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/* 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 "draci/draci.h"
#include "draci/animation.h"
#include "draci/barchive.h"
#include "draci/game.h"
#include "draci/screen.h"
#include "draci/sound.h"
#include "draci/surface.h"
#include "common/memstream.h"
#include "common/system.h"
namespace Draci {
Animation::Animation(DraciEngine *vm, int id, uint z, bool playing) : _vm(vm) {
_id = id;
_index = kIgnoreIndex;
_z = z;
clearShift();
_displacement = kNoDisplacement;
_playing = playing;
_looping = false;
_paused = false;
_canBeQuick = false;
_tick = _vm->_system->getMillis();
_currentFrame = 0;
_hasChangedFrame = true;
_callback = &Animation::doNothing;
_isRelative = false;
}
Animation::~Animation() {
deleteFrames();
}
void Animation::setRelative(int relx, int rely) {
// Delete the previous frame if there is one
if (_frames.size() > 0)
markDirtyRect(_vm->_screen->getSurface());
_displacement.relX = relx;
_displacement.relY = rely;
}
Displacement Animation::getCurrentFrameDisplacement() const {
Displacement dis = _displacement;
dis.relX += scummvm_lround(dis.extraScaleX * _shift.x);
dis.relY += scummvm_lround(dis.extraScaleY * _shift.y);
return dis;
}
Common::Point Animation::getCurrentFramePosition() const {
Displacement dis = getCurrentFrameDisplacement();
return Common::Point(dis.relX, dis.relY);
}
void Animation::setLooping(bool looping) {
_looping = looping;
debugC(7, kDraciAnimationDebugLevel, "Setting looping to %d on animation %d",
looping, _id);
}
void Animation::markDirtyRect(Surface *surface) const {
if (getFrameCount() == 0)
return;
// Fetch the current frame's rectangle
const Drawable *frame = getConstCurrentFrame();
Common::Rect frameRect = frame->getRect(getCurrentFrameDisplacement());
// Mark the rectangle dirty on the surface
surface->markDirtyRect(frameRect);
}
void Animation::nextFrame(bool force) {
// If there are no frames or if the animation is not playing, return
if (getFrameCount() == 0 || !_playing)
return;
const Drawable *frame = getConstCurrentFrame();
Surface *surface = _vm->_screen->getSurface();
if (force || (_tick + frame->getDelay() <= _vm->_system->getMillis()) ||
(_canBeQuick && _vm->_game->getEnableQuickHero() && _vm->_game->getWantQuickHero())) {
// If we are at the last frame and not looping, stop the animation
// The animation is also restarted to frame zero
if ((_currentFrame == getFrameCount() - 1) && !_looping) {
// When the animation reaches its end, call the preset callback
(this->*_callback)();
} else {
// Mark old frame dirty so it gets deleted
markDirtyRect(surface);
_shift.x += _relativeShifts[_currentFrame].x;
_shift.y += _relativeShifts[_currentFrame].y;
_currentFrame = nextFrameNum();
_tick = _vm->_system->getMillis();
// Fetch new frame and mark it dirty
markDirtyRect(surface);
// If the animation is paused, then nextFrameNum()
// returns the same frame number even though the time
// has elapsed to switch to another frame. We must not
// flip _hasChangedFrame to true, otherwise the sample
// assigned to this frame will be re-started over and
// over until all sound handles are exhausted (happens,
// e.g., when switching to the inventory which pauses
// all animations).
_hasChangedFrame = !_paused;
}
}
debugC(6, kDraciAnimationDebugLevel,
"anim=%d tick=%d delay=%d tick+delay=%d currenttime=%d frame=%d framenum=%d x=%d y=%d z=%d",
_id, _tick, frame->getDelay(), _tick + frame->getDelay(), _vm->_system->getMillis(),
_currentFrame, _frames.size(), frame->getX() + getRelativeX(), frame->getY() + getRelativeY(), _z);
}
uint Animation::nextFrameNum() const {
if (_paused)
return _currentFrame;
if ((_currentFrame == getFrameCount() - 1) && _looping)
return 0;
else
return _currentFrame + 1;
}
void Animation::drawFrame(Surface *surface) {
// If there are no frames or the animation is not playing, return
if (_frames.size() == 0 || !_playing)
return;
const Drawable *frame = getConstCurrentFrame();
if (_id == kOverlayImage) {
// No displacement or relative animations is supported.
frame->draw(surface, false, 0, 0);
} else {
// Draw frame: first shifted by the relative shift and then
// scaled/shifted by the given displacement.
frame->drawReScaled(surface, false, getCurrentFrameDisplacement());
}
const SoundSample *sample = _samples[_currentFrame];
if (_hasChangedFrame && sample) {
uint duration = _vm->_sound->playSound(sample, Audio::Mixer::kMaxChannelVolume, false);
debugC(3, kDraciSoundDebugLevel,
"Playing sample on animation %d, frame %d: %d+%d at %dHz: %dms",
_id, _currentFrame, sample->_offset, sample->_length, sample->_frequency, duration);
}
_hasChangedFrame = false;
}
void Animation::setPlaying(bool playing) {
_tick = _vm->_system->getMillis();
_playing = playing;
// When restarting an animation, allow playing sounds.
_hasChangedFrame |= playing;
}
void Animation::setScaleFactors(double scaleX, double scaleY) {
debugC(5, kDraciAnimationDebugLevel,
"Setting scaling factors on anim %d (scaleX: %.3f scaleY: %.3f)",
_id, scaleX, scaleY);
markDirtyRect(_vm->_screen->getSurface());
_displacement.extraScaleX = scaleX;
_displacement.extraScaleY = scaleY;
}
void Animation::addFrame(Drawable *frame, const SoundSample *sample) {
_frames.push_back(frame);
_samples.push_back(sample);
_relativeShifts.push_back(Common::Point(0, 0));
}
void Animation::makeLastFrameRelative(int x, int y) {
_relativeShifts.back() = Common::Point(x, y);
}
void Animation::clearShift() {
_shift = Common::Point(0, 0);
}
void Animation::replaceFrame(int i, Drawable *frame, const SoundSample *sample) {
_frames[i] = frame;
_samples[i] = sample;
}
const Drawable *Animation::getConstCurrentFrame() const {
// If there are no frames stored, return NULL
return _frames.size() > 0 ? _frames[_currentFrame] : NULL;
}
Drawable *Animation::getCurrentFrame() {
// If there are no frames stored, return NULL
return _frames.size() > 0 ? _frames[_currentFrame] : NULL;
}
Drawable *Animation::getFrame(int frameNum) {
// If there are no frames stored, return NULL
return _frames.size() > 0 ? _frames[frameNum] : NULL;
}
void Animation::setCurrentFrame(uint frame) {
// Check whether the value is sane
if (frame >= _frames.size()) {
return;
}
_currentFrame = frame;
}
void Animation::deleteFrames() {
// If there are no frames to delete, return
if (_frames.size() == 0) {
return;
}
markDirtyRect(_vm->_screen->getSurface());
for (int i = getFrameCount() - 1; i >= 0; --i) {
delete _frames[i];
_frames.pop_back();
}
_relativeShifts.clear();
_samples.clear();
}
void Animation::exitGameLoop() {
_vm->_game->setExitLoop(true);
}
void Animation::tellWalkingState() {
_vm->_game->heroAnimationFinished();
}
void Animation::play() {
if (isPlaying()) {
return;
}
// Mark the first frame dirty so it gets displayed
markDirtyRect(_vm->_screen->getSurface());
setPlaying(true);
debugC(3, kDraciAnimationDebugLevel, "Playing animation %d...", getID());
}
void Animation::stop() {
if (!isPlaying()) {
return;
}
// Clean up the last frame that was drawn before stopping
markDirtyRect(_vm->_screen->getSurface());
setPlaying(false);
// Reset the animation to the beginning
setCurrentFrame(0);
clearShift();
debugC(3, kDraciAnimationDebugLevel, "Stopping animation %d...", getID());
}
void Animation::del() {
_vm->_anims->deleteAnimation(this);
}
void AnimationManager::pauseAnimations() {
if (_animationPauseCounter++) {
// Already paused
return;
}
Common::List<Animation *>::iterator it;
for (it = _animations.begin(); it != _animations.end(); ++it) {
if ((*it)->getID() > 0 || (*it)->getID() == kTitleText) {
// Clean up the last frame that was drawn before stopping
(*it)->markDirtyRect(_vm->_screen->getSurface());
(*it)->setPaused(true);
}
}
}
void AnimationManager::unpauseAnimations() {
if (--_animationPauseCounter) {
// Still paused
return;
}
Common::List<Animation *>::iterator it;
for (it = _animations.begin(); it != _animations.end(); ++it) {
if ((*it)->isPaused()) {
// Clean up the last frame that was drawn before stopping
(*it)->markDirtyRect(_vm->_screen->getSurface());
(*it)->setPaused(false);
}
}
}
Animation *AnimationManager::getAnimation(int id) {
Common::List<Animation *>::iterator it;
for (it = _animations.begin(); it != _animations.end(); ++it) {
if ((*it)->getID() == id) {
return *it;
}
}
return NULL;
}
void AnimationManager::insert(Animation *anim, bool allocateIndex) {
if (allocateIndex)
anim->setIndex(++_lastIndex);
Common::List<Animation *>::iterator it;
for (it = _animations.begin(); it != _animations.end(); ++it) {
if (anim->getZ() < (*it)->getZ())
break;
}
_animations.insert(it, anim);
}
void AnimationManager::drawScene(Surface *surf) {
// Fill the screen with color zero since some rooms may rely on the screen being black
_vm->_screen->getSurface()->fill(0);
sortAnimations();
Common::List<Animation *>::iterator it;
for (it = _animations.begin(); it != _animations.end(); ++it) {
if (! ((*it)->isPlaying()) ) {
continue;
}
(*it)->nextFrame(false);
(*it)->drawFrame(surf);
}
}
void AnimationManager::sortAnimations() {
Common::List<Animation *>::iterator cur;
Common::List<Animation *>::iterator next;
cur = _animations.begin();
// If the list is empty, we're done
if (cur == _animations.end())
return;
bool hasChanged;
do {
hasChanged = false;
cur = _animations.begin();
next = cur;
while (true) {
next++;
// If we are at the last element, we're done
if (next == _animations.end())
break;
// If we find an animation out of order, reinsert it
if ((*next)->getZ() < (*cur)->getZ()) {
Animation *anim = *next;
next = _animations.reverse_erase(next);
insert(anim, false);
hasChanged = true;
}
// Advance to next animation
cur = next;
}
} while (hasChanged);
}
void AnimationManager::deleteAnimation(Animation *anim) {
if (!anim) {
return;
}
Common::List<Animation *>::iterator it;
int index = -1;
// Iterate for the first time to delete the animation
for (it = _animations.begin(); it != _animations.end(); ++it) {
if (*it == anim) {
// Remember index of the deleted animation
index = (*it)->getIndex();
debugC(3, kDraciAnimationDebugLevel, "Deleting animation %d...", anim->getID());
delete *it;
_animations.erase(it);
break;
}
}
// Iterate the second time to decrease indexes greater than the deleted animation index
for (it = _animations.begin(); it != _animations.end(); ++it) {
if ((*it)->getIndex() > index && (*it)->getIndex() != kIgnoreIndex) {
(*it)->setIndex((*it)->getIndex() - 1);
}
}
// Decrement index of last animation
_lastIndex -= 1;
}
void AnimationManager::deleteOverlays() {
debugC(3, kDraciAnimationDebugLevel, "Deleting overlays...");
Common::List<Animation *>::iterator it;
for (it = _animations.begin(); it != _animations.end(); ++it) {
if ((*it)->getID() == kOverlayImage) {
delete *it;
it = _animations.reverse_erase(it);
}
}
}
void AnimationManager::deleteAll() {
debugC(3, kDraciAnimationDebugLevel, "Deleting all animations...");
Common::List<Animation *>::iterator it;
for (it = _animations.begin(); it != _animations.end(); ++it) {
delete *it;
}
_animations.clear();
_lastIndex = -1;
}
void AnimationManager::deleteAfterIndex(int index) {
Common::List<Animation *>::iterator it;
for (it = _animations.begin(); it != _animations.end(); ++it) {
if ((*it)->getIndex() > index) {
debugC(3, kDraciAnimationDebugLevel, "Deleting animation %d...", (*it)->getID());
delete *it;
it = _animations.reverse_erase(it);
}
}
_lastIndex = index;
}
const Animation *AnimationManager::getTopAnimation(int x, int y) const {
Common::List<Animation *>::const_iterator it;
Animation *retval = NULL;
// Get transparent color for the current screen
const int transparent = _vm->_screen->getSurface()->getTransparentColor();
for (it = _animations.reverse_begin(); it != _animations.end(); --it) {
Animation *anim = *it;
// If the animation is not playing, ignore it
if (!anim->isPlaying() || anim->isPaused()) {
continue;
}
const Drawable *frame = anim->getConstCurrentFrame();
if (frame == NULL) {
continue;
}
bool matches = false;
if (frame->getRect(anim->getCurrentFrameDisplacement()).contains(x, y)) {
if (frame->getType() == kDrawableText) {
matches = true;
} else if (frame->getType() == kDrawableSprite &&
reinterpret_cast<const Sprite *>(frame)->getPixel(x, y, anim->getCurrentFrameDisplacement()) != transparent) {
matches = true;
}
}
// Return the top-most animation object, unless it is a
// non-clickable sprite (overlay, debugging sprites for
// walking, or title/speech text) and there is an actual object
// underneath it.
if (matches) {
if (anim->getID() > kOverlayImage || anim->getID() < kSpeechText) {
return anim;
} else if (retval == NULL) {
retval = anim;
}
}
}
// The default return value if no animations were found on these coordinates (not even overlays)
return retval;
}
Animation *AnimationManager::load(uint animNum) {
// Make double-sure that an animation isn't loaded more than twice,
// otherwise horrible things happen in the AnimationManager, because
// they use a simple link-list without duplicate checking. This should
// never happen unless there is a bug in the game, because all GPL2
// commands are guarded.
assert(!getAnimation(animNum));
const BAFile *animFile = _vm->_animationsArchive->getFile(animNum);
Common::MemoryReadStream animationReader(animFile->_data, animFile->_length);
uint numFrames = animationReader.readByte();
// The following two flags are ignored by the played. Memory logic was
// a hint to the old player whether it should cache the sprites or load
// them on demand. We have 1 memory manager and ignore these hints.
animationReader.readByte();
// The disable erasing field is just a (poor) optimization flag that
// turns of drawing the background underneath the sprite. By reading
// the source code of the old player, I'm not sure if that would ever
// have worked. There are only 6 animations in the game with this flag
// true. All of them have just 1 animation phase and they are used to
// patch a part of the original background by a new sprite. This
// should work with the default logic as well---just play this
// animation on top of the background. Since the only meaning of the
// flag was optimization, ignoring should be OK even without dipping
// into details.
animationReader.readByte();
const bool cyclic = animationReader.readByte();
const bool relative = animationReader.readByte();
Animation *anim = new Animation(_vm, animNum, 0, false);
insert(anim, true);
anim->setLooping(cyclic);
anim->setIsRelative(relative);
for (uint i = 0; i < numFrames; ++i) {
uint spriteNum = animationReader.readUint16LE() - 1;
int x = animationReader.readSint16LE();
int y = animationReader.readSint16LE();
uint scaledWidth = animationReader.readUint16LE();
uint scaledHeight = animationReader.readUint16LE();
byte mirror = animationReader.readByte();
int sample = animationReader.readUint16LE() - 1;
uint freq = animationReader.readUint16LE();
uint delay = animationReader.readUint16LE();
// _spritesArchive is flushed when entering a room. All
// scripts in a room are responsible for loading their animations.
const BAFile *spriteFile = _vm->_spritesArchive->getFile(spriteNum);
Sprite *sp = new Sprite(spriteFile->_data, spriteFile->_length,
relative ? 0 : x, relative ? 0 : y, true);
// Some frames set the scaled dimensions to 0 even though other frames
// from the same animations have them set to normal values
// We work around this by assuming it means no scaling is necessary
if (scaledWidth == 0) {
scaledWidth = sp->getWidth();
}
if (scaledHeight == 0) {
scaledHeight = sp->getHeight();
}
sp->setScaled(scaledWidth, scaledHeight);
if (mirror)
sp->setMirrorOn();
sp->setDelay(delay * 10);
anim->addFrame(sp, _vm->_soundsArchive->getSample(sample, freq));
if (relative) {
anim->makeLastFrameRelative(x, y);
}
}
return anim;
}
} // End of namespace Draci
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