mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-24 10:45:46 +00:00
cf86b44793
svn-id: r49927
512 lines
15 KiB
C++
512 lines
15 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "m4/assets.h"
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#include "m4/animation.h"
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#include "m4/compression.h"
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#include "m4/mads_scene.h"
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namespace M4 {
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// TODO: this code needs cleanup
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MadsAnimation::MadsAnimation(MadsM4Engine *vm, MadsView *view): Animation(vm), _view(view) {
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_font = NULL;
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_resetFlag = false;
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_freeFlag = false;
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_skipLoad = false;
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_unkIndex = -1;
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_messageCtr= 0;
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_field12 = 0;
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_currentFrame = 0;
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_oldFrameEntry = 0;
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_nextFrameTimer = _madsVm->_currentTimer;
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_nextScrollTimer = 0;
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}
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MadsAnimation::~MadsAnimation() {
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for (uint i = 0; i < _messages.size(); ++i) {
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if (_messages[i].kernelMsgIndex >= 0)
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_view->_kernelMessages.remove(_messages[i].kernelMsgIndex);
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}
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// Further deletion logic
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if (_field12) {
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_view->_spriteSlots.deleteSprites(_spriteListIndexes[_spriteListIndex]);
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}
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delete _font;
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}
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/**
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* Initialises and loads the data of an animation
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*/
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void MadsAnimation::initialise(const Common::String &filename, uint16 flags, M4Surface *surface, M4Surface *depthSurface) {
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MadsPack anim(filename.c_str(), _vm);
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bool madsRes = filename[0] == '*';
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char buffer[20];
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int streamIndex = 1;
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// Chunk 1: header
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// header
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Common::SeekableReadStream *animStream = anim.getItemStream(0);
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int spriteListCount = animStream->readUint16LE();
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int miscEntriesCount = animStream->readUint16LE();
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int frameEntryCount = animStream->readUint16LE();
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int messagesCount = animStream->readUint16LE();
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animStream->skip(1);
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_flags = animStream->readByte();
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animStream->skip(2);
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_animMode = animStream->readUint16LE();
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_roomNumber = animStream->readUint16LE();
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animStream->skip(2);
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_field12 = animStream->readUint16LE() != 0;
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_spriteListIndex = animStream->readUint16LE();
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_scrollX = animStream->readSint16LE();
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_scrollY = animStream->readSint16LE();
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_scrollTicks = animStream->readUint16LE();
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animStream->skip(8);
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animStream->read(buffer, 13);
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_interfaceFile = Common::String(buffer, 13);
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for (int i = 0; i < 10; ++i) {
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animStream->read(buffer, 13);
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_spriteSetNames[i] = Common::String(buffer, 13);
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}
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animStream->skip(81);
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animStream->read(buffer, 13);
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_lbmFilename = Common::String(buffer, 13);
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animStream->read(buffer, 13);
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_spritesFilename = Common::String(buffer, 13);
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animStream->skip(48);
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animStream->read(buffer, 13);
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_soundName = Common::String(buffer, 13);
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animStream->skip(26);
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animStream->read(buffer, 13);
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Common::String fontResource(buffer, 13);
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if (_animMode == 4)
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flags |= 0x4000;
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if (flags & 0x100)
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loadInterface(surface, depthSurface);
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// Initialise the reference list
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for (int i = 0; i < spriteListCount; ++i)
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_spriteListIndexes.push_back(-1);
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delete animStream;
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if (messagesCount > 0) {
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// Chunk 2
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// Following is a list of any messages for the animation
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animStream = anim.getItemStream(streamIndex++);
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for (int i = 0; i < messagesCount; ++i) {
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AnimMessage rec;
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rec.soundId = animStream->readUint16LE();
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animStream->read(rec.msg, 70);
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animStream->readUint16LE();
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animStream->readUint16LE();
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rec.rgb1.r = animStream->readByte();
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rec.rgb1.g = animStream->readByte();
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rec.rgb1.b = animStream->readByte();
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rec.rgb2.r = animStream->readByte();
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rec.rgb2.g = animStream->readByte();
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rec.rgb2.b = animStream->readByte();
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animStream->readUint16LE();
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animStream->readUint16LE();
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rec.kernelMsgIndex = animStream->readUint16LE();
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rec.pos.x = animStream->readUint16LE();
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rec.pos.y = animStream->readUint16LE();
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rec.startFrame = animStream->readUint16LE();
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rec.endFrame = animStream->readUint16LE();
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_messages.push_back(rec);
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}
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delete animStream;
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}
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if (frameEntryCount > 0) {
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// Chunk 3: animation frame info
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animStream = anim.getItemStream(streamIndex++);
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for (int i = 0; i < frameEntryCount; i++) {
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AnimFrameEntry rec;
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rec.frameNumber = animStream->readUint16LE();
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rec.seqIndex = animStream->readByte();
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rec.spriteSlot.spriteListIndex = animStream->readByte();
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rec.spriteSlot.frameNumber = animStream->readUint16LE();
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rec.spriteSlot.xp = animStream->readUint16LE();
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rec.spriteSlot.yp = animStream->readUint16LE();
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rec.spriteSlot.depth = animStream->readByte();
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rec.spriteSlot.scale = (int8)animStream->readByte();
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_frameEntries.push_back(rec);
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}
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delete animStream;
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}
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if (miscEntriesCount > 0) {
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// Chunk 4: Misc Data
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animStream = anim.getItemStream(streamIndex);
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for (int i = 0; i < miscEntriesCount; ++i) {
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AnimMiscEntry rec;
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rec.soundNum = animStream->readByte();
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rec.msgIndex = animStream->readSByte();
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rec.numTicks = animStream->readUint16LE();
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rec.posAdjust.x = animStream->readUint16LE();
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rec.posAdjust.y = animStream->readUint16LE();
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animStream->readUint16LE();
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_miscEntries.push_back(rec);
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}
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delete animStream;
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}
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// If the animation specifies a font, then load it for access
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if (_flags & ANIM_CUSTOM_FONT) {
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Common::String fontName;
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if (madsRes)
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fontName += "*";
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fontName += fontResource;
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if (fontName != "")
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_font = _vm->_font->getFont(fontName);
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else
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warning("Attempted to set a font with an empty name");
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}
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// Load all the sprite sets for the animation
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for (int i = 0; i < spriteListCount; ++i) {
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if (_field12 && (i == _spriteListIndex))
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// Skip over field, since it's manually loaded
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continue;
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_spriteListIndexes[i] = _view->_spriteSlots.addSprites(_spriteSetNames[i].c_str());
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}
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if (_field12) {
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Common::String resName;
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if (madsRes)
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resName += "*";
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resName += _spriteSetNames[_spriteListIndex];
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_spriteListIndexes[_spriteListIndex] = _view->_spriteSlots.addSprites(resName.c_str());
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}
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// TODO: Unknown section about handling sprite set list combined with messages size
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// TODO: The original has two separate loops for the loop below based on _animMode == 4. Is it
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// perhaps that in that mode the sprite frames has a different format..?
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// Remap the sprite list index fields from the initial value to the indexes of the loaded
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// sprite sets for the animation
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for (uint i = 0; i < _frameEntries.size(); ++i) {
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int idx = _frameEntries[i].spriteSlot.spriteListIndex;
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_frameEntries[i].spriteSlot.spriteListIndex = _spriteListIndexes[idx];
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}
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if (hasScroll())
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_nextScrollTimer = _madsVm->_currentTimer + _scrollTicks;
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}
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/**
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* Loads an animation file for display
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*/
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void MadsAnimation::load(const Common::String &filename, int abortTimers) {
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initialise(filename, 0, NULL, NULL);
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_messageCtr = 0;
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_skipLoad = true;
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/* TODO: figure out extra stuff in this routine
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if (_field12) {
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_unkIndex = -1;
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int listIndex = _spriteListIndexes[_spriteListIndex];
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SpriteAsset &spriteSet = _view->_spriteSlots.getSprite(listIndex);
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..?..
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}
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*/
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// Initialise miscellaneous fields
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_currentFrame = 0;
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_oldFrameEntry = 0;
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_nextFrameTimer = _madsVm->_currentTimer;
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_abortTimers = abortTimers;
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_abortMode = _madsVm->scene()->_abortTimersMode2;
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for (int i = 0; i < 3; ++i)
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_actionNouns[i] = _madsVm->globals()->actionNouns[i];
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// Initialise kernel message list
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for (uint i = 0; i < _messages.size(); ++i)
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_messages[i].kernelMsgIndex = -1;
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}
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void MadsAnimation::update() {
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if (_field12) {
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int spriteListIndex = _spriteListIndexes[_spriteListIndex];
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int newIndex = -1;
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for (uint idx = _oldFrameEntry; idx < _frameEntries.size(); ++idx) {
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if (_frameEntries[idx].frameNumber > _currentFrame)
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break;
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if (_frameEntries[idx].spriteSlot.spriteListIndex == spriteListIndex)
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newIndex = _frameEntries[idx].spriteSlot.frameNumber;
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}
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if (newIndex >= 0)
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load1(newIndex);
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}
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// Check for scroll change
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bool screenChanged = false;
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// Handle any scrolling of the screen surface
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if (hasScroll() && (_madsVm->_currentTimer >= _nextScrollTimer)) {
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_view->_bgSurface->scrollX(_scrollX);
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_view->_bgSurface->scrollY(_scrollY);
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_nextScrollTimer = _madsVm->_currentTimer + _scrollTicks;
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screenChanged = true;
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}
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// If it's not time for the next frame, then exit
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if (_madsVm->_currentTimer < _nextFrameTimer) {
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if (screenChanged)
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_view->_spriteSlots.fullRefresh();
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return;
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}
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// Loop checks for any prior animation sprite slots to be expired
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for (int slotIndex = 0; slotIndex < _view->_spriteSlots.startIndex; ++slotIndex) {
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if (_view->_spriteSlots[slotIndex].seqIndex >= 0x80) {
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// Flag the frame as animation sprite slot
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_view->_spriteSlots[slotIndex].spriteType = EXPIRED_SPRITE;
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}
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}
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// Validate the current frame
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if (_currentFrame >= (int)_miscEntries.size()) {
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// Is the animation allowed to be repeated?
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if (_resetFlag) {
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_currentFrame = 0;
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_oldFrameEntry = 0;
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} else {
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_freeFlag = true;
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return;
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}
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}
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// Handle starting any sound for this frame
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AnimMiscEntry &misc = _miscEntries[_currentFrame];
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if (misc.soundNum)
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_vm->_sound->playSound(misc.soundNum);
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// Handle any offset adjustment for sprites as of this frame
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if (_view->_posAdjust.x != misc.posAdjust.x) {
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_view->_posAdjust.x = misc.posAdjust.x;
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screenChanged = true;
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}
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if (_view->_posAdjust.y != misc.posAdjust.y) {
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_view->_posAdjust.y = misc.posAdjust.y;
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screenChanged = true;
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}
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if (screenChanged) {
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// Signal the entire screen needs refreshing
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_view->_spriteSlots.fullRefresh();
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}
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int spriteSlotsMax = _view->_spriteSlots.startIndex;
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// Main frame animation loop - frames get animated by being placed, as necessary, into the
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// main sprite slot array
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while ((uint)_oldFrameEntry < _frameEntries.size()) {
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if (_frameEntries[_oldFrameEntry].frameNumber > _currentFrame)
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break;
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else if (_frameEntries[_oldFrameEntry].frameNumber == _currentFrame) {
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// Found the correct frame
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int spriteSlotIndex = 0;
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int index = 0;
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for (;;) {
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if ((spriteSlotIndex == 0) && (index < spriteSlotsMax)) {
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int seqIndex = _frameEntries[_oldFrameEntry].seqIndex - _view->_spriteSlots[index].seqIndex;
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if (seqIndex == 0x80) {
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if (_view->_spriteSlots[index] == _frameEntries[_oldFrameEntry].spriteSlot) {
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_view->_spriteSlots[index].spriteType = SPRITE_ZERO;
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spriteSlotIndex = -1;
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}
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}
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++index;
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continue;
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}
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if (spriteSlotIndex == 0) {
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int slotIndex = _view->_spriteSlots.getIndex();
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MadsSpriteSlot &slot = _view->_spriteSlots[slotIndex];
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slot.copy(_frameEntries[_oldFrameEntry].spriteSlot);
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slot.seqIndex = _frameEntries[_oldFrameEntry].seqIndex + 0x80;
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SpriteAsset &spriteSet = _view->_spriteSlots.getSprite(
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_view->_spriteSlots[slotIndex].spriteListIndex);
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slot.spriteType = spriteSet.isBackground() ? BACKGROUND_SPRITE : FOREGROUND_SPRITE;
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}
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break;
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}
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}
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++_oldFrameEntry;
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}
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// Handle the display of any messages
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for (uint idx = 0; idx < _messages.size(); ++idx) {
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if (_messages[idx].kernelMsgIndex >= 0) {
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// Handle currently active message
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if ((_currentFrame < _messages[idx].startFrame) || (_currentFrame > _messages[idx].endFrame)) {
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_view->_kernelMessages.remove(_messages[idx].kernelMsgIndex);
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_messages[idx].kernelMsgIndex = -1;
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--_messageCtr;
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}
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} else if ((_currentFrame >= _messages[idx].startFrame) && (_currentFrame <= _messages[idx].endFrame)) {
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// Start displaying the message
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AnimMessage &me = _messages[idx];
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// The colour index to use is dependant on how many messages are currently on-screen
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uint8 colIndex;
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switch (_messageCtr) {
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case 1:
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colIndex = 252;
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break;
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case 2:
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colIndex = 16;
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break;
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default:
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colIndex = 250;
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break;
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}
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_vm->_palette->setEntry(colIndex, me.rgb1.r, me.rgb1.g, me.rgb1.b);
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_vm->_palette->setEntry(colIndex + 1, me.rgb2.r, me.rgb2.g, me.rgb2.b);
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// Add a kernel message to display the given text
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me.kernelMsgIndex = _view->_kernelMessages.add(me.pos, colIndex * 101, 0, 0, INDEFINITE_TIMEOUT, me.msg);
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// Play the associated sound, if it exists
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if (me.soundId >= 0)
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_vm->_sound->playDSRSound(me.soundId, 255, false);
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++_messageCtr;
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}
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}
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// Move to the next frame
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_currentFrame++;
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if (_currentFrame >= (int)_miscEntries.size()) {
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// Animation is complete
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if (_abortTimers != 0) {
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_view->_abortTimers = _abortTimers;
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_view->_abortTimersMode = _abortMode;
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if (_abortMode != ABORTMODE_1) {
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// Copy the noun list
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for (int i = 0; i < 3; ++i)
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_madsVm->globals()->actionNouns[i] = _actionNouns[i];
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}
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}
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}
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int frameNum = MIN(_currentFrame, (int)_miscEntries.size() - 1);
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_nextFrameTimer = _madsVm->_currentTimer + _miscEntries[frameNum].numTicks;
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}
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void MadsAnimation::setCurrentFrame(int frameNumber) {
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_currentFrame = frameNumber;
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_oldFrameEntry = 0;
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_freeFlag = false;
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_nextScrollTimer = _nextFrameTimer = _madsVm->_currentTimer;
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}
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void MadsAnimation::load1(int frameNumber) {
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if (_skipLoad)
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return;
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Common::Point pt;
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int listIndex = _spriteListIndexes[_spriteListIndex];
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SpriteAsset &spriteSet = _view->_spriteSlots.getSprite(listIndex);
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if (_unkIndex < 0) {
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M4Surface *frame = spriteSet.getFrame(0);
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pt.x = frame->bounds().left;
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pt.y = frame->bounds().top;
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} else {
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pt.x = _unkList[_unkIndex].x;
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pt.y = _unkList[_unkIndex].y;
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_unkIndex = 1 - _unkIndex;
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}
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if (proc1(spriteSet, pt, frameNumber))
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error("proc1 failure");
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}
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bool MadsAnimation::proc1(SpriteAsset &spriteSet, const Common::Point &pt, int frameNumber) {
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return 0;
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}
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void MadsAnimation::loadInterface(M4Surface *&interfaceSurface, M4Surface *&depthSurface) {
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if (_animMode <= 2) {
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MadsSceneResources sceneResources;
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sceneResources.load(_roomNumber, _interfaceFile.c_str(), 0, depthSurface, interfaceSurface);
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} else if (_animMode == 4) {
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// Load a scene interface
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interfaceSurface->madsLoadInterface(_interfaceFile);
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} else {
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// This mode allocates two large surfaces for the animation
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// TODO: Are these ever properly freed?
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error("Anim mode %d - need to check free logic", _animMode);
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assert(!interfaceSurface);
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assert(!depthSurface);
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depthSurface = new M4Surface(MADS_SURFACE_WIDTH, MADS_SCREEN_HEIGHT);
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interfaceSurface = new M4Surface(MADS_SURFACE_WIDTH, MADS_SCREEN_HEIGHT);
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depthSurface->clear();
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interfaceSurface->clear();
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}
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}
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} // End of namespace M4
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