mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-16 14:50:17 +00:00
174 lines
4.8 KiB
C++
174 lines
4.8 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "toltecs/toltecs.h"
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#include "toltecs/animation.h"
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#include "toltecs/palette.h"
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#include "toltecs/screen.h"
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namespace Toltecs {
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AnimationPlayer::AnimationPlayer(ToltecsEngine *vm) : _vm(vm) {
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_animBuffer = new byte[262144]();
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_resIndex = 0;
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_width = _height = 0;
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_frameNumber = 0;
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_frameCount = 0;
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_keepFrameCounter = 0;
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_curFrameSize = _nextFrameSize = 0;
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_nextFrameOffset = 0;
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_firstNextFrameSize = 0;
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_firstNextFrameOffset = 0;
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_firstCurFrameSize = 0;
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}
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AnimationPlayer::~AnimationPlayer() {
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delete[] _animBuffer;
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}
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void AnimationPlayer::start(uint resIndex) {
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debug(1, "AnimationPlayer::start(%d)", resIndex);
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_resIndex = resIndex;
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_vm->_arc->openResource(_resIndex);
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_height = _vm->_arc->readUint16LE();
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_width = _vm->_arc->readUint16LE();
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_frameCount = _vm->_arc->readUint16LE();
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_vm->_arc->read(_vm->_palette->getAnimPalette(), 768);
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_curFrameSize = _vm->_arc->readUint32LE();
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_nextFrameOffset = _curFrameSize + 782;
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_vm->_arc->read(_animBuffer, _curFrameSize);
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_nextFrameSize = _vm->_arc->readUint32LE();
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_vm->_arc->closeResource();
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debug(1, "AnimationPlayer::start() width = %d; height = %d; frameCount = %d", _width, _height, _frameCount);
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_vm->_sceneWidth = _width;
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_vm->_sceneHeight = _height;
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unpackFrame();
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_keepFrameCounter = 0;
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_frameNumber = 0;
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// TODO mov screenFlag01, 0FFFFh
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// TODO mov animDrawFrameFlag, 0FFFFh
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_firstNextFrameOffset = _nextFrameOffset;
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_firstCurFrameSize = _curFrameSize;
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_firstNextFrameSize = _nextFrameSize;
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}
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void AnimationPlayer::nextFrame() {
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debug(1, "AnimationPlayer::nextFrame()");
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if (_frameNumber == _frameCount) {
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_nextFrameOffset = _firstNextFrameOffset;
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_curFrameSize = _firstCurFrameSize;
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_nextFrameSize = _firstNextFrameSize;
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_frameNumber = 1;
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} else {
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_frameNumber++;
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}
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debug(1, "AnimationPlayer::nextFrame() frameNumber = %d", _frameNumber);
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if (_keepFrameCounter > 0) {
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_keepFrameCounter--;
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return;
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}
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_vm->_arc->openResource(_resIndex);
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_vm->_arc->seek(_nextFrameOffset, SEEK_CUR);
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_curFrameSize = _nextFrameSize;
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if (_curFrameSize == 0)
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_curFrameSize = 1;
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_vm->_arc->read(_animBuffer, _curFrameSize);
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_nextFrameSize = _vm->_arc->readUint32LE();
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_nextFrameOffset += _curFrameSize + 4;
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if (_curFrameSize > 1) {
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unpackFrame();
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// TODO mov animDrawFrameFlag, 0FFFFh
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} else {
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_keepFrameCounter = _animBuffer[0] - 1;
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// TODO mov animDrawFrameFlag, 0
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}
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_vm->_arc->closeResource();
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}
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int16 AnimationPlayer::getStatus() {
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debug(1, "AnimationPlayer::getStatus()");
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int16 status = -1;
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if (_frameNumber == _frameCount)
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status = 0;
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else if (_frameNumber == _frameCount - 1)
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status = 1;
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debug(1, "AnimationPlayer::getStatus() status = %d", status);
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return status;
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}
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void AnimationPlayer::unpackFrame() {
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_vm->_screen->unpackRle(_animBuffer, _vm->_screen->_frontScreen, _width, _height);
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_vm->_screen->unpackRle(_animBuffer, _vm->_screen->_backScreen, _width, _height);
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_vm->_screen->_fullRefresh = true;
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}
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void AnimationPlayer::saveState(Common::WriteStream *out) {
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out->writeUint16LE(_resIndex);
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// NOTE: The original engine doesn't save width/height, but we do
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out->writeUint16LE(_width);
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out->writeUint16LE(_height);
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out->writeUint16LE(_frameCount);
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out->writeUint16LE(_frameNumber);
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out->writeUint32LE(_keepFrameCounter);
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out->writeUint32LE(_curFrameSize);
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out->writeUint32LE(_nextFrameSize);
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out->writeUint32LE(_nextFrameOffset);
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out->writeUint32LE(_firstCurFrameSize);
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out->writeUint32LE(_firstNextFrameSize);
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out->writeUint32LE(_firstNextFrameOffset);
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}
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void AnimationPlayer::loadState(Common::ReadStream *in) {
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_resIndex = in->readUint16LE();
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_width = in->readUint16LE();
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_height = in->readUint16LE();
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_frameCount = in->readUint16LE();
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_frameNumber = in->readUint16LE();
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_keepFrameCounter = in->readUint32LE();
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_curFrameSize = in->readUint32LE();
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_nextFrameSize = in->readUint32LE();
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_nextFrameOffset = in->readUint32LE();
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_firstCurFrameSize = in->readUint32LE();
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_firstNextFrameSize = in->readUint32LE();
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_firstNextFrameOffset = in->readUint32LE();
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}
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} // End of namespace Toltecs
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