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![NMIError](/assets/img/avatar_default.png)
The animation that plays when you fall through the sewage chute near the start of the game had some issues. Fades were missing at several points, the middle part of the animation was played only once and too slow, and when skipping the animation it would only skip the currently playing part instead of the entire animation. To fix these issues, I've added an option to AnimationSequence to loop the animation a number of times.
302 lines
8.6 KiB
C++
302 lines
8.6 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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*
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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, 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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*/
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#include "lure/animseq.h"
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#include "lure/decode.h"
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#include "lure/events.h"
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#include "lure/lure.h"
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#include "lure/palette.h"
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#include "lure/sound.h"
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#include "common/endian.h"
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namespace Lure {
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// delay
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// Delays for a given number of milliseconds. If it returns true, it indicates that
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// Escape has been pressed, and the introduction should be aborted.
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AnimAbortType AnimationSequence::delay(uint32 milliseconds) {
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Events &events = Events::getReference();
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uint32 delayCtr = g_system->getMillis() + milliseconds;
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while (g_system->getMillis() < delayCtr) {
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while (events.pollEvent()) {
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if ((events.type() == Common::EVENT_KEYDOWN) && (events.event().kbd.ascii != 0)) {
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if (events.event().kbd.keycode == Common::KEYCODE_ESCAPE)
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return ABORT_END_INTRO;
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else
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return ABORT_NEXT_SCENE;
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} else if (events.type() == Common::EVENT_LBUTTONDOWN) {
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return ABORT_NEXT_SCENE;
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} else if ((events.type() == Common::EVENT_QUIT) || (events.type() == Common::EVENT_RETURN_TO_LAUNCHER)) {
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return ABORT_END_INTRO;
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} else if (events.type() == Common::EVENT_MAINMENU) {
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return ABORT_NONE;
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}
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}
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uint32 delayAmount = delayCtr - g_system->getMillis();
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if (delayAmount > 10) delayAmount = 10;
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g_system->delayMillis(delayAmount);
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}
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return ABORT_NONE;
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}
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// egaDecodeFrame
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// Decodes a single frame of a EGA animation sequence
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void AnimationSequence::egaDecodeFrame(byte *&pPixels) {
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Screen &screen = Screen::getReference();
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byte *screenData = screen.screen_raw();
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// Skip over the list of blocks that are changed
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int numBlocks = *pPixels++;
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pPixels += numBlocks;
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// Loop through the list of same/changed pixel ranges
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int len = *pPixels++;
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int offset = MENUBAR_Y_SIZE * FULL_SCREEN_WIDTH *
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EGA_NUM_LAYERS / EGA_PIXELS_PER_BYTE;
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while ((offset += len) < FULL_SCREEN_WIDTH * FULL_SCREEN_HEIGHT / 2) {
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int repeatLen = *pPixels++;
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if (repeatLen > 0) {
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byte *pDest = screenData + (offset / EGA_NUM_LAYERS) * EGA_PIXELS_PER_BYTE;
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// Copy over the following bytes - each four bytes contain the four
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// planes worth of data for 8 sequential pixels
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while (repeatLen-- > 0) {
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int planeNum = offset % EGA_NUM_LAYERS;
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byte v = *pPixels++;
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for (int bitCtr = 0; bitCtr < 8; ++bitCtr, v <<= 1) {
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if ((v & 0x80) != 0)
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*(pDest + bitCtr) |= 1 << planeNum;
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else
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*(pDest + bitCtr) &= ~(1 << planeNum);
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}
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if ((++offset % EGA_NUM_LAYERS) == 0)
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pDest += EGA_PIXELS_PER_BYTE;
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}
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}
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// Get next skip bytes length
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len = *pPixels++;
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}
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}
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// vgaDecodeFrame
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// Decodes a single frame of a VGA animation sequence
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void AnimationSequence::vgaDecodeFrame(byte *&pPixels, byte *&pLines) {
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Screen &screen = Screen::getReference();
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byte *screenData = screen.screen_raw();
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uint16 screenPos = 0;
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uint16 len;
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while (screenPos < SCREEN_SIZE) {
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// Get line length
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len = (uint16) *pLines++;
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if (len == 0) {
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len = READ_LE_UINT16(pLines);
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pLines += 2;
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}
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// Move the splice over
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memcpy(screenData, pPixels, len);
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screenData += len;
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screenPos += len;
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pPixels += len;
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// Get the offset inc amount
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len = (uint16) *pLines++;
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if (len == 0) {
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len = READ_LE_UINT16(pLines);
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pLines += 2;
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}
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screenData += len;
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screenPos += len;
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}
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}
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AnimationSequence::AnimationSequence(uint16 screenId, Palette &palette, bool fadeIn, int frameDelay,
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const AnimSoundSequence *soundList, uint8 loops): _screenId(screenId), _palette(palette),
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_frameDelay(frameDelay), _soundList(soundList), _loops(loops) {
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Screen &screen = Screen::getReference();
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PictureDecoder decoder;
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Disk &d = Disk::getReference();
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// Get the data and decode it. Note that VGA decompression is used
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// even if the decompressed contents is actually EGA data
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MemoryBlock *data = d.getEntry(_screenId);
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_decodedData = decoder.vgaDecode(data, MAX_ANIM_DECODER_BUFFER_SIZE);
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delete data;
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_isEGA = LureEngine::getReference().isEGA();
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if (_isEGA) {
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// Setup for EGA animation
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_lineRefs = NULL;
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// Reset the palette and clear the screen for EGA decoding
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screen.setPaletteEmpty(RES_PALETTE_ENTRIES);
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screen.screen().empty();
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byte *pSrc = _decodedData->data();
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pSrc = showInitialScreen(pSrc);
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screen.setPalette(&_palette, 0, _palette.numEntries());
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// Set pointers for animation
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_pPixelsStart = _pPixels = pSrc;
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_pPixelsEnd = _decodedData->data() + _decodedData->size() - 1;
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_pLinesStart = _pLines = NULL;
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_pLinesEnd = NULL;
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} else {
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// Setup for VGA animation
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_lineRefs = d.getEntry(_screenId + 1);
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// Reset the palette and set the initial starting screen
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screen.setPaletteEmpty(RES_PALETTE_ENTRIES);
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showInitialScreen();
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// Set the palette
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if (fadeIn) screen.paletteFadeIn(&_palette);
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else screen.setPalette(&_palette, 0, _palette.numEntries());
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// Set up frame pointers
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_pPixelsStart = _pPixels = _decodedData->data() + SCREEN_SIZE;
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_pPixelsEnd = _decodedData->data() + _decodedData->size() - 1;
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_pLinesStart = _pLines = _lineRefs->data();
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_pLinesEnd = _lineRefs->data() + _lineRefs->size() - 1;
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}
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}
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AnimationSequence::~AnimationSequence() {
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delete _lineRefs;
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delete _decodedData;
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// Renable GMM saving/loading now that the animation is done
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LureEngine::getReference()._saveLoadAllowed = true;
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}
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// show
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// Main method for displaying the animation
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AnimAbortType AnimationSequence::show() {
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Screen &screen = Screen::getReference();
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AnimAbortType result;
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const AnimSoundSequence *soundFrame = _soundList;
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int frameCtr = 0;
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// Disable GMM saving/loading whilst animation is running
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LureEngine::getReference()._saveLoadAllowed = false;
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// Loop through displaying the animations
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while (_loops > 0) {
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if (_pPixels < _pPixelsEnd && (_isEGA || _pLines < _pLinesEnd)) {
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if ((soundFrame != NULL) && (soundFrame->rolandSoundId != 0xFF) && (frameCtr == 0))
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Sound.musicInterface_Play(
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Sound.isRoland() ? soundFrame->rolandSoundId : soundFrame->adlibSoundId,
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soundFrame->channelNum, soundFrame->music);
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if (_isEGA)
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egaDecodeFrame(_pPixels);
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else {
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vgaDecodeFrame(_pPixels, _pLines);
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}
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// Make the decoded frame visible
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screen.update();
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} else {
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// Animation has finished.
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_loops--;
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if (_loops > 0) {
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// Animation will be repeated, so reset
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// and show the first frame again.
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_pPixels = _pPixelsStart;
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_pLines = _pLinesStart;
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showInitialScreen(_decodedData->data());
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}
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}
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result = delay(_frameDelay * 1000 / 50);
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if (result != ABORT_NONE) return result;
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if ((soundFrame != NULL) && (++frameCtr == soundFrame->numFrames)) {
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frameCtr = 0;
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++soundFrame;
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if (soundFrame->numFrames == 0) soundFrame = NULL;
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}
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}
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return ABORT_NONE;
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}
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bool AnimationSequence::step() {
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Screen &screen = Screen::getReference();
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if (_pPixels >= _pPixelsEnd) return false;
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if (_isEGA)
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egaDecodeFrame(_pPixels);
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else {
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if (_pLines >= _pLinesEnd) return false;
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vgaDecodeFrame(_pPixels, _pLines);
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}
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// Make the decoded frame visible
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screen.update();
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screen.setPalette(&_palette);
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return true;
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}
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byte *AnimationSequence::showInitialScreen(byte *pSrc) {
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Screen &screen = Screen::getReference();
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if (_isEGA) {
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// Load the screen - each four bytes contain the four planes
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// worth of data for 8 sequential pixels
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byte *pDest = screen.screen().data().data() +
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(FULL_SCREEN_WIDTH * MENUBAR_Y_SIZE);
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for (int ctr = 0; ctr < FULL_SCREEN_WIDTH * (FULL_SCREEN_HEIGHT -
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MENUBAR_Y_SIZE) / 8; ++ctr, pDest += EGA_PIXELS_PER_BYTE) {
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for (int planeCtr = 0; planeCtr < EGA_NUM_LAYERS; ++planeCtr, ++pSrc) {
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byte v = *pSrc;
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for (int bitCtr = 0; bitCtr < 8; ++bitCtr, v <<= 1) {
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if ((v & 0x80) != 0)
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*(pDest + bitCtr) |= 1 << planeCtr;
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}
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}
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}
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} else {
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screen.screen().data().copyFrom(_decodedData, 0, 0, FULL_SCREEN_HEIGHT * FULL_SCREEN_WIDTH);
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}
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screen.update();
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return pSrc;
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}
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} // End of namespace Lure
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