scummvm/engines/mads/animation.cpp

594 lines
17 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.
*
*/
#include "mads/animation.h"
#include "mads/compression.h"
#define FILENAME_SIZE 13
namespace MADS {
void AAHeader::load(Common::SeekableReadStream *f) {
_spriteSetsCount = f->readUint16LE();
_miscEntriesCount = f->readUint16LE();
_frameEntriesCount = f->readUint16LE();
_messagesCount = f->readUint16LE();
f->skip(1);
_flags = f->readByte();
f->skip(2);
_bgType = (AnimBgType)f->readUint16LE();
_roomNumber = f->readUint16LE();
f->skip(2);
_manualFlag = f->readUint16LE() != 0;
_spritesIndex = f->readUint16LE();
_scrollPosition.x = f->readSint16LE();
_scrollPosition.y = f->readSint16LE();
_scrollTicks = f->readUint32LE();
f->skip(6);
char buffer[FILENAME_SIZE];
f->read(buffer, FILENAME_SIZE);
buffer[FILENAME_SIZE - 1] = '\0';
_interfaceFile = Common::String(buffer);
for (int i = 0; i < 50; ++i) {
f->read(buffer, FILENAME_SIZE);
buffer[FILENAME_SIZE - 1] = '\0';
if (i < _spriteSetsCount)
_spriteSetNames.push_back(Common::String(buffer));
}
f->read(buffer, FILENAME_SIZE);
buffer[FILENAME_SIZE - 1] = '\0';
_soundName = Common::String(buffer);
f->skip(13);
f->read(buffer, FILENAME_SIZE);
buffer[FILENAME_SIZE - 1] = '\0';
_dsrName = Common::String(buffer);
f->read(buffer, FILENAME_SIZE);
buffer[FILENAME_SIZE - 1] = '\0';
_fontResource = Common::String(buffer);
}
/*------------------------------------------------------------------------*/
void AnimMessage::load(Common::SeekableReadStream *f) {
_soundId = f->readSint16LE();
char buffer[64];
f->read(&buffer[0], 64);
_msg = Common::String(buffer);
f->skip(4);
_pos.x = f->readSint16LE();
_pos.y = f->readSint16LE();
_flags = f->readUint16LE();
_rgb1[0] = f->readByte() << 2;
_rgb1[1] = f->readByte() << 2;
_rgb1[2] = f->readByte() << 2;
_rgb2[0] = f->readByte() << 2;
_rgb2[1] = f->readByte() << 2;
_rgb2[2] = f->readByte() << 2;
f->skip(2); // Space for kernelMsgIndex
_kernelMsgIndex = -1;
f->skip(6);
_startFrame = f->readUint16LE();
_endFrame = f->readUint16LE();
f->skip(2);
}
void AnimFrameEntry::load(Common::SeekableReadStream *f, bool uiFlag) {
if (uiFlag) {
f->skip(2);
_frameNumber = -1; // Unused
_seqIndex = f->readByte();
_spriteSlot._spritesIndex = f->readByte();
_spriteSlot._frameNumber = (int8)f->readByte();
f->skip(1);
_spriteSlot._position.x = f->readSint16LE();
_spriteSlot._position.y = f->readSint16LE();
} else {
_frameNumber = f->readUint16LE();
if (_frameNumber & 0x8000)
_frameNumber = -(_frameNumber & 0x7fff);
_seqIndex = f->readByte();
_spriteSlot._spritesIndex = f->readByte();
_spriteSlot._frameNumber = f->readUint16LE();
if (_spriteSlot._frameNumber & 0x8000)
_spriteSlot._frameNumber = -(_spriteSlot._frameNumber & 0x7fff);
_spriteSlot._position.x = f->readSint16LE();
_spriteSlot._position.y = f->readSint16LE();
_spriteSlot._depth = f->readSByte();
_spriteSlot._scale = (int8)f->readByte();
}
}
/*------------------------------------------------------------------------*/
void AnimMiscEntry::load(Common::SeekableReadStream *f) {
_soundId = f->readByte();
_msgIndex = f->readSByte();
_numTicks = f->readUint16LE();
_posAdjust.x = f->readSint16LE();
_posAdjust.y = f->readSint16LE();
_field8 = f->readUint16LE();
}
/*------------------------------------------------------------------------*/
void AnimUIEntry::load(Common::SeekableReadStream *f) {
_probability = f->readUint16LE();
_imageCount = f->readUint16LE();
_firstImage = f->readUint16LE();
_lastImage = f->readUint16LE();
_counter = f->readSint16LE();
for (int i = 0; i < ANIM_SPAWN_COUNT; ++i)
_spawn[i] = f->readByte();
for (int i = 0; i < ANIM_SPAWN_COUNT; ++i)
_spawnFrame[i] = f->readUint16LE();
_sound = f->readUint16LE() & 0xFF;
_soundFrame = f->readUint16LE();
}
/*------------------------------------------------------------------------*/
Animation *Animation::init(MADSEngine *vm, Scene *scene) {
return new Animation(vm, scene);
}
Animation::Animation(MADSEngine *vm, Scene *scene) : _vm(vm), _scene(scene) {
_font = nullptr;
_resetFlag = false;
_messageCtr = 0;
_skipLoad = false;
_freeFlag = false;
_unkIndex = -1;
_nextFrameTimer = 0;
_nextScrollTimer = 0;
_trigger = 0;
_triggerMode = SEQUENCE_TRIGGER_PREPARE;
_actionDetails._verbId = VERB_NONE;
_actionDetails._objectNameId = -1;
_actionDetails._indirectObjectId = -1;
_currentFrame = 0;
_oldFrameEntry = 0;
}
Animation::~Animation() {
Scene &scene = _vm->_game->_scene;
if (_header._manualFlag)
scene._sprites.remove(_spriteListIndexes[_header._spritesIndex]);
for (int idx = 0; idx < _header._spriteSetsCount; ++idx) {
if (!_header._manualFlag || _header._spritesIndex != idx)
scene._sprites.remove(_spriteListIndexes[idx]);
}
}
void Animation::load(UserInterface &interfaceSurface, DepthSurface &depthSurface,
const Common::String &resName, int flags, Common::Array<PaletteCycle> *palCycles,
SceneInfo *sceneInfo) {
Common::String resourceName = resName;
if (!resourceName.contains("."))
resourceName += ".AA";
File f(resourceName);
MadsPack madsPack(&f);
Common::SeekableReadStream *stream = madsPack.getItemStream(0);
_header.load(stream);
delete stream;
if (_header._bgType == ANIMBG_INTERFACE)
flags |= PALFLAG_RESERVED;
if (flags & ANIMFLAG_LOAD_BACKGROUND) {
loadInterface(interfaceSurface, depthSurface, _header, flags, palCycles, sceneInfo);
}
if (flags & ANIMFLAG_LOAD_BACKGROUND_ONLY) {
// No data
_header._messagesCount = 0;
_header._frameEntriesCount = 0;
_header._miscEntriesCount = 0;
}
// Initialize the reference list
_spriteListIndexes.clear();
for (int i = 0; i < _header._spriteSetsCount; ++i)
_spriteListIndexes.push_back(-1);
int streamIndex = 1;
_messages.clear();
if (_header._messagesCount > 0) {
// Chunk 2: Following is a list of any messages for the animation
Common::SeekableReadStream *msgStream = madsPack.getItemStream(streamIndex++);
for (int i = 0; i < _header._messagesCount; ++i) {
AnimMessage rec;
rec.load(msgStream);
_messages.push_back(rec);
}
delete msgStream;
}
_frameEntries.clear();
if (_header._frameEntriesCount > 0) {
// Chunk 3: animation frame info
Common::SeekableReadStream *frameStream = madsPack.getItemStream(streamIndex++);
for (int i = 0; i < _header._frameEntriesCount; i++) {
AnimFrameEntry rec;
rec.load(frameStream, flags & ANIMFLAG_LOAD_BACKGROUND);
_frameEntries.push_back(rec);
}
delete frameStream;
}
_miscEntries.clear();
_uiEntries.clear();
if (_header._miscEntriesCount > 0) {
// Chunk 4: Misc Data
Common::SeekableReadStream *miscStream = madsPack.getItemStream(streamIndex++);
if (flags & ANIMFLAG_LOAD_BACKGROUND) {
for (int i = 0; i < _header._miscEntriesCount; ++i) {
AnimUIEntry rec;
rec.load(miscStream);
_uiEntries.push_back(rec);
}
} else {
for (int i = 0; i < _header._miscEntriesCount; ++i) {
AnimMiscEntry rec;
rec.load(miscStream);
_miscEntries.push_back(rec);
}
}
delete miscStream;
}
// If the animation specifies a font, then load it for access
delete _font;
if (_header._flags & ANIMFLAG_CUSTOM_FONT) {
Common::String fontName = "*" + _header._fontResource;
_font = _vm->_font->getFont(fontName.c_str());
} else {
_font = nullptr;
}
// Load all the sprite sets for the animation
for (uint i = 0; i < _spriteSets.size(); ++i)
delete _spriteSets[i];
_spriteSets.clear();
_spriteSets.resize(_header._spriteSetsCount);
for (int i = 0; i < _header._spriteSetsCount; ++i) {
if (_header._manualFlag && (i == _header._spritesIndex)) {
// Skip over field, since it's manually loaded
_spriteSets[i] = nullptr;
} else {
_spriteSets[i] = new SpriteAsset(_vm, _header._spriteSetNames[i], flags);
_spriteListIndexes[i] = _vm->_game->_scene._sprites.add(_spriteSets[i]);
}
}
if (_header._manualFlag) {
Common::String assetResName = "*" + _header._spriteSetNames[_header._spritesIndex];
SpriteAsset *sprites = new SpriteAsset(_vm, assetResName, flags);
_spriteSets[_header._spritesIndex] = sprites;
_spriteListIndexes[_header._spritesIndex] = _scene->_sprites.add(sprites);
}
Common::Array<int> usageList;
for (int idx = 0; idx < _header._spriteSetsCount; ++idx)
usageList.push_back(_spriteSets[idx]->_usageIndex);
if (usageList.size() > 0) {
int spritesUsageIndex = _spriteSets[0]->_usageIndex;
_vm->_palette->_paletteUsage.updateUsage(usageList, spritesUsageIndex);
}
// Remaps the sprite list indexes for frames to the loaded sprite list indexes
for (uint i = 0; i < _frameEntries.size(); ++i) {
int spriteListIndex = _frameEntries[i]._spriteSlot._spritesIndex;
_frameEntries[i]._spriteSlot._spritesIndex = _spriteListIndexes[spriteListIndex];
}
f.close();
}
void Animation::preLoad(const Common::String &resName, int level) {
// No implementation in ScummVM, since access is fast enough that data
// doesn't need to be preloaded
}
void Animation::startAnimation(int endTrigger) {
_messageCtr = 0;
_skipLoad = true;
if (_header._manualFlag) {
_unkIndex = -1;
//SpriteAsset *asset = _scene->_sprites[_spriteListIndexes[_header._spritesIndex]];
// TODO: Weird stuff with _unkList. Seems like it's treated as pointers
// here, but in processText, it's used as POINTs?
loadFrame(1);
}
if (_vm->_game->_kernelMode == KERNEL_ACTIVE_CODE)
_vm->_palette->refreshSceneColors();
_currentFrame = 0;
_oldFrameEntry = 0;
_nextFrameTimer = _vm->_game->_scene._frameStartTime;
_trigger = endTrigger;
_triggerMode = _vm->_game->_triggerSetupMode;
_actionDetails = _vm->_game->_scene._action._activeAction;
for (int idx = 0; idx < _header._messagesCount; ++idx) {
_messages[idx]._kernelMsgIndex = -1;
}
}
void Animation::loadFrame(int frameNumber) {
Scene &scene = _vm->_game->_scene;
if (_skipLoad)
return;
Common::Point pt;
int spriteListIndex = _spriteListIndexes[_header._spritesIndex];
SpriteAsset &spriteSet = *scene._sprites[spriteListIndex];
if (_unkIndex < 0) {
MSurface *frame = spriteSet.getFrame(0);
pt.x = frame->getBounds().left;
pt.y = frame->getBounds().top;
} else {
pt.x = _unkList[_unkIndex].x;
pt.y = _unkList[_unkIndex].y;
_unkIndex = 1 - _unkIndex;
}
if (drawFrame(spriteSet, pt, frameNumber))
error("drawFrame failure");
}
bool Animation::drawFrame(SpriteAsset &spriteSet, const Common::Point &pt, int frameNumber) {
return 0;
}
void Animation::loadInterface(UserInterface &interfaceSurface, DepthSurface &depthSurface,
AAHeader &header, int flags, Common::Array<PaletteCycle> *palCycles, SceneInfo *sceneInfo) {
_scene->_depthStyle = 0;
if (header._bgType <= ANIMBG_FULL_SIZE) {
_vm->_palette->_paletteUsage.setEmpty();
sceneInfo->load(header._roomNumber, flags, header._interfaceFile, 0, depthSurface, interfaceSurface);
_scene->_depthStyle = sceneInfo->_depthStyle == 2 ? 1 : 0;
if (palCycles) {
palCycles->clear();
for (uint i = 0; i < sceneInfo->_paletteCycles.size(); ++i)
palCycles->push_back(sceneInfo->_paletteCycles[i]);
}
} else if (header._bgType == ANIMBG_INTERFACE) {
// Load a scene interface
Common::String resourceName = "*" + header._interfaceFile;
interfaceSurface.load(resourceName);
if (palCycles)
palCycles->clear();
} else {
// Original has useless code here
}
}
bool Animation::hasScroll() const {
return (_header._scrollPosition.x != 0) || (_header._scrollPosition.y != 0);
}
void Animation::update() {
Scene &scene = _vm->_game->_scene;
if (_header._manualFlag) {
int spriteListIndex = _spriteListIndexes[_header._spritesIndex];
int newIndex = -1;
for (uint idx = _oldFrameEntry; idx < _frameEntries.size(); ++idx) {
if (_frameEntries[idx]._frameNumber > _currentFrame)
break;
if (_frameEntries[idx]._spriteSlot._spritesIndex == spriteListIndex)
newIndex = _frameEntries[idx]._spriteSlot._frameNumber;
}
if (newIndex >= 0)
loadFrame(newIndex);
}
// If it's not time for the next frame, then exit
if (_vm->_game->_scene._frameStartTime < _nextFrameTimer)
return;
for (uint idx = 0; idx < scene._spriteSlots.size(); ++idx) {
if (scene._spriteSlots[idx]._seqIndex >= 0x80)
scene._spriteSlots[idx]._flags = IMG_ERASE;
}
// Validate the current frame
if (_currentFrame >= (int)_miscEntries.size()) {
// Is the animation allowed to be repeated?
if (_resetFlag) {
_currentFrame = 0;
_oldFrameEntry = 0;
} else {
_freeFlag = true;
return;
}
}
// Handle executing any sound command for this frame
AnimMiscEntry &misc = _miscEntries[_currentFrame];
if (misc._soundId)
_vm->_sound->command(misc._soundId);
// Handle any screen scrolling
if (hasScroll()) {
scene._backgroundSurface.scrollX(_header._scrollPosition.x);
scene._backgroundSurface.scrollY(_header._scrollPosition.y);
scene._spriteSlots.fullRefresh();
}
// Handle any offset adjustment for sprites as of this frame
bool paChanged = false;
if (scene._posAdjust.x != misc._posAdjust.x) {
scene._posAdjust.x = misc._posAdjust.x;
paChanged = true;
}
if (scene._posAdjust.y != misc._posAdjust.y) {
scene._posAdjust.y = misc._posAdjust.y;
paChanged = true;
}
if (paChanged) {
int newIndex = scene._spriteSlots.add();
scene._spriteSlots[newIndex]._seqIndex = -1;
scene._spriteSlots[newIndex]._flags = IMG_REFRESH;
}
// Main frame animation loop - frames get animated by being placed, as necessary, into the
// main sprite slot array
while ((uint)_oldFrameEntry < _frameEntries.size()) {
if (_frameEntries[_oldFrameEntry]._frameNumber > _currentFrame)
break;
else if (_frameEntries[_oldFrameEntry]._frameNumber == _currentFrame) {
// Found the correct frame
int spriteSlotIndex = 0;
int index = 0;
for (;;) {
if ((spriteSlotIndex == 0) && (index < (int)scene._spriteSlots.size())) {
int seqIndex = _frameEntries[_oldFrameEntry]._seqIndex - scene._spriteSlots[index]._seqIndex;
if (seqIndex == 0x80) {
if (scene._spriteSlots[index] == _frameEntries[_oldFrameEntry]._spriteSlot) {
scene._spriteSlots[index]._flags = IMG_STATIC;
spriteSlotIndex = -1;
}
}
++index;
continue;
}
if (spriteSlotIndex == 0) {
int slotIndex = scene._spriteSlots.add();
SpriteSlot &slot = scene._spriteSlots[slotIndex];
slot.copy(_frameEntries[_oldFrameEntry]._spriteSlot);
slot._seqIndex = _frameEntries[_oldFrameEntry]._seqIndex + 0x80;
SpriteAsset &spriteSet = *scene._sprites[
scene._spriteSlots[slotIndex]._spritesIndex];
slot._flags = spriteSet.isBackground() ? IMG_DELTA : IMG_UPDATE;
}
break;
}
}
++_oldFrameEntry;
}
// Handle the display of any messages
for (uint idx = 0; idx < _messages.size(); ++idx) {
if (_messages[idx]._kernelMsgIndex >= 0) {
// Handle currently active message
if ((_currentFrame < _messages[idx]._startFrame) || (_currentFrame > _messages[idx]._endFrame)) {
scene._kernelMessages.remove(_messages[idx]._kernelMsgIndex);
_messages[idx]._kernelMsgIndex = -1;
--_messageCtr;
}
} else if ((_currentFrame >= _messages[idx]._startFrame) && (_currentFrame <= _messages[idx]._endFrame)) {
// Start displaying the message
AnimMessage &me = _messages[idx];
// The color index to use is dependant on how many messages are currently on-screen
uint8 colIndex;
switch (_messageCtr) {
case 1:
colIndex = 252;
break;
case 2:
colIndex = 16;
break;
default:
colIndex = 250;
break;
}
_vm->_palette->setEntry(colIndex, me._rgb1[0], me._rgb1[1], me._rgb1[2]);
_vm->_palette->setEntry(colIndex + 1, me._rgb2[0], me._rgb2[1], me._rgb2[2]);
// Add a kernel message to display the given text
me._kernelMsgIndex = scene._kernelMessages.add(me._pos, colIndex * 0x101 + 0x100,
0, 0, INDEFINITE_TIMEOUT, me._msg);
assert(me._kernelMsgIndex >= 0);
++_messageCtr;
}
}
// Move to the next frame
_currentFrame++;
if (_currentFrame >= (int)_miscEntries.size()) {
// Animation is complete
if (_trigger != 0) {
_vm->_game->_trigger = _trigger;
_vm->_game->_triggerMode = _triggerMode;
if (_triggerMode != SEQUENCE_TRIGGER_DAEMON) {
// Copy the noun list
scene._action._activeAction = _actionDetails;
}
}
}
int frameNum = MIN(_currentFrame, (int)_miscEntries.size() - 1);
_nextFrameTimer = _vm->_game->_scene._frameStartTime + _miscEntries[frameNum]._numTicks;
}
void Animation::setCurrentFrame(int frameNumber) {
_currentFrame = frameNumber;
_oldFrameEntry = 0;
_freeFlag = false;
_nextScrollTimer = _nextFrameTimer = _vm->_game->_scene._frameStartTime;
}
void Animation::setNextFrameTimer(int frameNumber) {
_nextFrameTimer = frameNumber;
}
} // End of namespace MADS