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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.
*
*/
// Background animation management module
#include "saga/saga.h"
#include "saga/gfx.h"
#include "saga/console.h"
#include "saga/events.h"
#include "saga/interface.h"
#include "saga/render.h"
#include "saga/resource.h"
#include "saga/scene.h"
#include "saga/animation.h"
namespace Saga {
Anim::Anim(SagaEngine *vm) : _vm(vm) {
uint16 i;
_cutawayActive = false;
for (i = 0; i < MAX_ANIMATIONS; i++)
_animations[i] = NULL;
for (i = 0; i < ARRAYSIZE(_cutawayAnimations); i++)
_cutawayAnimations[i] = NULL;
}
Anim::~Anim() {
reset();
}
#ifdef ENABLE_IHNM
void Anim::loadCutawayList(const ByteArray &resourceData) {
_cutawayList.resize(resourceData.size() / 8);
ByteArrayReadStreamEndian cutawayS(resourceData);
for (uint i = 0; i < _cutawayList.size(); i++) {
_cutawayList[i].backgroundResourceId = cutawayS.readUint16LE();
_cutawayList[i].animResourceId = cutawayS.readUint16LE();
_cutawayList[i].cycles = cutawayS.readSint16LE();
_cutawayList[i].frameRate = cutawayS.readSint16LE();
}
}
void Anim::clearCutawayList() {
_cutawayList.clear();
}
int Anim::playCutaway(int cut, bool fade) {
debug(0, "playCutaway(%d, %d)", cut, fade);
Event event;
EventColumns *eventColumns = NULL;
bool startImmediately = false;
ResourceContext *context = _vm->_resource->getContext(GAME_RESOURCEFILE);
_cutAwayFade = fade;
_vm->_gfx->savePalette();
_vm->_gfx->getCurrentPal(saved_pal);
if (fade) {
static PalEntry cur_pal[PAL_ENTRIES];
_vm->_interface->setFadeMode(kFadeOut);
// Fade to black out
_vm->_gfx->getCurrentPal(cur_pal);
event.type = kEvTImmediate;
event.code = kPalEvent;
event.op = kEventPalToBlack;
event.time = 0;
event.duration = kNormalFadeDuration;
event.data = cur_pal;
eventColumns = _vm->_events->queue(event);
// set fade mode
event.type = kEvTImmediate;
event.code = kInterfaceEvent;
event.op = kEventSetFadeMode;
event.param = kNoFade;
event.time = 0;
event.duration = 0;
_vm->_events->chain(eventColumns, event);
}
// Prepare cutaway
if (!_cutawayActive) {
_vm->_gfx->showCursor(false);
_vm->_interface->setStatusText("");
_vm->_interface->setSaveReminderState(0);
_vm->_interface->rememberMode();
_cutawayActive = true;
} else {
// If another cutaway is up, start the next cutaway immediately
startImmediately = true;
}
if (_cutAwayMode == kPanelVideo)
_vm->_interface->setMode(kPanelVideo);
else
_vm->_interface->setMode(kPanelCutaway);
if (fade) {
// Set the initial background and palette for the cutaway
event.type = kEvTImmediate;
event.code = kCutawayEvent;
event.op = kEventShowCutawayBg;
event.time = 0;
event.duration = 0;
event.param = _cutawayList[cut].backgroundResourceId;
eventColumns = _vm->_events->chain(eventColumns, event);
} else {
showCutawayBg(_cutawayList[cut].backgroundResourceId);
}
// Play the animation
int cutawaySlot = -1;
for (int i = 0; i < ARRAYSIZE(_cutawayAnimations); i++) {
if (!_cutawayAnimations[i]) {
cutawaySlot = i;
} else if (_cutawayAnimations[i]->state == ANIM_PAUSE) {
delete _cutawayAnimations[i];
_cutawayAnimations[i] = NULL;
cutawaySlot = i;
} else if (_cutawayAnimations[i]->state == ANIM_PLAYING) {
_cutawayAnimations[i]->state = ANIM_PAUSE;
}
}
if (cutawaySlot == -1) {
warning("Could not allocate cutaway animation slot");
return 0;
}
// Some cutaways in IHNM have animResourceId equal to 0, which means that they only have
// a background frame and no animation. Those animations are actually game scripts.
// An example is the "nightfall" animation in Ben's chapter (fadein-fadeout), the animation
// for the second from the left monitor in Ellen's chapter etc
// Therefore, skip the animation bit if animResourceId is 0 and only show the background
if (_cutawayList[cut].animResourceId != 0) {
ByteArray resourceData;
_vm->_resource->loadResource(context, _cutawayList[cut].animResourceId, resourceData);
load(MAX_ANIMATIONS + cutawaySlot, resourceData);
setCycles(MAX_ANIMATIONS + cutawaySlot, _cutawayList[cut].cycles);
setFrameTime(MAX_ANIMATIONS + cutawaySlot, 1000 / _cutawayList[cut].frameRate);
}
if (_cutAwayMode != kPanelVideo || startImmediately)
play(MAX_ANIMATIONS + cutawaySlot, 0);
else {
event.type = kEvTOneshot;
event.code = kAnimEvent;
event.op = kEventPlay;
event.param = MAX_ANIMATIONS + cutawaySlot;
event.time = (40 / 3) * 1000 / _cutawayList[cut].frameRate;
if (fade)
_vm->_events->chain(eventColumns, event);
else
_vm->_events->queue(event);
}
return MAX_ANIMATIONS + cutawaySlot;
}
void Anim::endCutaway() {
// This is called by scripts after a cutaway is finished. At this time,
// nothing needs to be done here.
debug(0, "endCutaway()");
}
void Anim::returnFromCutaway() {
// This is called by scripts after a cutaway is finished, to return back
// to the scene that the cutaway was called from. It's not called by the
// IHNM intro, as there is no old scene to return to.
debug(0, "returnFromCutaway()");
if (_cutawayActive) {
Event event;
EventColumns *eventColumns = NULL;
if (_cutAwayFade) {
static PalEntry cur_pal[PAL_ENTRIES];
_vm->_interface->setFadeMode(kFadeOut);
// Fade to black out
_vm->_gfx->getCurrentPal(cur_pal);
event.type = kEvTImmediate;
event.code = kPalEvent;
event.op = kEventPalToBlack;
event.time = 0;
event.duration = kNormalFadeDuration;
event.data = cur_pal;
eventColumns = _vm->_events->queue(event);
// set fade mode
event.type = kEvTImmediate;
event.code = kInterfaceEvent;
event.op = kEventSetFadeMode;
event.param = kNoFade;
event.time = 0;
event.duration = 0;
_vm->_events->chain(eventColumns, event);
}
// Clear the cutaway. Note that this sets _cutawayActive to false
event.type = kEvTImmediate;
event.code = kCutawayEvent;
event.op = kEventClear;
event.time = 0;
event.duration = 0;
if (_cutAwayFade)
eventColumns = _vm->_events->chain(eventColumns, event); // chain with the other events
else
eventColumns = _vm->_events->queue(event);
_vm->_scene->restoreScene();
// WORKAROUND: Restart all scene animations before restoring them below
// This is mostly needed so that the animation of the mob of prisoners
// in Nimdok's chapter is shown correctly after the cutaway where the
// prisoner drops the jar on the ground
for (int i = 0; i < MAX_ANIMATIONS; i++) {
if (_animations[i] && _animations[i]->state == ANIM_PLAYING) {
_animations[i]->currentFrame = -1; // start from -1 (check Anim::load())
}
}
// Restore the animations
event.type = kEvTImmediate;
event.code = kAnimEvent;
event.op = kEventResumeAll;
event.time = 0;
event.duration = 0;
_vm->_events->chain(eventColumns, event); // chain with the other events
// Draw the scene
event.type = kEvTImmediate;
event.code = kSceneEvent;
event.op = kEventDraw;
event.time = 0;
event.duration = 0;
_vm->_events->chain(eventColumns, event); // chain with the other events
// Handle fade up, if we previously faded down
if (_cutAwayFade) {
event.type = kEvTImmediate;
event.code = kPalEvent;
event.op = kEventBlackToPal;
event.time = 0;
event.duration = kNormalFadeDuration;
event.data = saved_pal;
_vm->_events->chain(eventColumns, event);
}
event.type = kEvTOneshot;
event.code = kScriptEvent;
event.op = kEventThreadWake;
event.param = kWaitTypeWakeUp;
_vm->_events->chain(eventColumns, event);
}
}
void Anim::clearCutaway() {
PalEntry *pal;
debug(1, "clearCutaway()");
if (_cutawayActive) {
_cutawayActive = false;
for (int i = 0; i < ARRAYSIZE(_cutawayAnimations); i++) {
delete _cutawayAnimations[i];
_cutawayAnimations[i] = NULL;
}
_vm->_interface->restoreMode();
_vm->_gfx->showCursor(true);
if (_vm->isIHNMDemo()) {
// Enable the save reminder state after each cutaway for the IHNM demo
_vm->_interface->setSaveReminderState(true);
}
// Set the scene's palette
_vm->_scene->getBGPal(pal);
_vm->_gfx->setPalette(pal);
}
}
void Anim::showCutawayBg(int bg) {
ResourceContext *context = _vm->_resource->getContext(GAME_RESOURCEFILE);
ByteArray resourceData;
ByteArray image;
int width;
int height;
Event event;
static PalEntry pal[PAL_ENTRIES];
_vm->_resource->loadResource(context, bg, resourceData);
_vm->decodeBGImage(resourceData, image, &width, &height);
const byte *palPointer = _vm->getImagePal(resourceData);
memcpy(pal, palPointer, sizeof(pal));
const Rect rect(width, height);
_vm->_render->getBackGroundSurface()->blit(rect, image.getBuffer());
_vm->_render->setFullRefresh(true);
_vm->_frameCount++;
if (_cutAwayFade) {
// Handle fade up, if we previously faded down
event.type = kEvTImmediate;
event.code = kPalEvent;
event.op = kEventBlackToPal;
event.time = 0;
event.duration = kNormalFadeDuration;
event.data = pal;
_vm->_events->queue(event);
} else {
_vm->_gfx->setPalette(pal);
}
}
void Anim::startVideo(int vid, bool fade) {
debug(0, "startVideo(%d, %d)", vid, fade);
_vm->_interface->setStatusText("");
_vm->_frameCount = 0;
playCutaway(vid, fade);
}
void Anim::endVideo() {
debug(0, "endVideo()");
clearCutaway();
}
void Anim::returnFromVideo() {
debug(0, "returnFromVideo()");
returnFromCutaway();
}
#endif
void Anim::load(uint16 animId, const ByteArray &resourceData) {
AnimationData *anim;
uint16 temp;
if (animId >= MAX_ANIMATIONS) {
if (animId >= MAX_ANIMATIONS + ARRAYSIZE(_cutawayAnimations))
error("Anim::load could not find unused animation slot");
anim = _cutawayAnimations[animId - MAX_ANIMATIONS] = new AnimationData();
} else
anim = _animations[animId] = new AnimationData();
ByteArrayReadStreamEndian headerReadS(resourceData, _vm->isBigEndian());
anim->magic = headerReadS.readUint16LE(); // cause ALWAYS LE
anim->screenWidth = headerReadS.readUint16();
anim->screenHeight = headerReadS.readUint16();
anim->unknown06 = headerReadS.readByte();
anim->unknown07 = headerReadS.readByte();
anim->maxFrame = headerReadS.readByte() - 1;
anim->loopFrame = headerReadS.readByte() - 1;
temp = headerReadS.readUint16BE();
size_t start;
start = headerReadS.pos();
if (temp == (uint16)(-1)) {
temp = 0;
}
start += temp;
size_t dataOffset = headerReadS.pos();
if (dataOffset != start) {
warning("Anim::load animId=%d start != dataOffset 0x%X 0x%X", animId, uint(start), uint(dataOffset));
}
anim->resourceData.resize(resourceData.size() - dataOffset);
memcpy(anim->resourceData.getBuffer(), resourceData.getBuffer() + dataOffset, anim->resourceData.size());
// Cache frame offsets
// WORKAROUND: Cutaway with background resource ID 37 (loaded as cutaway #4) is ending credits.
// For some reason it has wrong number of frames specified in its header. So we calculate it here:
if (animId > MAX_ANIMATIONS && _cutawayList.size() > 4 && _cutawayList[4].backgroundResourceId == 37 && anim->maxFrame == 143)
anim->maxFrame = fillFrameOffsets(anim, false);
anim->frameOffsets.resize(anim->maxFrame + 1);
fillFrameOffsets(anim);
// Set animation data
// HACK: We set currentFrame to -1, as the first frame of the animation is never drawn otherwise
// (check Anim::play)
anim->currentFrame = -1;
anim->completed = 0;
anim->cycles = anim->maxFrame;
anim->frameTime = DEFAULT_FRAME_TIME;
anim->flags = ANIM_FLAG_NONE;
anim->linkId = -1;
anim->state = ANIM_PAUSE;
}
void Anim::link(int16 animId1, int16 animId2) {
AnimationData *anim1;
AnimationData *anim2;
anim1 = getAnimation(animId1);
anim1->linkId = animId2;
if (animId2 == -1) {
return;
}
anim2 = getAnimation(animId2);
anim2->frameTime = anim1->frameTime;
}
void Anim::setCycles(uint16 animId, int cycles) {
getAnimation(animId)->cycles = cycles;
}
int Anim::getCycles(uint16 animId) {
if (animId >= MAX_ANIMATIONS && _cutawayAnimations[animId - MAX_ANIMATIONS] == NULL)
return 0;
return getAnimation(animId)->cycles;
}
void Anim::play(uint16 animId, int vectorTime, bool playing) {
Event event;
byte *displayBuffer;
uint16 frame;
int frameTime;
AnimationData *anim;
AnimationData *linkAnim;
if (animId > MAX_ANIMATIONS && !_cutawayActive)
return;
if (animId < MAX_ANIMATIONS && _cutawayActive)
return;
if (animId >= MAX_ANIMATIONS && _cutawayAnimations[animId - MAX_ANIMATIONS] == NULL) {
// In IHNM, cutaways without an animation bit are not rendered, but the framecount
// needs to be updated
_vm->_frameCount++;
event.type = kEvTOneshot;
event.code = kAnimEvent;
event.op = kEventFrame;
event.param = animId;
event.time = 10;
_vm->_events->queue(event);
// Nothing to render here (apart from the background, which is already rendered),
// so return
return;
}
anim = getAnimation(animId);
displayBuffer = (byte *)_vm->_render->getBackGroundSurface()->getPixels();
if (playing) {
anim->state = ANIM_PLAYING;
}
if (anim->state == ANIM_PAUSE) {
return;
}
// HACK: The first frame of the animation is never shown when entering a scene
// For now, we initialize currentFrame to be -1 instead of 0 and we draw the
// first frame of the animation on the next iteration of Anim::play
// FIXME: find out why this occurs and remove this hack. Note that when this
// hack is removed, currentFrame should be initialized to 0 again in Anim::load
if (anim->currentFrame < 0) {
anim->currentFrame = 0;
event.type = kEvTOneshot;
event.code = kAnimEvent;
event.op = kEventFrame;
event.param = animId;
event.time = 0;
_vm->_events->queue(event);
return;
}
if (anim->completed < anim->cycles) {
if (anim->currentFrame < 0)
anim->currentFrame = 0;
frame = anim->currentFrame;
// FIXME: if start > 0, then this works incorrectly
decodeFrame(anim, anim->frameOffsets[frame], displayBuffer, _vm->getDisplayInfo().width * _vm->getDisplayInfo().height);
_vm->_render->addDirtyRect(Common::Rect(0, 0, _vm->getDisplayInfo().width, _vm->getDisplayInfo().height));
_vm->_frameCount++;
anim->currentFrame++;
if (anim->completed != 65535) {
anim->completed++;
}
if (anim->currentFrame > anim->maxFrame) {
anim->currentFrame = anim->loopFrame;
_vm->_frameCount++;
if (anim->state == ANIM_STOPPING || anim->currentFrame == -1) {
anim->state = ANIM_PAUSE;
}
}
} else {
_vm->_frameCount += 100; // make sure the waiting thread stops waiting
// Animation done playing
anim->state = ANIM_PAUSE;
if (anim->linkId == -1) {
if (anim->flags & ANIM_FLAG_ENDSCENE) {
// This animation ends the scene
event.type = kEvTOneshot;
event.code = kSceneEvent;
event.op = kEventEnd;
event.time = anim->frameTime + vectorTime;
_vm->_events->queue(event);
}
return;
} else {
anim->currentFrame = 0;
anim->completed = 0;
}
}
if (anim->state == ANIM_PAUSE && anim->linkId != -1) {
// If this animation has a link, follow it
linkAnim = getAnimation(anim->linkId);
debug(5, "Animation ended going to %d", anim->linkId);
linkAnim->state = ANIM_PLAYING;
animId = anim->linkId;
frameTime = 0;
} else {
frameTime = anim->frameTime + vectorTime;
}
event.type = kEvTOneshot;
event.code = kAnimEvent;
event.op = kEventFrame;
event.param = animId;
event.time = frameTime;
_vm->_events->queue(event);
}
void Anim::stop(uint16 animId) {
getAnimation(animId)->state = ANIM_PAUSE;
}
void Anim::finish(uint16 animId) {
getAnimation(animId)->state = ANIM_STOPPING;
}
void Anim::resume(uint16 animId, int cycles) {
getAnimation(animId)->cycles += cycles;
play(animId, 0, true);
}
void Anim::reset() {
uint16 i;
for (i = 0; i < MAX_ANIMATIONS; i++) {
if (_animations[i] != NULL) {
delete _animations[i];
_animations[i] = NULL;
}
}
for (i = 0; i < ARRAYSIZE(_cutawayAnimations); i++) {
if (_cutawayAnimations[i] != NULL) {
delete _cutawayAnimations[i];
_cutawayAnimations[i] = NULL;
}
}
}
void Anim::setFlag(uint16 animId, uint16 flag) {
getAnimation(animId)->flags |= flag;
}
void Anim::clearFlag(uint16 animId, uint16 flag) {
getAnimation(animId)->flags &= ~flag;
}
void Anim::setFrameTime(uint16 animId, int time) {
getAnimation(animId)->frameTime = time;
}
int Anim::getFrameTime(uint16 animId) {
return getAnimation(animId)->frameTime;
}
bool Anim::isPlaying(uint16 animId) {
return (getAnimation(animId)->state == ANIM_PLAYING);
}
int16 Anim::getCurrentFrame(uint16 animId) {
return getAnimation(animId)->currentFrame;
}
void Anim::decodeFrame(AnimationData *anim, size_t frameOffset, byte *buf, size_t bufLength) {
byte *writePointer = NULL;
uint16 xStart = 0;
uint16 yStart = 0;
uint32 screenWidth;
uint32 screenHeight;
int markByte;
byte dataByte;
int newRow;
uint16 controlChar;
uint16 paramChar;
uint16 runcount;
int xVector;
uint16 i;
bool longData = isLongData();
screenWidth = anim->screenWidth;
screenHeight = anim->screenHeight;
if ((screenWidth * screenHeight) > bufLength) {
// Buffer argument is too small to hold decoded frame, abort.
error("decodeFrame() Buffer size inadequate");
}
Common::MemoryReadStream readS(&anim->resourceData[frameOffset], anim->resourceData.size() - frameOffset);
// FIXME: This is thrown when the first video of the IHNM end sequence is shown (the "turn off screen"
// video), however the video is played correctly and the rest of the end sequence continues normally
#if 1
#define VALIDATE_WRITE_POINTER \
if ((writePointer < buf) || (writePointer >= (buf + screenWidth * screenHeight))) { \
warning("VALIDATE_WRITE_POINTER: writePointer=%p buf=%p", (void *)writePointer, (void *)buf); \
}
#else
#define VALIDATE_WRITE_POINTER
#endif
// Begin RLE decompression to output buffer
do {
markByte = readS.readByte();
switch (markByte) {
case SAGA_FRAME_START:
xStart = readS.readUint16BE();
if (longData)
yStart = readS.readUint16BE();
else
yStart = readS.readByte();
readS.readByte(); // Skip pad byte
/*xPos = */readS.readUint16BE();
/*yPos = */readS.readUint16BE();
/*width = */readS.readUint16BE();
/*height = */readS.readUint16BE();
// Setup write pointer to the draw origin
writePointer = (buf + (yStart * screenWidth) + xStart);
VALIDATE_WRITE_POINTER;
continue;
break;
case SAGA_FRAME_NOOP: // Does nothing
readS.readByte();
readS.readByte();
readS.readByte();
continue;
break;
case SAGA_FRAME_LONG_UNCOMPRESSED_RUN: // Long Unencoded Run
runcount = readS.readSint16BE();
for (i = 0; i < runcount; i++) {
dataByte = readS.readByte();
if (dataByte != 0) {
*writePointer = dataByte;
}
writePointer++;
VALIDATE_WRITE_POINTER;
}
continue;
break;
case SAGA_FRAME_LONG_COMPRESSED_RUN: // Long encoded run
runcount = readS.readSint16BE();
dataByte = readS.readByte();
for (i = 0; i < runcount; i++) {
*writePointer++ = dataByte;
VALIDATE_WRITE_POINTER;
}
continue;
break;
case SAGA_FRAME_ROW_END: // End of row
xVector = readS.readSint16BE();
if (longData)
newRow = readS.readSint16BE();
else
newRow = readS.readByte();
// Set write pointer to the new draw origin
writePointer = buf + ((yStart + newRow) * screenWidth) + xStart + xVector;
VALIDATE_WRITE_POINTER;
continue;
break;
case SAGA_FRAME_REPOSITION: // Reposition command
xVector = readS.readSint16BE();
writePointer += xVector;
VALIDATE_WRITE_POINTER;
continue;
break;
case SAGA_FRAME_END: // End of frame marker
return;
default:
break;
}
// Mask all but two high order control bits
controlChar = markByte & 0xC0U;
paramChar = markByte & 0x3FU;
switch (controlChar) {
case SAGA_FRAME_EMPTY_RUN: // 1100 0000
// Run of empty pixels
runcount = paramChar + 1;
writePointer += runcount;
VALIDATE_WRITE_POINTER;
continue;
break;
case SAGA_FRAME_COMPRESSED_RUN: // 1000 0000
// Run of compressed data
runcount = paramChar + 1;
dataByte = readS.readByte();
for (i = 0; i < runcount; i++) {
*writePointer++ = dataByte;
VALIDATE_WRITE_POINTER;
}
continue;
break;
case SAGA_FRAME_UNCOMPRESSED_RUN: // 0100 0000
// Uncompressed run
runcount = paramChar + 1;
for (i = 0; i < runcount; i++) {
dataByte = readS.readByte();
if (dataByte != 0) {
*writePointer = dataByte;
}
writePointer++;
VALIDATE_WRITE_POINTER;
}
continue;
break;
default:
// Unknown marker found - abort
error("decodeFrame() Invalid RLE marker encountered");
break;
}
} while (1);
}
int Anim::fillFrameOffsets(AnimationData *anim, bool reallyFill) {
uint16 currentFrame = 0;
byte markByte;
uint16 control;
uint16 runcount;
int i;
bool longData = isLongData();
Common::MemoryReadStreamEndian readS(&anim->resourceData.front(), anim->resourceData.size(), !_vm->isBigEndian()); // RLE has inversion BE<>LE
while (readS.pos() != readS.size()) {
if (reallyFill) {
anim->frameOffsets[currentFrame] = readS.pos();
if (currentFrame == anim->maxFrame)
break;
}
currentFrame++;
// For some strange reason, the animation header is in little
// endian format, but the actual RLE encoded frame data,
// including the frame header, is in big endian format
do {
markByte = readS.readByte();
// debug(7, "_pos=%X currentFrame=%i markByte=%X", readS.pos(), currentFrame, markByte);
switch (markByte) {
case SAGA_FRAME_START: // Start of frame
// skip header
if (longData) {
readS.seek(13, SEEK_CUR);
} else {
readS.seek(12, SEEK_CUR);
}
continue;
break;
case SAGA_FRAME_END: // End of frame marker
continue;
break;
case SAGA_FRAME_REPOSITION: // Reposition command
readS.readSint16BE();
continue;
break;
case SAGA_FRAME_ROW_END: // End of row marker
readS.readSint16BE();
if (longData)
readS.readSint16BE();
else
readS.readByte();
continue;
break;
case SAGA_FRAME_LONG_COMPRESSED_RUN: // Long compressed run marker
readS.readSint16BE();
readS.readByte();
continue;
break;
case SAGA_FRAME_LONG_UNCOMPRESSED_RUN: // (16) 0001 0000
// Long Uncompressed Run
runcount = readS.readSint16BE();
readS.seek(runcount, SEEK_CUR);
continue;
break;
case SAGA_FRAME_NOOP: // Does nothing
readS.readByte();
readS.readByte();
readS.readByte();
continue;
break;
default:
break;
}
// Mask all but two high order (control) bits
control = markByte & 0xC0;
switch (control) {
case SAGA_FRAME_EMPTY_RUN:
// Run of empty pixels
continue;
break;
case SAGA_FRAME_COMPRESSED_RUN:
// Run of compressed data
readS.readByte(); // Skip data byte
continue;
break;
case SAGA_FRAME_UNCOMPRESSED_RUN:
// Uncompressed run
runcount = (markByte & 0x3f) + 1;
for (i = 0; i < runcount; i++)
readS.readByte();
continue;
break;
default:
error("Encountered unknown RLE marker %i", markByte);
break;
}
} while (markByte != SAGA_FRAME_END);
}
return currentFrame;
}
void Anim::animInfo() {
uint16 animCount;
uint16 i;
animCount = getAnimationCount();
_vm->_console->debugPrintf("There are %d animations loaded:\n", animCount);
for (i = 0; i < MAX_ANIMATIONS; i++) {
if (_animations[i] == NULL) {
continue;
}
_vm->_console->debugPrintf("%02d: Frames: %u Flags: %u\n", i, _animations[i]->maxFrame, _animations[i]->flags);
}
}
#ifdef ENABLE_IHNM
void Anim::cutawayInfo() {
uint16 i;
_vm->_console->debugPrintf("There are %d cutaways loaded:\n", _cutawayList.size());
for (i = 0; i < _cutawayList.size(); i++) {
_vm->_console->debugPrintf("%02d: Bg res: %u Anim res: %u Cycles: %u Framerate: %u\n", i,
_cutawayList[i].backgroundResourceId, _cutawayList[i].animResourceId,
_cutawayList[i].cycles, _cutawayList[i].frameRate);
}
}
#endif
void Anim::resumeAll() {
// Restore the animations
for (int i = 0; i < MAX_ANIMATIONS; i++) {
if (_animations[i] && _animations[i]->state == ANIM_PLAYING) {
resume(i, 0);
}
}
}
} // End of namespace Saga
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