1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280
|
/* 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 "lure/animseq.h"
#include "lure/decode.h"
#include "lure/events.h"
#include "lure/lure.h"
#include "lure/palette.h"
#include "lure/sound.h"
#include "common/endian.h"
namespace Lure {
// delay
// Delays for a given number of milliseconds. If it returns true, it indicates that
// Escape has been pressed, and the introduction should be aborted.
AnimAbortType AnimationSequence::delay(uint32 milliseconds) {
Events &events = Events::getReference();
uint32 delayCtr = g_system->getMillis() + milliseconds;
while (g_system->getMillis() < delayCtr) {
while (events.pollEvent()) {
if ((events.type() == Common::EVENT_KEYDOWN) && (events.event().kbd.ascii != 0)) {
if (events.event().kbd.keycode == Common::KEYCODE_ESCAPE)
return ABORT_END_INTRO;
else
return ABORT_NEXT_SCENE;
} else if (events.type() == Common::EVENT_LBUTTONDOWN) {
return ABORT_NEXT_SCENE;
} else if ((events.type() == Common::EVENT_QUIT) || (events.type() == Common::EVENT_RTL)) {
return ABORT_END_INTRO;
} else if (events.type() == Common::EVENT_MAINMENU) {
return ABORT_NONE;
}
}
uint32 delayAmount = delayCtr - g_system->getMillis();
if (delayAmount > 10) delayAmount = 10;
g_system->delayMillis(delayAmount);
}
return ABORT_NONE;
}
// egaDecodeFrame
// Decodes a single frame of a EGA animation sequence
void AnimationSequence::egaDecodeFrame(byte *&pPixels) {
Screen &screen = Screen::getReference();
byte *screenData = screen.screen_raw();
// Skip over the list of blocks that are changed
int numBlocks = *pPixels++;
pPixels += numBlocks;
// Loop through the list of same/changed pixel ranges
int len = *pPixels++;
int offset = MENUBAR_Y_SIZE * FULL_SCREEN_WIDTH *
EGA_NUM_LAYERS / EGA_PIXELS_PER_BYTE;
while ((offset += len) < FULL_SCREEN_WIDTH * FULL_SCREEN_HEIGHT / 2) {
int repeatLen = *pPixels++;
if (repeatLen > 0) {
byte *pDest = screenData + (offset / EGA_NUM_LAYERS) * EGA_PIXELS_PER_BYTE;
// Copy over the following bytes - each four bytes contain the four
// planes worth of data for 8 sequential pixels
while (repeatLen-- > 0) {
int planeNum = offset % EGA_NUM_LAYERS;
byte v = *pPixels++;
for (int bitCtr = 0; bitCtr < 8; ++bitCtr, v <<= 1) {
if ((v & 0x80) != 0)
*(pDest + bitCtr) |= 1 << planeNum;
else
*(pDest + bitCtr) &= ~(1 << planeNum);
}
if ((++offset % EGA_NUM_LAYERS) == 0)
pDest += EGA_PIXELS_PER_BYTE;
}
}
// Get next skip bytes length
len = *pPixels++;
}
}
// vgaDecodeFrame
// Decodes a single frame of a VGA animation sequence
void AnimationSequence::vgaDecodeFrame(byte *&pPixels, byte *&pLines) {
Screen &screen = Screen::getReference();
byte *screenData = screen.screen_raw();
uint16 screenPos = 0;
uint16 len;
while (screenPos < SCREEN_SIZE) {
// Get line length
len = (uint16) *pLines++;
if (len == 0) {
len = READ_LE_UINT16(pLines);
pLines += 2;
}
// Move the splice over
memcpy(screenData, pPixels, len);
screenData += len;
screenPos += len;
pPixels += len;
// Get the offset inc amount
len = (uint16) *pLines++;
if (len == 0) {
len = READ_LE_UINT16(pLines);
pLines += 2;
}
screenData += len;
screenPos += len;
}
}
AnimationSequence::AnimationSequence(uint16 screenId, Palette &palette, bool fadeIn, int frameDelay,
const AnimSoundSequence *soundList): _screenId(screenId), _palette(palette),
_frameDelay(frameDelay), _soundList(soundList) {
Screen &screen = Screen::getReference();
PictureDecoder decoder;
Disk &d = Disk::getReference();
// Get the data and decode it. Note that VGA decompression is used
// even if the decompressed contents is actually EGA data
MemoryBlock *data = d.getEntry(_screenId);
_decodedData = decoder.vgaDecode(data, MAX_ANIM_DECODER_BUFFER_SIZE);
delete data;
_isEGA = LureEngine::getReference().isEGA();
if (_isEGA) {
// Setup for EGA animation
_lineRefs = NULL;
// Reset the palette and clear the screen for EGA decoding
screen.setPaletteEmpty(RES_PALETTE_ENTRIES);
screen.screen().empty();
// Load the screen - each four bytes contain the four planes
// worth of data for 8 sequential pixels
byte *pSrc = _decodedData->data();
byte *pDest = screen.screen().data().data() +
(FULL_SCREEN_WIDTH * MENUBAR_Y_SIZE);
for (int ctr = 0; ctr < FULL_SCREEN_WIDTH * (FULL_SCREEN_HEIGHT -
MENUBAR_Y_SIZE) / 8; ++ctr, pDest += EGA_PIXELS_PER_BYTE) {
for (int planeCtr = 0; planeCtr < EGA_NUM_LAYERS; ++planeCtr, ++pSrc) {
byte v = *pSrc;
for (int bitCtr = 0; bitCtr < 8; ++bitCtr, v <<= 1) {
if ((v & 0x80) != 0)
*(pDest + bitCtr) |= 1 << planeCtr;
}
}
}
screen.update();
screen.setPalette(&_palette, 0, _palette.numEntries());
// Set pointers for animation
_pPixels = pSrc;
_pPixelsEnd = _decodedData->data() + _decodedData->size() - 1;
_pLines = NULL;
_pLinesEnd = NULL;
} else {
// Setup for VGA animation
_lineRefs = d.getEntry(_screenId + 1);
// Reset the palette and set the initial starting screen
screen.setPaletteEmpty(RES_PALETTE_ENTRIES);
screen.screen().data().copyFrom(_decodedData, 0, 0, FULL_SCREEN_HEIGHT * FULL_SCREEN_WIDTH);
screen.update();
// Set the palette
if (fadeIn) screen.paletteFadeIn(&_palette);
else screen.setPalette(&_palette, 0, _palette.numEntries());
// Set up frame pointers
_pPixels = _decodedData->data() + SCREEN_SIZE;
_pPixelsEnd = _decodedData->data() + _decodedData->size() - 1;
_pLines = _lineRefs->data();
_pLinesEnd = _lineRefs->data() + _lineRefs->size() - 1;
}
}
AnimationSequence::~AnimationSequence() {
delete _lineRefs;
delete _decodedData;
// Renable GMM saving/loading now that the animation is done
LureEngine::getReference()._saveLoadAllowed = true;
}
// show
// Main method for displaying the animation
AnimAbortType AnimationSequence::show() {
Screen &screen = Screen::getReference();
AnimAbortType result;
const AnimSoundSequence *soundFrame = _soundList;
int frameCtr = 0;
// Disable GMM saving/loading whilst animation is running
LureEngine::getReference()._saveLoadAllowed = false;
// Loop through displaying the animations
while (_pPixels < _pPixelsEnd) {
if ((soundFrame != NULL) && (frameCtr == 0))
Sound.musicInterface_Play(
Sound.isRoland() ? soundFrame->rolandSoundId : soundFrame->adlibSoundId,
soundFrame->channelNum);
if (_isEGA)
egaDecodeFrame(_pPixels);
else {
if (_pLines >= _pLinesEnd) break;
vgaDecodeFrame(_pPixels, _pLines);
}
// Make the decoded frame visible
screen.update();
result = delay(_frameDelay * 1000 / 50);
if (result != ABORT_NONE) return result;
if ((soundFrame != NULL) && (++frameCtr == soundFrame->numFrames)) {
frameCtr = 0;
++soundFrame;
if (soundFrame->numFrames == 0) soundFrame = NULL;
}
}
return ABORT_NONE;
}
bool AnimationSequence::step() {
Screen &screen = Screen::getReference();
if (_pPixels >= _pPixelsEnd) return false;
if (_isEGA)
egaDecodeFrame(_pPixels);
else {
if (_pLines >= _pLinesEnd) return false;
vgaDecodeFrame(_pPixels, _pLines);
}
// Make the decoded frame visible
screen.update();
screen.setPalette(&_palette);
return true;
}
} // End of namespace Lure
|