scummvm/engines/draci/animation.cpp
Robert Špalek e779284403 Sound effects are now correctly played.
Dubbing is not yet played.

svn-id: r45000
2009-10-12 22:27:23 +00:00

589 lines
13 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.
*
* $URL$
* $Id$
*
*/
#include "draci/draci.h"
#include "draci/animation.h"
namespace Draci {
Animation::Animation(DraciEngine *vm, int index) : _vm(vm) {
_id = kUnused;
_index = index;
_z = 0;
_displacement = kNoDisplacement;
_playing = false;
_looping = false;
_paused = false;
_tick = _vm->_system->getMillis();
_currentFrame = 0;
_hasChangedFrame = true;
_callback = &Animation::doNothing;
}
Animation::~Animation() {
deleteFrames();
}
bool Animation::isLooping() const {
return _looping;
}
void Animation::setRelative(int relx, int rely) {
// Delete the previous frame if there is one
if (_frames.size() > 0)
markDirtyRect(_vm->_screen->getSurface());
_displacement.relX = relx;
_displacement.relY = rely;
}
void Animation::setLooping(bool looping) {
_looping = looping;
debugC(7, kDraciAnimationDebugLevel, "Setting looping to %d on animation %d",
looping, _id);
}
void Animation::markDirtyRect(Surface *surface) const {
// Fetch the current frame's rectangle
Drawable *frame = _frames[_currentFrame];
Common::Rect frameRect = frame->getRect(_displacement);
// Mark the rectangle dirty on the surface
surface->markDirtyRect(frameRect);
}
void Animation::nextFrame(bool force) {
// If there are no frames or if the animation is not playing, return
if (getFrameCount() == 0 || !_playing)
return;
Drawable *frame = _frames[_currentFrame];
Surface *surface = _vm->_screen->getSurface();
if (force || (_tick + frame->getDelay() <= _vm->_system->getMillis())) {
// If we are at the last frame and not looping, stop the animation
// The animation is also restarted to frame zero
if ((_currentFrame == getFrameCount() - 1) && !_looping) {
// When the animation reaches its end, call the preset callback
(this->*_callback)();
} else {
// Mark old frame dirty so it gets deleted
markDirtyRect(surface);
_currentFrame = nextFrameNum();
_tick = _vm->_system->getMillis();
// Fetch new frame and mark it dirty
markDirtyRect(surface);
_hasChangedFrame = true;
}
}
debugC(6, kDraciAnimationDebugLevel,
"anim=%d tick=%d delay=%d tick+delay=%d currenttime=%d frame=%d framenum=%d x=%d y=%d z=%d",
_id, _tick, frame->getDelay(), _tick + frame->getDelay(), _vm->_system->getMillis(),
_currentFrame, _frames.size(), frame->getX() + getRelativeX(), frame->getY() + getRelativeY(), _z);
}
uint Animation::nextFrameNum() const {
if (_paused)
return _currentFrame;
if ((_currentFrame == getFrameCount() - 1) && _looping)
return 0;
else
return _currentFrame + 1;
}
void Animation::drawFrame(Surface *surface) {
// If there are no frames or the animation is not playing, return
if (_frames.size() == 0 || !_playing)
return;
const Drawable *frame = _frames[_currentFrame];
if (_id == kOverlayImage) {
frame->draw(surface, false);
} else {
// Draw frame
frame->drawReScaled(surface, false, _displacement);
}
const SoundSample *sample = _samples[_currentFrame];
if (_hasChangedFrame && sample) {
debugC(3, kDraciSoundDebugLevel,
"Playing sample on animation %d, frame %d: %d+%d at %dHz",
_id, _currentFrame, sample->_offset, sample->_length, sample->_frequency);
_vm->_sound->playSound(sample, Audio::Mixer::kMaxChannelVolume, false);
}
_hasChangedFrame = false;
}
void Animation::setID(int id) {
_id = id;
}
int Animation::getID() const {
return _id;
}
void Animation::setZ(uint z) {
_z = z;
}
uint Animation::getZ() const {
return _z;
}
int Animation::getRelativeX() const {
return _displacement.relX;
}
int Animation::getRelativeY() const {
return _displacement.relY;
}
bool Animation::isPlaying() const {
return _playing;
}
void Animation::setPlaying(bool playing) {
_tick = _vm->_system->getMillis();
_playing = playing;
// When restarting an animation, allow playing sounds.
_hasChangedFrame |= playing;
}
bool Animation::isPaused() const {
return _paused;
}
void Animation::setPaused(bool paused) {
_paused = paused;
}
void Animation::setScaleFactors(double scaleX, double scaleY) {
debugC(5, kDraciAnimationDebugLevel,
"Setting scaling factors on anim %d (scaleX: %.3f scaleY: %.3f)",
_id, scaleX, scaleY);
markDirtyRect(_vm->_screen->getSurface());
_displacement.extraScaleX = scaleX;
_displacement.extraScaleY = scaleY;
}
double Animation::getScaleX() const {
return _displacement.extraScaleX;
}
double Animation::getScaleY() const {
return _displacement.extraScaleY;
}
void Animation::addFrame(Drawable *frame, const SoundSample *sample) {
_frames.push_back(frame);
_samples.push_back(sample);
}
int Animation::getIndex() const {
return _index;
}
void Animation::setIndex(int index) {
_index = index;
}
Drawable *Animation::getFrame(int frameNum) {
// If there are no frames stored, return NULL
if (_frames.size() == 0) {
return NULL;
}
// If no argument is passed, return the current frame
if (frameNum == kCurrentFrame) {
return _frames[_currentFrame];
} else {
return _frames[frameNum];
}
}
uint Animation::getFrameCount() const {
return _frames.size();
}
uint Animation::currentFrameNum() const {
return _currentFrame;
}
void Animation::setCurrentFrame(uint frame) {
// Check whether the value is sane
if (frame >= _frames.size()) {
return;
}
_currentFrame = frame;
}
void Animation::deleteFrames() {
// If there are no frames to delete, return
if (_frames.size() == 0) {
return;
}
markDirtyRect(_vm->_screen->getSurface());
for (int i = getFrameCount() - 1; i >= 0; --i) {
delete _frames[i];
_frames.pop_back();
}
_samples.clear();
}
void Animation::stopAnimation() {
_vm->_anims->stop(_id);
}
void Animation::exitGameLoop() {
_vm->_game->setExitLoop(true);
}
Animation *AnimationManager::addAnimation(int id, uint z, bool playing) {
// Increment animation index
++_lastIndex;
Animation *anim = new Animation(_vm, _lastIndex);
anim->setID(id);
anim->setZ(z);
anim->setPlaying(playing);
insertAnimation(anim);
return anim;
}
Animation *AnimationManager::addItem(int id, bool playing) {
Animation *anim = new Animation(_vm, kIgnoreIndex);
anim->setID(id);
anim->setZ(256);
anim->setPlaying(playing);
insertAnimation(anim);
return anim;
}
Animation *AnimationManager::addText(int id, bool playing) {
Animation *anim = new Animation(_vm, kIgnoreIndex);
anim->setID(id);
anim->setZ(257);
anim->setPlaying(playing);
insertAnimation(anim);
return anim;
}
void AnimationManager::play(int id) {
Animation *anim = getAnimation(id);
if (anim) {
// Mark the first frame dirty so it gets displayed
anim->markDirtyRect(_vm->_screen->getSurface());
anim->setPlaying(true);
debugC(3, kDraciAnimationDebugLevel, "Playing animation %d...", id);
}
}
void AnimationManager::stop(int id) {
Animation *anim = getAnimation(id);
if (anim) {
// Clean up the last frame that was drawn before stopping
anim->markDirtyRect(_vm->_screen->getSurface());
anim->setPlaying(false);
// Reset the animation to the beginning
anim->setCurrentFrame(0);
debugC(3, kDraciAnimationDebugLevel, "Stopping animation %d...", id);
}
}
void AnimationManager::pauseAnimations() {
Common::List<Animation *>::iterator it;
for (it = _animations.begin(); it != _animations.end(); ++it) {
if ((*it)->getID() > 0 || (*it)->getID() == kTitleText) {
// Clean up the last frame that was drawn before stopping
(*it)->markDirtyRect(_vm->_screen->getSurface());
(*it)->setPaused(true);
}
}
}
void AnimationManager::unpauseAnimations() {
Common::List<Animation *>::iterator it;
for (it = _animations.begin(); it != _animations.end(); ++it) {
if ((*it)->isPaused()) {
// Clean up the last frame that was drawn before stopping
(*it)->markDirtyRect(_vm->_screen->getSurface());
(*it)->setPaused(false);
}
}
}
Animation *AnimationManager::getAnimation(int id) {
Common::List<Animation *>::iterator it;
for (it = _animations.begin(); it != _animations.end(); ++it) {
if ((*it)->getID() == id) {
return *it;
}
}
return NULL;
}
void AnimationManager::insertAnimation(Animation *anim) {
Common::List<Animation *>::iterator it;
for (it = _animations.begin(); it != _animations.end(); ++it) {
if (anim->getZ() < (*it)->getZ())
break;
}
_animations.insert(it, anim);
}
void AnimationManager::addOverlay(Drawable *overlay, uint z) {
// Since this is an overlay, we don't need it to be deleted
// when the GPL Release command is invoked so we pass the index
// as kIgnoreIndex
Animation *anim = new Animation(_vm, kIgnoreIndex);
anim->setID(kOverlayImage);
anim->setZ(z);
anim->setPlaying(true);
anim->addFrame(overlay, NULL);
insertAnimation(anim);
}
void AnimationManager::drawScene(Surface *surf) {
// Fill the screen with colour zero since some rooms may rely on the screen being black
_vm->_screen->getSurface()->fill(0);
sortAnimations();
Common::List<Animation *>::iterator it;
for (it = _animations.begin(); it != _animations.end(); ++it) {
if (! ((*it)->isPlaying()) ) {
continue;
}
(*it)->nextFrame();
(*it)->drawFrame(surf);
}
}
void AnimationManager::sortAnimations() {
Common::List<Animation *>::iterator cur;
Common::List<Animation *>::iterator next;
cur = _animations.begin();
// If the list is empty, we're done
if (cur == _animations.end())
return;
bool hasChanged;
do {
hasChanged = false;
cur = _animations.begin();
next = cur;
while (true) {
next++;
// If we are at the last element, we're done
if (next == _animations.end())
break;
// If we find an animation out of order, reinsert it
if ((*next)->getZ() < (*cur)->getZ()) {
Animation *anim = *next;
next = _animations.reverse_erase(next);
insertAnimation(anim);
hasChanged = true;
}
// Advance to next animation
cur = next;
}
} while (hasChanged);
}
void AnimationManager::deleteAnimation(int id) {
Common::List<Animation *>::iterator it;
int index = -1;
// Iterate for the first time to delete the animation
for (it = _animations.begin(); it != _animations.end(); ++it) {
if ((*it)->getID() == id) {
// Remember index of the deleted animation
index = (*it)->getIndex();
delete *it;
_animations.erase(it);
debugC(3, kDraciAnimationDebugLevel, "Deleting animation %d...", id);
break;
}
}
// Iterate the second time to decrease indexes greater than the deleted animation index
for (it = _animations.begin(); it != _animations.end(); ++it) {
if ((*it)->getIndex() > index && (*it)->getIndex() != kIgnoreIndex) {
(*it)->setIndex((*it)->getIndex() - 1);
}
}
// Decrement index of last animation
_lastIndex -= 1;
}
void AnimationManager::deleteOverlays() {
debugC(3, kDraciAnimationDebugLevel, "Deleting overlays...");
Common::List<Animation *>::iterator it;
for (it = _animations.begin(); it != _animations.end(); ++it) {
if ((*it)->getID() == kOverlayImage) {
delete *it;
it = _animations.reverse_erase(it);
}
}
}
void AnimationManager::deleteAll() {
debugC(3, kDraciAnimationDebugLevel, "Deleting all animations...");
Common::List<Animation *>::iterator it;
for (it = _animations.begin(); it != _animations.end(); ++it) {
delete *it;
}
_animations.clear();
_lastIndex = -1;
}
int AnimationManager::getLastIndex() const {
return _lastIndex;
}
void AnimationManager::deleteAfterIndex(int index) {
Common::List<Animation *>::iterator it;
for (it = _animations.begin(); it != _animations.end(); ++it) {
if ((*it)->getIndex() > index) {
debugC(3, kDraciAnimationDebugLevel, "Deleting animation %d...", (*it)->getID());
delete *it;
it = _animations.reverse_erase(it);
}
}
_lastIndex = index;
}
int AnimationManager::getTopAnimationID(int x, int y) const {
Common::List<Animation *>::const_iterator it;
// The default return value if no animations were found on these coordinates (not even overlays)
// i.e. the black background shows through so treat it as an overlay
int retval = kOverlayImage;
// Get transparent colour for the current screen
const int transparent = _vm->_screen->getSurface()->getTransparentColour();
for (it = _animations.reverse_begin(); it != _animations.end(); --it) {
Animation *anim = *it;
// If the animation is not playing, ignore it
if (!anim->isPlaying() || anim->isPaused()) {
continue;
}
const Drawable *frame = anim->getFrame();
if (frame == NULL) {
continue;
}
if (frame->getRect(anim->getDisplacement()).contains(x, y)) {
if (frame->getType() == kDrawableText) {
retval = anim->getID();
} else if (frame->getType() == kDrawableSprite &&
reinterpret_cast<const Sprite *>(frame)->getPixel(x, y, anim->getDisplacement()) != transparent) {
retval = anim->getID();
}
}
// Found an animation
if (retval != kOverlayImage)
break;
}
return retval;
}
}