mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-13 21:31:53 +00:00
9778bec419
svn-id: r28924
991 lines
25 KiB
C++
991 lines
25 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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// Background animation management module
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#include "saga/saga.h"
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#include "saga/gfx.h"
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#include "saga/console.h"
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#include "saga/events.h"
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#include "saga/interface.h"
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#include "saga/render.h"
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#include "saga/rscfile.h"
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#include "saga/scene.h"
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#include "saga/animation.h"
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namespace Saga {
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Anim::Anim(SagaEngine *vm) : _vm(vm) {
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uint16 i;
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_cutawayList = NULL;
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_cutawayListLength = 0;
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_cutawayActive = false;
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for (i = 0; i < MAX_ANIMATIONS; i++)
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_animations[i] = NULL;
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for (i = 0; i < ARRAYSIZE(_cutawayAnimations); i++)
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_cutawayAnimations[i] = NULL;
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}
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Anim::~Anim(void) {
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reset();
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}
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void Anim::loadCutawayList(const byte *resourcePointer, size_t resourceLength) {
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free(_cutawayList);
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_cutawayListLength = resourceLength / 8;
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_cutawayList = (Cutaway *)malloc(_cutawayListLength * sizeof(Cutaway));
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MemoryReadStream cutawayS(resourcePointer, resourceLength);
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for (int i = 0; i < _cutawayListLength; i++) {
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_cutawayList[i].backgroundResourceId = cutawayS.readUint16LE();
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_cutawayList[i].animResourceId = cutawayS.readUint16LE();
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_cutawayList[i].cycles = cutawayS.readSint16LE();
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_cutawayList[i].frameRate = cutawayS.readSint16LE();
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}
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}
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void Anim::freeCutawayList(void) {
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free(_cutawayList);
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_cutawayList = NULL;
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_cutawayListLength = 0;
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}
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int Anim::playCutaway(int cut, bool fade) {
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debug(0, "playCutaway(%d, %d)", cut, fade);
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Event event;
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Event *q_event = NULL;
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bool startImmediately = false;
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byte *resourceData;
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size_t resourceDataLength;
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ResourceContext *context = _vm->_resource->getContext(GAME_RESOURCEFILE);
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_cutAwayFade = fade;
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_vm->_gfx->savePalette();
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_vm->_gfx->getCurrentPal(saved_pal);
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if (fade) {
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static PalEntry cur_pal[PAL_ENTRIES];
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_vm->_interface->setFadeMode(kFadeOut);
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// Fade to black out
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_vm->_gfx->getCurrentPal(cur_pal);
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event.type = kEvTImmediate;
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event.code = kPalEvent;
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event.op = kEventPalToBlack;
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event.time = 0;
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event.duration = kNormalFadeDuration;
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event.data = cur_pal;
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q_event = _vm->_events->queue(&event);
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// set fade mode
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event.type = kEvTImmediate;
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event.code = kInterfaceEvent;
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event.op = kEventSetFadeMode;
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event.param = kNoFade;
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event.time = 0;
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event.duration = 0;
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q_event = _vm->_events->chain(q_event, &event);
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}
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// Prepare cutaway
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if (!_cutawayActive) {
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_vm->_gfx->showCursor(false);
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_vm->_interface->setStatusText("");
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_vm->_interface->setSaveReminderState(0);
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_vm->_interface->rememberMode();
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_cutawayActive = true;
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} else {
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// If another cutaway is up, start the next cutaway immediately
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startImmediately = true;
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}
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if (_cutAwayMode == kPanelVideo)
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_vm->_interface->setMode(kPanelVideo);
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else
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_vm->_interface->setMode(kPanelCutaway);
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if (fade) {
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// Set the initial background and palette for the cutaway
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event.type = kEvTImmediate;
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event.code = kCutawayEvent;
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event.op = kEventShowCutawayBg;
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event.time = 0;
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event.duration = 0;
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event.param = _cutawayList[cut].backgroundResourceId;
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q_event = _vm->_events->chain(q_event, &event);
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} else {
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showCutawayBg(_cutawayList[cut].backgroundResourceId);
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}
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// Play the animation
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int cutawaySlot = -1;
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for (int i = 0; i < ARRAYSIZE(_cutawayAnimations); i++) {
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if (!_cutawayAnimations[i]) {
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cutawaySlot = i;
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} else if (_cutawayAnimations[i]->state == ANIM_PAUSE) {
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delete _cutawayAnimations[i];
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_cutawayAnimations[i] = NULL;
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cutawaySlot = i;
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} else if (_cutawayAnimations[i]->state == ANIM_PLAYING) {
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_cutawayAnimations[i]->state = ANIM_PAUSE;
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}
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}
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if (cutawaySlot == -1) {
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warning("Could not allocate cutaway animation slot");
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return 0;
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}
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// Some cutaways in IHNM have animResourceId equal to 0, which means that they only have
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// a background frame and no animation. Those animations are actually game scripts.
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// An example is the "nightfall" animation in Ben's chapter (fadein-fadeout), the animation
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// for the second from the left monitor in Ellen's chapter etc
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// Therefore, skip the animation bit if animResourceId is 0 and only show the background
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if (_cutawayList[cut].animResourceId != 0) {
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_vm->_resource->loadResource(context, _cutawayList[cut].animResourceId, resourceData, resourceDataLength);
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load(MAX_ANIMATIONS + cutawaySlot, resourceData, resourceDataLength);
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free(resourceData);
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setCycles(MAX_ANIMATIONS + cutawaySlot, _cutawayList[cut].cycles);
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setFrameTime(MAX_ANIMATIONS + cutawaySlot, 1000 / _cutawayList[cut].frameRate);
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}
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if (_cutAwayMode != kPanelVideo || startImmediately)
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play(MAX_ANIMATIONS + cutawaySlot, 0);
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else {
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event.type = kEvTOneshot;
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event.code = kAnimEvent;
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event.op = kEventPlay;
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event.param = MAX_ANIMATIONS + cutawaySlot;
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event.time = (40 / 3) * 1000 / _cutawayList[cut].frameRate;
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if (fade)
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q_event = _vm->_events->chain(q_event, &event);
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else
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_vm->_events->queue(&event);
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}
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return MAX_ANIMATIONS + cutawaySlot;
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}
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void Anim::endCutaway(void) {
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// This is called by scripts after a cutaway is finished. At this time,
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// nothing needs to be done here.
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debug(0, "endCutaway()");
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}
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void Anim::returnFromCutaway(void) {
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// This is called by scripts after a cutaway is finished, to return back
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// to the scene that the cutaway was called from. It's not called by the
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// IHNM intro, as there is no old scene to return to.
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debug(0, "returnFromCutaway()");
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if (_cutawayActive) {
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Event event;
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Event *q_event = NULL;
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if (_cutAwayFade) {
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static PalEntry cur_pal[PAL_ENTRIES];
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_vm->_interface->setFadeMode(kFadeOut);
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// Fade to black out
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_vm->_gfx->getCurrentPal(cur_pal);
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event.type = kEvTImmediate;
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event.code = kPalEvent;
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event.op = kEventPalToBlack;
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event.time = 0;
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event.duration = kNormalFadeDuration;
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event.data = cur_pal;
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q_event = _vm->_events->queue(&event);
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// set fade mode
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event.type = kEvTImmediate;
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event.code = kInterfaceEvent;
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event.op = kEventSetFadeMode;
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event.param = kNoFade;
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event.time = 0;
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event.duration = 0;
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q_event = _vm->_events->chain(q_event, &event);
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}
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// Clear the cutaway. Note that this sets _cutawayActive to false
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event.type = kEvTImmediate;
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event.code = kCutawayEvent;
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event.op = kEventClear;
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event.time = 0;
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event.duration = 0;
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if (_cutAwayFade)
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q_event = _vm->_events->chain(q_event, &event); // chain with the other events
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else
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q_event = _vm->_events->queue(&event);
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_vm->_scene->restoreScene();
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// Restore the animations
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event.type = kEvTImmediate;
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event.code = kAnimEvent;
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event.op = kEventResumeAll;
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event.time = 0;
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event.duration = 0;
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q_event = _vm->_events->chain(q_event, &event); // chain with the other events
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// Draw the scene
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event.type = kEvTImmediate;
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event.code = kSceneEvent;
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event.op = kEventDraw;
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event.time = 0;
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event.duration = 0;
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q_event = _vm->_events->chain(q_event, &event); // chain with the other events
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// Handle fade up, if we previously faded down
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if (_cutAwayFade) {
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event.type = kEvTImmediate;
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event.code = kPalEvent;
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event.op = kEventBlackToPal;
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event.time = 0;
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event.duration = kNormalFadeDuration;
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event.data = saved_pal;
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q_event = _vm->_events->chain(q_event, &event);
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}
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event.type = kEvTOneshot;
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event.code = kScriptEvent;
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event.op = kEventThreadWake;
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event.param = kWaitTypeWakeUp;
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q_event = _vm->_events->chain(q_event, &event);
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}
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}
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void Anim::clearCutaway(void) {
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PalEntry *pal;
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debug(1, "clearCutaway()");
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if (_cutawayActive) {
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_cutawayActive = false;
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for (int i = 0; i < ARRAYSIZE(_cutawayAnimations); i++) {
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delete _cutawayAnimations[i];
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_cutawayAnimations[i] = NULL;
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}
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_vm->_interface->restoreMode();
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_vm->_gfx->showCursor(true);
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if (_vm->getGameId() == GID_IHNM_DEMO) {
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// Enable the save reminder state after each cutaway for the IHNM demo
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_vm->_interface->setSaveReminderState(true);
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}
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// Set the scene's palette
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_vm->_scene->getBGPal(pal);
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_vm->_gfx->setPalette(pal);
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}
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}
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void Anim::showCutawayBg(int bg) {
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ResourceContext *context = _vm->_resource->getContext(GAME_RESOURCEFILE);
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byte *resourceData;
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size_t resourceDataLength;
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byte *buf;
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size_t buflen;
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int width;
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int height;
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Event event;
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static PalEntry pal[PAL_ENTRIES];
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_vm->_resource->loadResource(context, bg, resourceData, resourceDataLength);
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_vm->decodeBGImage(resourceData, resourceDataLength, &buf, &buflen, &width, &height);
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const byte *palPointer = _vm->getImagePal(resourceData, resourceDataLength);
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memcpy(pal, palPointer, sizeof(pal));
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Surface *bgSurface = _vm->_render->getBackGroundSurface();
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const Rect rect(width, height);
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bgSurface->blit(rect, buf);
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_vm->_frameCount++;
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if (_cutAwayFade) {
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// Handle fade up, if we previously faded down
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event.type = kEvTImmediate;
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event.code = kPalEvent;
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event.op = kEventBlackToPal;
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event.time = 0;
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event.duration = kNormalFadeDuration;
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event.data = pal;
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_vm->_events->queue(&event);
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} else {
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_vm->_gfx->setPalette(pal);
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}
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free(buf);
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free(resourceData);
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}
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void Anim::startVideo(int vid, bool fade) {
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debug(0, "startVideo(%d, %d)", vid, fade);
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_vm->_interface->setStatusText("");
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_vm->_frameCount = 0;
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playCutaway(vid, fade);
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}
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void Anim::endVideo(void) {
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debug(0, "endVideo()");
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clearCutaway();
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}
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void Anim::returnFromVideo(void) {
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debug(0, "returnFromVideo()");
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returnFromCutaway();
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}
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void Anim::load(uint16 animId, const byte *animResourceData, size_t animResourceLength) {
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AnimationData *anim;
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uint16 temp;
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if (animId >= MAX_ANIMATIONS) {
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if (animId >= MAX_ANIMATIONS + ARRAYSIZE(_cutawayAnimations))
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error("Anim::load could not find unused animation slot");
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anim = _cutawayAnimations[animId - MAX_ANIMATIONS] = new AnimationData(animResourceData, animResourceLength);
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} else
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anim = _animations[animId] = new AnimationData(animResourceData, animResourceLength);
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MemoryReadStreamEndian headerReadS(anim->resourceData, anim->resourceLength, _vm->isBigEndian());
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anim->magic = headerReadS.readUint16LE(); // cause ALWAYS LE
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anim->screenWidth = headerReadS.readUint16();
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anim->screenHeight = headerReadS.readUint16();
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anim->unknown06 = headerReadS.readByte();
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anim->unknown07 = headerReadS.readByte();
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anim->maxFrame = headerReadS.readByte() - 1;
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anim->loopFrame = headerReadS.readByte() - 1;
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temp = headerReadS.readUint16BE();
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anim->start = headerReadS.pos();
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if (temp == (uint16)(-1)) {
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temp = 0;
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}
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anim->start += temp;
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// Cache frame offsets
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// WORKAROUND: Cutaway with background resource ID 37 (loaded as cutaway #4) is ending credits.
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// For some reason it has wrong number of frames specified in its header. So we calculate it here:
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if (animId > MAX_ANIMATIONS && _cutawayListLength > 4 && _cutawayList[4].backgroundResourceId == 37 && anim->maxFrame == 143)
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anim->maxFrame = fillFrameOffsets(anim, false);
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anim->frameOffsets = (size_t *)malloc((anim->maxFrame + 1) * sizeof(*anim->frameOffsets));
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if (anim->frameOffsets == NULL) {
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memoryError("Anim::load");
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}
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fillFrameOffsets(anim);
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// Set animation data
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// HACK: We set currentFrame to -1, as the first frame of the animation is never drawn otherwise
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// (check Anim::play)
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anim->currentFrame = -1;
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anim->completed = 0;
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anim->cycles = anim->maxFrame;
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anim->frameTime = DEFAULT_FRAME_TIME;
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anim->flags = ANIM_FLAG_NONE;
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anim->linkId = -1;
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anim->state = ANIM_PAUSE;
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}
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void Anim::link(int16 animId1, int16 animId2) {
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AnimationData *anim1;
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AnimationData *anim2;
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anim1 = getAnimation(animId1);
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anim1->linkId = animId2;
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if (animId2 == -1) {
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return;
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}
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anim2 = getAnimation(animId2);
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anim2->frameTime = anim1->frameTime;
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}
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void Anim::setCycles(uint16 animId, int cycles) {
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AnimationData *anim;
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anim = getAnimation(animId);
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anim->cycles = cycles;
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}
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int Anim::getCycles(uint16 animId) {
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if (animId >= MAX_ANIMATIONS && _cutawayAnimations[animId - MAX_ANIMATIONS] == NULL)
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return 0;
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return getAnimation(animId)->cycles;
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}
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void Anim::play(uint16 animId, int vectorTime, bool playing) {
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Event event;
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Surface *backGroundSurface;
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byte *displayBuffer;
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uint16 frame;
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int frameTime;
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AnimationData *anim;
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AnimationData *linkAnim;
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if (animId > MAX_ANIMATIONS && !_cutawayActive)
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return;
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if (animId < MAX_ANIMATIONS && _cutawayActive)
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return;
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if (animId >= MAX_ANIMATIONS && _cutawayAnimations[animId - MAX_ANIMATIONS] == NULL) {
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// In IHNM, cutaways without an animation bit are not rendered, but the framecount
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// needs to be updated
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_vm->_frameCount++;
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event.type = kEvTOneshot;
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event.code = kAnimEvent;
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event.op = kEventFrame;
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event.param = animId;
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event.time = 10;
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_vm->_events->queue(&event);
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// Nothing to render here (apart from the background, which is already rendered),
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// so return
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return;
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}
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anim = getAnimation(animId);
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backGroundSurface = _vm->_render->getBackGroundSurface();
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displayBuffer = (byte*)backGroundSurface->pixels;
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if (playing) {
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anim->state = ANIM_PLAYING;
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}
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if (anim->state == ANIM_PAUSE) {
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return;
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}
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// HACK: The first frame of the animation is never shown when entering a scene
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// For now, we initialize currentFrame to be -1 instead of 0 and we draw the
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// first frame of the animation on the next iteration of Anim::play
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// FIXME: find out why this occurs and remove this hack. Note that when this
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// hack is removed, currentFrame should be initialized to 0 again in Anim::load
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if (anim->currentFrame < 0) {
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anim->currentFrame = 0;
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event.type = kEvTOneshot;
|
|
event.code = kAnimEvent;
|
|
event.op = kEventFrame;
|
|
event.param = animId;
|
|
event.time = 0;
|
|
_vm->_events->queue(&event);
|
|
|
|
return;
|
|
}
|
|
|
|
if (anim->completed < anim->cycles) {
|
|
if (anim->currentFrame < 0)
|
|
anim->currentFrame = 0;
|
|
|
|
frame = anim->currentFrame;
|
|
|
|
// 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;
|
|
anim->currentFrame = 0;
|
|
anim->completed = 0;
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
int Anim::getFrameTime(uint16 animId) {
|
|
AnimationData *anim;
|
|
|
|
anim = getAnimation(animId);
|
|
|
|
return anim->frameTime;
|
|
}
|
|
|
|
bool Anim::isPlaying(uint16 animId) {
|
|
AnimationData *anim;
|
|
|
|
anim = getAnimation(animId);
|
|
|
|
return (anim->state == ANIM_PLAYING);
|
|
}
|
|
|
|
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);
|
|
|
|
// FIXME: This is thrown when the first video of the IHNM end sequence is shown (the "turn off screen"
|
|
// video), however the video is played correctly and the rest of the end sequence continues normally
|
|
#if 1
|
|
#define VALIDATE_WRITE_POINTER \
|
|
if ((writePointer < buf) || (writePointer >= (buf + screenWidth * screenHeight))) { \
|
|
warning("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);
|
|
}
|
|
|
|
int Anim::fillFrameOffsets(AnimationData *anim, bool reallyFill) {
|
|
uint16 currentFrame = 0;
|
|
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
|
|
|
|
while (!readS.eos()) {
|
|
if (reallyFill) {
|
|
anim->frameOffsets[currentFrame] = readS.pos();
|
|
|
|
if (currentFrame == anim->maxFrame)
|
|
break;
|
|
}
|
|
currentFrame++;
|
|
|
|
// 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();
|
|
readS.seek(runcount, SEEK_CUR);
|
|
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);
|
|
}
|
|
|
|
return currentFrame;
|
|
}
|
|
|
|
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
|