scummvm/saga/animation.cpp
Eugene Sandulenko ea42bad781 Update copyright notice
svn-id: r20088
2006-01-18 17:39:49 +00:00

720 lines
17 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004-2006 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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.
*
* $Header$
*
*/
// Background animation management module
#include "saga/saga.h"
#include "saga/gfx.h"
#include "saga/console.h"
#include "saga/events.h"
#include "saga/interface.h"
#include "saga/render.h"
#include "saga/rscfile.h"
#include "saga/scene.h"
#include "saga/animation.h"
namespace Saga {
Anim::Anim(SagaEngine *vm) : _vm(vm) {
uint16 i;
_cutawayList = NULL;
_cutawayListLength = 0;
_cutawayActive = false;
for (i = 0; i < MAX_ANIMATIONS; i++)
_animations[i] = NULL;
for (i = 0; i < ARRAYSIZE(_cutawayAnimations); i++)
_cutawayAnimations[i] = NULL;
}
Anim::~Anim(void) {
reset();
}
void Anim::loadCutawayList(const byte *resourcePointer, size_t resourceLength) {
free(_cutawayList);
_cutawayListLength = resourceLength / 8;
_cutawayList = (Cutaway *)malloc(_cutawayListLength * sizeof(Cutaway));
MemoryReadStream cutawayS(resourcePointer, resourceLength);
for (int i = 0; i < _cutawayListLength; i++) {
_cutawayList[i].backgroundResourceId = cutawayS.readUint16LE();
_cutawayList[i].animResourceId = cutawayS.readUint16LE();
_cutawayList[i].cycles = cutawayS.readSint16LE();
_cutawayList[i].frameRate = cutawayS.readSint16LE();
}
}
void Anim::freeCutawayList(void) {
free(_cutawayList);
_cutawayList = NULL;
_cutawayListLength = 0;
}
void Anim::playCutaway(int cut, bool fade) {
debug(0, "playCutaway(%d, %d)", cut, fade);
if (fade) {
// TODO: Fade down. Is this blocking or non-blocking?
}
if (!_cutawayActive) {
_vm->_gfx->showCursor(false);
_vm->_interface->setStatusText("");
_vm->_interface->setSaveReminderState(0);
_vm->_interface->rememberMode();
_vm->_interface->setMode(kPanelCutaway);
_cutawayActive = true;
}
// Set the initial background and palette for the cutaway
ResourceContext *context = _vm->_resource->getContext(GAME_RESOURCEFILE);
byte *resourceData;
size_t resourceDataLength;
_vm->_resource->loadResource(context, _cutawayList[cut].backgroundResourceId, resourceData, resourceDataLength);
byte *buf;
size_t buflen;
int width;
int height;
_vm->decodeBGImage(resourceData, resourceDataLength, &buf, &buflen, &width, &height);
const PalEntry *palette = (const PalEntry *)_vm->getImagePal(resourceData, resourceDataLength);
Surface *bgSurface = _vm->_render->getBackGroundSurface();
const Rect rect(width, height);
bgSurface->blit(rect, buf);
_vm->_gfx->setPalette(palette);
free(buf);
free(resourceData);
// Play the animation
int cutawaySlot = -1;
for (int i = 0; i < ARRAYSIZE(_cutawayAnimations); i++) {
if (!_cutawayAnimations[i]) {
cutawaySlot = i;
} else if (_cutawayAnimations[i]->state == ANIM_PAUSE) {
delete _cutawayAnimations[i];
_cutawayAnimations[i] = NULL;
cutawaySlot = i;
} else if (_cutawayAnimations[i]->state == ANIM_PLAYING) {
_cutawayAnimations[i]->state = ANIM_PAUSE;
}
}
if (cutawaySlot == -1) {
warning("Could not allocate cutaway animation slot");
return;
}
_vm->_resource->loadResource(context, _cutawayList[cut].animResourceId, resourceData, resourceDataLength);
load(MAX_ANIMATIONS + cutawaySlot, resourceData, resourceDataLength);
free(resourceData);
setCycles(MAX_ANIMATIONS + cutawaySlot, _cutawayList[cut].cycles);
setFrameTime(MAX_ANIMATIONS + cutawaySlot, 1000 / _cutawayList[cut].frameRate);
play(MAX_ANIMATIONS + cutawaySlot, 0);
}
void Anim::endCutaway(void) {
// I believe this is called by scripts after running one cutaway. At
// this time, nothing needs to be done here.
debug(0, "endCutaway()");
}
void Anim::returnFromCutaway(void) {
// I believe this is called by scripts after running a cutaway to
// ensure that we return to the scene as if nothing had happened. It's
// not called by the IHNM intro, presumably because there is no old
// scene to return to.
debug(0, "returnFromCutaway()");
if (_cutawayActive) {
// Note that clearCutaway() sets _cutawayActive to false.
clearCutaway();
// TODO: Handle fade up, if we previously faded down
// TODO: Restore the scene
// TODO: Restore the animations
for (int i = 0; i < MAX_ANIMATIONS; i++) {
if (_animations[i] && _animations[i]->state == ANIM_PLAYING) {
resume(i, 0);
}
}
}
}
void Anim::clearCutaway(void) {
debug(0, "clearCutaway()");
if (_cutawayActive) {
_cutawayActive = false;
for (int i = 0; i < ARRAYSIZE(_cutawayAnimations); i++) {
delete _cutawayAnimations[i];
_cutawayAnimations[i] = NULL;
}
_vm->_interface->restoreMode();
_vm->_gfx->showCursor(true);
}
}
void Anim::load(uint16 animId, const byte *animResourceData, size_t animResourceLength) {
AnimationData *anim;
uint16 temp;
if (animId >= MAX_ANIMATIONS) {
if (animId >= MAX_ANIMATIONS + ARRAYSIZE(_cutawayAnimations))
error("Anim::load could not find unused animation slot");
anim = _cutawayAnimations[animId - MAX_ANIMATIONS] = new AnimationData(animResourceData, animResourceLength);
} else
anim = _animations[animId] = new AnimationData(animResourceData, animResourceLength);
MemoryReadStreamEndian headerReadS(anim->resourceData, anim->resourceLength, _vm->isBigEndian());
anim->magic = headerReadS.readUint16LE(); // cause ALWAYS LE
anim->screenWidth = headerReadS.readUint16();
anim->screenHeight = headerReadS.readUint16();
anim->unknown06 = headerReadS.readByte();
anim->unknown07 = headerReadS.readByte();
anim->maxFrame = headerReadS.readByte() - 1;
anim->loopFrame = headerReadS.readByte() - 1;
temp = headerReadS.readUint16BE();
anim->start = headerReadS.pos();
if (temp == (uint16)(-1)) {
temp = 0;
}
anim->start += temp;
// Cache frame offsets
anim->frameOffsets = (size_t *)malloc((anim->maxFrame + 1) * sizeof(*anim->frameOffsets));
if (anim->frameOffsets == NULL) {
memoryError("Anim::load");
}
fillFrameOffsets(anim);
/* char s[200];
sprintf(s, "d:\\anim%i",animId);
long flen=anim->resourceLength;
char *buf=(char*)anim->resourceData;
FILE*f;
f=fopen(s,"wb");
for(long i=0;i<flen;i++)
fputc(buf[i],f);
fclose(f);*/
// Set animation data
anim->currentFrame = 0;
anim->completed = 0;
anim->cycles = anim->maxFrame;
anim->frameTime = DEFAULT_FRAME_TIME;
anim->flags = ANIM_FLAG_NONE;
anim->linkId = -1;
anim->state = ANIM_PAUSE;
}
void Anim::link(int16 animId1, int16 animId2) {
AnimationData *anim1;
AnimationData *anim2;
anim1 = getAnimation(animId1);
anim1->linkId = animId2;
if (animId2 == -1) {
return;
}
anim2 = getAnimation(animId2);
anim2->frameTime = anim1->frameTime;
}
void Anim::setCycles(uint16 animId, int cycles) {
AnimationData *anim;
anim = getAnimation(animId);
anim->cycles = cycles;
}
void Anim::play(uint16 animId, int vectorTime, bool playing) {
Event event;
Surface *backGroundSurface;
byte *displayBuffer;
uint16 frame;
int frameTime;
AnimationData *anim;
AnimationData *linkAnim;
if (animId > MAX_ANIMATIONS && !_cutawayActive)
return;
if (animId < MAX_ANIMATIONS && _cutawayActive)
return;
anim = getAnimation(animId);
backGroundSurface = _vm->_render->getBackGroundSurface();
displayBuffer = (byte*)backGroundSurface->pixels;
if (playing) {
anim->state = ANIM_PLAYING;
}
if (anim->state == ANIM_PAUSE) {
return;
}
if (anim->completed < anim->cycles) {
frame = anim->currentFrame;
// FIXME: if start > 0, then this works incorrectly
decodeFrame(anim, anim->frameOffsets[frame], displayBuffer, _vm->getDisplayWidth() * _vm->getDisplayHeight());
anim->currentFrame++;
if (anim->completed != 65535) {
anim->completed++;
}
if (anim->currentFrame > anim->maxFrame) {
anim->currentFrame = anim->loopFrame;
if (anim->state == ANIM_STOPPING || anim->currentFrame == -1) {
anim->state = ANIM_PAUSE;
}
}
} else {
// Animation done playing
anim->state = ANIM_PAUSE;
if (anim->linkId == -1) {
if (anim->flags & ANIM_FLAG_ENDSCENE) {
// This animation ends the scene
event.type = kEvTOneshot;
event.code = kSceneEvent;
event.op = kEventEnd;
event.time = anim->frameTime + vectorTime;
_vm->_events->queue(&event);
}
return;
} else {
anim->currentFrame = 0;
anim->completed = 0;
}
}
if (anim->state == ANIM_PAUSE && anim->linkId != -1) {
// If this animation has a link, follow it
linkAnim = getAnimation(anim->linkId);
debug(5, "Animation ended going to %d", anim->linkId);
linkAnim->state = ANIM_PLAYING;
animId = anim->linkId;
frameTime = 0;
} else {
frameTime = anim->frameTime + vectorTime;
}
event.type = kEvTOneshot;
event.code = kAnimEvent;
event.op = kEventFrame;
event.param = animId;
event.time = frameTime;
_vm->_events->queue(&event);
}
void Anim::stop(uint16 animId) {
AnimationData *anim;
anim = getAnimation(animId);
anim->state = ANIM_PAUSE;
}
void Anim::finish(uint16 animId) {
AnimationData *anim;
anim = getAnimation(animId);
anim->state = ANIM_STOPPING;
}
void Anim::resume(uint16 animId, int cycles) {
AnimationData *anim;
anim = getAnimation(animId);
anim->cycles += cycles;
play(animId, 0, true);
}
void Anim::reset() {
uint16 i;
for (i = 0; i < MAX_ANIMATIONS; i++) {
if (_animations[i] != NULL) {
delete _animations[i];
_animations[i] = NULL;
}
}
for (i = 0; i < ARRAYSIZE(_cutawayAnimations); i++) {
if (_cutawayAnimations[i] != NULL) {
delete _cutawayAnimations[i];
_cutawayAnimations[i] = NULL;
}
}
}
void Anim::setFlag(uint16 animId, uint16 flag) {
AnimationData *anim;
anim = getAnimation(animId);
anim->flags |= flag;
}
void Anim::clearFlag(uint16 animId, uint16 flag) {
AnimationData *anim;
anim = getAnimation(animId);
anim->flags &= ~flag;
}
void Anim::setFrameTime(uint16 animId, int time) {
AnimationData *anim;
anim = getAnimation(animId);
anim->frameTime = time;
}
int16 Anim::getCurrentFrame(uint16 animId) {
AnimationData *anim;
anim = getAnimation(animId);
return anim->currentFrame;
}
void Anim::decodeFrame(AnimationData *anim, size_t frameOffset, byte *buf, size_t bufLength) {
byte *writePointer = NULL;
uint16 xStart = 0;
uint16 yStart = 0;
uint32 screenWidth;
uint32 screenHeight;
int markByte;
byte dataByte;
int newRow;
uint16 controlChar;
uint16 paramChar;
uint16 runcount;
int xVector;
uint16 i;
bool longData = isLongData();
screenWidth = anim->screenWidth;
screenHeight = anim->screenHeight;
if ((screenWidth * screenHeight) > bufLength) {
// Buffer argument is too small to hold decoded frame, abort.
error("decodeFrame() Buffer size inadequate");
}
MemoryReadStream readS(anim->resourceData + frameOffset, anim->resourceLength - frameOffset);
#if 1
#define VALIDATE_WRITE_POINTER \
if ((writePointer < buf) || (writePointer >= (buf + screenWidth * screenHeight))) { \
error("VALIDATE_WRITE_POINTER: writePointer=%x buf=%x", writePointer, buf); \
}
#else
#define VALIDATE_WRITE_POINTER
#endif
// Begin RLE decompression to output buffer
do {
markByte = readS.readByte();
switch (markByte) {
case SAGA_FRAME_START:
xStart = readS.readUint16BE();
if (longData)
yStart = readS.readUint16BE();
else
yStart = readS.readByte();
readS.readByte(); /* Skip pad byte */
/*xPos = */readS.readUint16BE();
/*yPos = */readS.readUint16BE();
/*width = */readS.readUint16BE();
/*height = */readS.readUint16BE();
// Setup write pointer to the draw origin
writePointer = (buf + (yStart * screenWidth) + xStart);
VALIDATE_WRITE_POINTER;
continue;
break;
case SAGA_FRAME_NOOP: // Does nothing
readS.readByte();
readS.readByte();
readS.readByte();
continue;
break;
case SAGA_FRAME_LONG_UNCOMPRESSED_RUN: // Long Unencoded Run
runcount = readS.readSint16BE();
for (i = 0; i < runcount; i++) {
dataByte = readS.readByte();
if (dataByte != 0) {
*writePointer = dataByte;
}
writePointer++;
VALIDATE_WRITE_POINTER;
}
continue;
break;
case SAGA_FRAME_LONG_COMPRESSED_RUN: // Long encoded run
runcount = readS.readSint16BE();
dataByte = readS.readByte();
for (i = 0; i < runcount; i++) {
*writePointer++ = dataByte;
VALIDATE_WRITE_POINTER;
}
continue;
break;
case SAGA_FRAME_ROW_END: // End of row
xVector = readS.readSint16BE();
if (longData)
newRow = readS.readSint16BE();
else
newRow = readS.readByte();
// Set write pointer to the new draw origin
writePointer = buf + ((yStart + newRow) * screenWidth) + xStart + xVector;
VALIDATE_WRITE_POINTER;
continue;
break;
case SAGA_FRAME_REPOSITION: // Reposition command
xVector = readS.readSint16BE();
writePointer += xVector;
VALIDATE_WRITE_POINTER;
continue;
break;
case SAGA_FRAME_END: // End of frame marker
return;
break;
default:
break;
}
// Mask all but two high order control bits
controlChar = markByte & 0xC0U;
paramChar = markByte & 0x3FU;
switch (controlChar) {
case SAGA_FRAME_EMPTY_RUN: // 1100 0000
// Run of empty pixels
runcount = paramChar + 1;
writePointer += runcount;
VALIDATE_WRITE_POINTER;
continue;
break;
case SAGA_FRAME_COMPRESSED_RUN: // 1000 0000
// Run of compressed data
runcount = paramChar + 1;
dataByte = readS.readByte();
for (i = 0; i < runcount; i++) {
*writePointer++ = dataByte;
VALIDATE_WRITE_POINTER;
}
continue;
break;
case SAGA_FRAME_UNCOMPRESSED_RUN: // 0100 0000
// Uncompressed run
runcount = paramChar + 1;
for (i = 0; i < runcount; i++) {
dataByte = readS.readByte();
if (dataByte != 0) {
*writePointer = dataByte;
}
writePointer++;
VALIDATE_WRITE_POINTER;
}
continue;
break;
default:
// Unknown marker found - abort
error("decodeFrame() Invalid RLE marker encountered");
break;
}
} while (1);
}
void Anim::fillFrameOffsets(AnimationData *anim) {
uint16 currentFrame;
byte markByte;
uint16 control;
uint16 runcount;
int i;
bool longData = isLongData();
MemoryReadStreamEndian readS(anim->resourceData, anim->resourceLength, _vm->isBigEndian());
readS.seek(12);
readS._bigEndian = !_vm->isBigEndian(); // RLE has inversion BE<>LE
for (currentFrame = 0; currentFrame <= anim->maxFrame; currentFrame++) {
anim->frameOffsets[currentFrame] = readS.pos();
// For some strange reason, the animation header is in little
// endian format, but the actual RLE encoded frame data,
// including the frame header, is in big endian format. */
do {
markByte = readS.readByte();
// debug(7, "_pos=%x currentFrame=%i markByte=%x", readS.pos(), currentFrame, markByte);
switch (markByte) {
case SAGA_FRAME_START: // Start of frame
// skip header
if (longData) {
readS.seek(13, SEEK_CUR);
} else {
readS.seek(12, SEEK_CUR);
}
continue;
break;
case SAGA_FRAME_END: // End of frame marker
continue;
break;
case SAGA_FRAME_REPOSITION: // Reposition command
readS.readSint16BE();
continue;
break;
case SAGA_FRAME_ROW_END: // End of row marker
readS.readSint16BE();
if (longData)
readS.readSint16BE();
else
readS.readByte();
continue;
break;
case SAGA_FRAME_LONG_COMPRESSED_RUN: // Long compressed run marker
readS.readSint16BE();
readS.readByte();
continue;
break;
case SAGA_FRAME_LONG_UNCOMPRESSED_RUN: // (16) 0001 0000
// Long Uncompressed Run
runcount = readS.readSint16BE();
for (i = 0; i < runcount; i++)
readS.readByte();
continue;
break;
case SAGA_FRAME_NOOP: // Does nothing
readS.readByte();
readS.readByte();
readS.readByte();
continue;
break;
default:
break;
}
// Mask all but two high order (control) bits
control = markByte & 0xC0;
switch (control) {
case SAGA_FRAME_EMPTY_RUN:
// Run of empty pixels
continue;
break;
case SAGA_FRAME_COMPRESSED_RUN:
// Run of compressed data
readS.readByte(); // Skip data byte
continue;
break;
case SAGA_FRAME_UNCOMPRESSED_RUN:
// Uncompressed run
runcount = (markByte & 0x3f) + 1;
for (i = 0; i < runcount; i++)
readS.readByte();
continue;
break;
default:
error("Encountered unknown RLE marker %i", markByte);
break;
}
} while (markByte != SAGA_FRAME_END);
}
}
void Anim::animInfo() {
uint16 animCount;
uint16 i;
animCount = getAnimationCount();
_vm->_console->DebugPrintf("There are %d animations loaded:\n", animCount);
for (i = 0; i < MAX_ANIMATIONS; i++) {
if (_animations[i] == NULL) {
continue;
}
_vm->_console->DebugPrintf("%02d: Frames: %u Flags: %u\n", i, _animations[i]->maxFrame, _animations[i]->flags);
}
}
} // End of namespace Saga