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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355
|
/* 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.
*
*/
/*
* This code is based on Labyrinth of Time code with assistance of
*
* Copyright (c) 1993 Terra Nova Development
* Copyright (c) 2004 The Wyrmkeep Entertainment Co.
*
*/
#include "common/file.h"
#include "lab/lab.h"
#include "lab/anim.h"
#include "lab/dispman.h"
#include "lab/eventman.h"
#include "lab/music.h"
#include "lab/utils.h"
namespace Lab {
Anim::Anim(LabEngine *vm) : _vm(vm) {
_lastBlockHeader = 0;
_numChunks = 1;
_headerdata._width = 0;
_headerdata._height = 0;
_headerdata._fps = 0;
_headerdata._flags = 0;
_delayMicros = 0;
_continuous = false;
_isPlaying = false;
_isAnim = false;
_isPal = false;
_noPalChange = false;
_donePal = false;
_frameNum = 0;
_playOnce = false;
_diffFile = nullptr;
_diffFileStart = 0;
_size = 0;
_scrollScreenBuffer = nullptr;
_waitForEffect = false;
_stopPlayingEnd = false;
_sampleSpeed = 0;
_doBlack = false;
for (int i = 0; i < 3 * 256; i++)
_diffPalette[i] = 0;
_outputBuffer = nullptr; // output to screen
}
Anim::~Anim() {
delete[] _vm->_anim->_scrollScreenBuffer;
_vm->_anim->_scrollScreenBuffer = nullptr;
}
void Anim::setOutputBuffer(byte *memoryBuffer) {
_outputBuffer = memoryBuffer;
}
uint16 Anim::getDIFFHeight() {
return _headerdata._height;
}
void Anim::diffNextFrame(bool onlyDiffData) {
if (_lastBlockHeader == 65535)
// Already done.
return;
bool drawOnScreen = false;
byte *startOfBuf = _outputBuffer;
int bufPitch = _vm->_graphics->_screenWidth;
if (!startOfBuf) {
startOfBuf = _vm->_graphics->getCurrentDrawingBuffer();
drawOnScreen = true;
}
byte *endOfBuf = startOfBuf + (int)_headerdata._width * _headerdata._height;
int curBit = 0;
while (1) {
byte *buf = startOfBuf + 0x10000 * curBit;
if (buf >= endOfBuf) {
if (!onlyDiffData) {
if (_headerdata._fps) {
uint32 targetMillis = _vm->_system->getMillis() + _delayMicros;
while (_vm->_system->getMillis() < targetMillis)
_vm->_system->delayMillis(10);
}
if (_isPal && !_noPalChange) {
_vm->_graphics->setPalette(_diffPalette, 256);
_isPal = false;
}
_donePal = true;
}
if (_isPal && !_noPalChange && !onlyDiffData && !_donePal) {
_vm->_graphics->setPalette(_diffPalette, 256);
_isPal = false;
}
_donePal = false;
_frameNum++;
if ((_frameNum == 1) && (_continuous || !_playOnce))
_diffFileStart = _diffFile->pos();
_isAnim = (_frameNum >= 3) && (!_playOnce);
if (drawOnScreen)
_vm->_graphics->screenUpdate();
// done with the next frame.
return;
}
_vm->updateEvents();
_lastBlockHeader = _diffFile->readUint32LE();
_size = _diffFile->readUint32LE();
uint32 curPos = 0;
switch (_lastBlockHeader) {
case 8:
_diffFile->read(_diffPalette, _size);
_isPal = true;
break;
case 10:
if (onlyDiffData) {
if (curBit > 0)
error("diffNextFrame: attempt to read screen to non-zero plane (%d)", curBit);
delete[] _scrollScreenBuffer;
_scrollScreenBuffer = new byte[_headerdata._width * _headerdata._height];
_diffFile->read(_scrollScreenBuffer, _size);
} else {
_diffFile->read(buf, _size);
}
curBit++;
break;
case 11:
curPos = _diffFile->pos();
_diffFile->skip(4);
_vm->_utils->runLengthDecode(buf, _diffFile);
curBit++;
_diffFile->seek(curPos + _size, SEEK_SET);
break;
case 12:
curPos = _diffFile->pos();
_diffFile->skip(4);
_vm->_utils->verticalRunLengthDecode(buf, _diffFile, bufPitch);
curBit++;
_diffFile->seek(curPos + _size, SEEK_SET);
break;
case 20:
curPos = _diffFile->pos();
_vm->_utils->unDiff(buf, buf, _diffFile, bufPitch, false);
curBit++;
_diffFile->seek(curPos + _size, SEEK_SET);
break;
case 21:
curPos = _diffFile->pos();
_vm->_utils->unDiff(buf, buf, _diffFile, bufPitch, true);
curBit++;
_diffFile->seek(curPos + _size, SEEK_SET);
break;
case 25:
case 26:
curBit++;
break;
case 30:
case 31:
if (_waitForEffect) {
while (_vm->_music->isSoundEffectActive()) {
_vm->updateEvents();
_vm->waitTOF();
}
_waitForEffect = false;
}
_size -= 8;
_diffFile->skip(4);
_sampleSpeed = _diffFile->readUint16LE();
_diffFile->skip(2);
// Sound effects embedded in animations are started here. These are
// usually animation-specific, like door opening sounds, and are not looped.
// The engine should wait for all such sounds to end.
_waitForEffect = true;
_vm->_music->playSoundEffect(_sampleSpeed, _size, false, _diffFile);
break;
case 65535:
if ((_frameNum == 1) || _playOnce || _stopPlayingEnd) {
bool didTOF = false;
if (_waitForEffect) {
while (_vm->_music->isSoundEffectActive()) {
_vm->updateEvents();
_vm->waitTOF();
if (drawOnScreen)
didTOF = true;
}
_waitForEffect = false;
}
_isPlaying = false;
if (!didTOF)
_vm->_graphics->screenUpdate();
return;
}
// Random frame number so it never gets back to 2
_frameNum = 4;
_diffFile->seek(_diffFileStart, SEEK_SET);
break;
default:
_diffFile->skip(_size);
break;
}
}
}
void Anim::stopDiff() {
if (_isPlaying && _isAnim)
_vm->_graphics->blackScreen();
}
void Anim::stopDiffEnd() {
if (!_isPlaying)
return;
_stopPlayingEnd = true;
while (_isPlaying) {
_vm->updateEvents();
diffNextFrame();
}
}
void Anim::readDiff(Common::File *diffFile, bool playOnce, bool onlyDiffData) {
_playOnce = playOnce;
_delayMicros = 0;
_frameNum = 0;
_numChunks = 1;
_donePal = false;
_stopPlayingEnd = false;
_isPlaying = true;
if (_doBlack) {
_doBlack = false;
_vm->_graphics->blackScreen();
}
_diffFile = diffFile;
_continuous = false;
if (!_diffFile)
return;
uint32 magicBytes = _diffFile->readUint32LE();
if (magicBytes != 1219009121) {
_isPlaying = false;
return;
}
uint32 signature3 = _diffFile->readUint32LE();
_size = _diffFile->readUint32LE();
if (signature3 != 0)
return;
// sizeof(headerdata) != 18, but the padding might be at the end
// 2 bytes, version, unused.
_diffFile->skip(2);
_headerdata._width = _diffFile->readUint16LE();
_headerdata._height = _diffFile->readUint16LE();
// 1 byte, depth, unused
_diffFile->skip(1);
_headerdata._fps = _diffFile->readByte();
// HACK: The original game defines a 1 second delay when changing screens, which is
// very annoying. We first removed the delay, but it looked wrong when changing screens
// as it was possible to see that something was displayed, without being able to tell
// what it was. A shorter delay (150ms) makes it acceptable during gameplay and
// readable. The big question is: do we need that message?
_vm->_system->delayMillis(150);
if (_headerdata._fps == 1)
_headerdata._fps = 0;
// 4 + 2 bytes, buffer size and machine, unused
_diffFile->skip(6);
_headerdata._flags = _diffFile->readUint32LE();
_diffFile->skip(_size - 18);
_continuous = CONTINUOUS & _headerdata._flags;
_vm->_utils->setBytesPerRow(_headerdata._width);
delete[] _scrollScreenBuffer;
_scrollScreenBuffer = nullptr;
if (_headerdata._fps)
_delayMicros = 1000 / _headerdata._fps;
_lastBlockHeader = signature3;
if (_playOnce) {
while (_lastBlockHeader != 65535)
diffNextFrame(onlyDiffData);
} else
diffNextFrame(onlyDiffData);
}
} // End of namespace Lab
|