinterpret_cast<const Sprite *>(frame)->getPixel(x, y, anim->getCurrentFrameDisplacement()) != transparent) {
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matches = true;
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}
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}
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// Return the top-most animation object, unless it is a
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// non-clickable sprite (overlay, debugging sprites for
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// walking, or title/speech text) and there is an actual object
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// underneath it.
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if (matches) {
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if (anim->getID() > kOverlayImage || anim->getID() < kSpeechText) {
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return anim;
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} else if (retval == NULL) {
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retval = anim;
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}
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}
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}
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// The default return value if no animations were found on these coordinates (not even overlays)
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return retval;
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}
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Animation *AnimationManager::load(uint animNum) {
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// Make double-sure that an animation isn't loaded more than twice,
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// otherwise horrible things happen in the AnimationManager, because
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// they use a simple link-list without duplicate checking. This should
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// never happen unless there is a bug in the game, because all GPL2
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// commands are guarded.
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assert(!getAnimation(animNum));
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const BAFile *animFile = _vm->_animationsArchive->getFile(animNum);
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Common::MemoryReadStream animationReader(animFile->_data, animFile->_length);
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|
|
|
uint numFrames = animationReader.readByte();
|
|
|
|
// The following two flags are ignored by the played. Memory logic was
|
|
// a hint to the old player whether it should cache the sprites or load
|
|
// them on demand. We have 1 memory manager and ignore these hints.
|
|
animationReader.readByte();
|
|
// The disable erasing field is just a (poor) optimization flag that
|
|
// turns of drawing the background underneath the sprite. By reading
|
|
// the source code of the old player, I'm not sure if that would ever
|
|
// have worked. There are only 6 animations in the game with this flag
|
|
// true. All of them have just 1 animation phase and they are used to
|
|
// patch a part of the original background by a new sprite. This
|
|
// should work with the default logic as well---just play this
|
|
// animation on top of the background. Since the only meaning of the
|
|
// flag was optimization, ignoring should be OK even without dipping
|
|
// into details.
|
|
animationReader.readByte();
|
|
const bool cyclic = animationReader.readByte();
|
|
const bool relative = animationReader.readByte();
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|
|
|
Animation *anim = new Animation(_vm, animNum, 0, false);
|
|
insert(anim, true);
|
|
|
|
anim->setLooping(cyclic);
|
|
anim->setIsRelative(relative);
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|
|
|
for (uint i = 0; i < numFrames; ++i) {
|
|
uint spriteNum = animationReader.readUint16LE() - 1;
|
|
int x = animationReader.readSint16LE();
|
|
int y = animationReader.readSint16LE();
|
|
uint scaledWidth = animationReader.readUint16LE();
|
|
uint scaledHeight = animationReader.readUint16LE();
|
|
byte mirror = animationReader.readByte();
|
|
int sample = animationReader.readUint16LE() - 1;
|
|
uint freq = animationReader.readUint16LE();
|
|
uint delay = animationReader.readUint16LE();
|
|
|
|
// _spritesArchive is flushed when entering a room. All
|
|
// scripts in a room are responsible for loading their animations.
|
|
const BAFile *spriteFile = _vm->_spritesArchive->getFile(spriteNum);
|
|
Sprite *sp = new Sprite(spriteFile->_data, spriteFile->_length,
|
|
relative ? 0 : x, relative ? 0 : y, true);
|
|
|
|
// Some frames set the scaled dimensions to 0 even though other frames
|
|
// from the same animations have them set to normal values
|
|
// We work around this by assuming it means no scaling is necessary
|
|
if (scaledWidth == 0) {
|
|
scaledWidth = sp->getWidth();
|
|
}
|
|
|
|
if (scaledHeight == 0) {
|
|
scaledHeight = sp->getHeight();
|
|
}
|
|
|
|
sp->setScaled(scaledWidth, scaledHeight);
|
|
|
|
if (mirror)
|
|
sp->setMirrorOn();
|
|
|
|
sp->setDelay(delay * 10);
|
|
|
|
anim->addFrame(sp, _vm->_soundsArchive->getSample(sample, freq));
|
|
if (relative) {
|
|
anim->makeLastFrameRelative(x, y);
|
|
}
|
|
}
|
|
|
|
return anim;
|
|
}
|
|
|
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} // End of namespace Draci
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