aboutsummaryrefslogtreecommitdiff
path: root/engines/gob/pregob
diff options
context:
space:
mode:
authorSven Hesse2012-07-08 20:08:24 +0200
committerSven Hesse2012-07-30 01:44:46 +0200
commitf4cd726802732f7f0990eb213c2c9d16da217eec (patch)
treeb6cfb72801e618b72414d518475a011e088f9a8c /engines/gob/pregob
parent734329dcc10e5d22da716484034c78f8bea927c5 (diff)
downloadscummvm-rg350-f4cd726802732f7f0990eb213c2c9d16da217eec.tar.gz
scummvm-rg350-f4cd726802732f7f0990eb213c2c9d16da217eec.tar.bz2
scummvm-rg350-f4cd726802732f7f0990eb213c2c9d16da217eec.zip
GOB: Add a class handling simple SEQ files
Diffstat (limited to 'engines/gob/pregob')
-rw-r--r--engines/gob/pregob/seqfile.cpp384
-rw-r--r--engines/gob/pregob/seqfile.h193
2 files changed, 577 insertions, 0 deletions
diff --git a/engines/gob/pregob/seqfile.cpp b/engines/gob/pregob/seqfile.cpp
new file mode 100644
index 0000000000..91973bbb85
--- /dev/null
+++ b/engines/gob/pregob/seqfile.cpp
@@ -0,0 +1,384 @@
+/* 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 "common/str.h"
+#include "common/stream.h"
+
+#include "gob/gob.h"
+#include "gob/dataio.h"
+#include "gob/draw.h"
+#include "gob/decfile.h"
+#include "gob/anifile.h"
+#include "gob/aniobject.h"
+
+#include "gob/pregob/seqfile.h"
+
+namespace Gob {
+
+SEQFile::SEQFile(GobEngine *vm, const Common::String &fileName) : _vm(vm) {
+ for (uint i = 0; i < kObjectCount; i++)
+ _objects[i].object = 0;
+
+ Common::SeekableReadStream *seq = _vm->_dataIO->getFile(Util::setExtension(fileName, ".SEQ"));
+ if (!seq) {
+ warning("SEQFile::SEQFile(): No such file \"%s\"", fileName.c_str());
+ return;
+ }
+
+ load(*seq);
+
+ delete seq;
+}
+
+SEQFile::~SEQFile() {
+ for (uint i = 0; i < kObjectCount; i++)
+ delete _objects[i].object;
+
+ for (Backgrounds::iterator b = _backgrounds.begin(); b != _backgrounds.end(); ++b)
+ delete *b;
+
+ for (Animations::iterator a = _animations.begin(); a != _animations.end(); ++a)
+ delete *a;
+}
+
+void SEQFile::load(Common::SeekableReadStream &seq) {
+ const uint16 decCount = (uint16)seq.readByte() + 1;
+ const uint16 aniCount = (uint16)seq.readByte() + 1;
+
+ // Load backgrounds
+ _backgrounds.reserve(decCount);
+ for (uint i = 0; i < decCount; i++) {
+ const Common::String dec = Util::readString(seq, 13);
+
+ if (!_vm->_dataIO->hasFile(dec)) {
+ warning("SEQFile::load(): No such background \"%s\"", dec.c_str());
+ return;
+ }
+
+ _backgrounds.push_back(new DECFile(_vm, dec, 320, 200));
+ }
+
+ // Load animations
+ _animations.reserve(aniCount);
+ for (uint i = 0; i < aniCount; i++) {
+ const Common::String ani = Util::readString(seq, 13);
+
+ if (!_vm->_dataIO->hasFile(ani)) {
+ warning("SEQFile::load(): No such animation \"%s\"", ani.c_str());
+ return;
+ }
+
+ _animations.push_back(new ANIFile(_vm, ani));
+ }
+
+ _frameRate = seq.readUint16LE();
+
+ // Load background change keys
+
+ const uint16 bgKeyCount = seq.readUint16LE();
+ _bgKeys.resize(bgKeyCount);
+
+ for (uint16 i = 0; i < bgKeyCount; i++) {
+ const uint16 frame = seq.readUint16LE();
+ const uint16 index = seq.readUint16LE();
+
+ _bgKeys[i].frame = frame;
+ _bgKeys[i].background = index < _backgrounds.size() ? _backgrounds[index] : 0;
+ }
+
+ // Load animation keys for all 4 objects
+
+ for (uint i = 0; i < kObjectCount; i++) {
+ const uint16 animKeyCount = seq.readUint16LE();
+ _animKeys.reserve(_animKeys.size() + animKeyCount);
+
+ for (uint16 j = 0; j < animKeyCount; j++) {
+ _animKeys.push_back(AnimationKey());
+
+ const uint16 frame = seq.readUint16LE();
+ const uint16 index = seq.readUint16LE();
+
+ uint16 animation;
+ const ANIFile *ani = findANI(index, animation);
+
+ _animKeys.back().object = i;
+ _animKeys.back().frame = frame;
+ _animKeys.back().ani = ani;
+ _animKeys.back().animation = animation;
+ _animKeys.back().x = seq.readSint16LE();
+ _animKeys.back().y = seq.readSint16LE();
+ _animKeys.back().order = seq.readSint16LE();
+ }
+ }
+
+}
+
+const ANIFile *SEQFile::findANI(uint16 index, uint16 &animation) {
+ animation = 0xFFFF;
+
+ // 0xFFFF = remove animation
+ if (index == 0xFFFF)
+ return 0;
+
+ for (Animations::const_iterator a = _animations.begin(); a != _animations.end(); ++a) {
+ if (index < (*a)->getAnimationCount()) {
+ animation = index;
+ return *a;
+ }
+
+ index -= (*a)->getAnimationCount();
+ }
+
+ return 0;
+}
+
+void SEQFile::play(bool abortable, uint16 endFrame, uint16 frameRate) {
+ if (_bgKeys.empty() && _animKeys.empty())
+ // Nothing to do
+ return;
+
+ // Init
+
+ _frame = 0;
+ _abortPlay = false;
+
+ for (uint i = 0; i < kObjectCount; i++) {
+ delete _objects[i].object;
+
+ _objects[i].object = 0;
+ _objects[i].order = 0;
+ }
+
+ for (Loops::iterator l = _loops.begin(); l != _loops.end(); ++l)
+ l->currentLoop = 0;
+
+ // Set the frame rate
+
+ int16 frameRateBack = _vm->_util->getFrameRate();
+
+ if (frameRate == 0)
+ frameRate = _frameRate;
+
+ _vm->_util->setFrameRate(frameRate);
+
+ _abortable = abortable;
+
+ while (!_vm->shouldQuit() && !_abortPlay) {
+ // Handle the frame contents
+ playFrame();
+
+ // Handle extra frame events
+ handleFrameEvent();
+
+ // Wait for the frame to end
+ _vm->_draw->blitInvalidated();
+ _vm->_util->waitEndFrame();
+
+ // Handle input
+
+ _vm->_util->processInput();
+
+ int16 key = _vm->_util->checkKey();
+
+ int16 mouseX, mouseY;
+ MouseButtons mouseButtons;
+ _vm->_util->getMouseState(&mouseX, &mouseY, &mouseButtons);
+ _vm->_util->forceMouseUp();
+
+ handleInput(key, mouseX, mouseY, mouseButtons);
+
+ // Loop
+
+ bool looped = false;
+ for (Loops::iterator l = _loops.begin(); l != _loops.end(); ++l) {
+ if ((l->endFrame == _frame) && (l->currentLoop < l->loopCount)) {
+ _frame = l->startFrame;
+
+ l->currentLoop++;
+ looped = true;
+ }
+ }
+
+ // If we didn't loop, advance the frame and look if we should end here
+
+ if (!looped) {
+ _frame++;
+ if (_frame >= endFrame)
+ break;
+ }
+ }
+
+ // Restore the frame rate
+ _vm->_util->setFrameRate(frameRateBack);
+}
+
+void SEQFile::playFrame() {
+ // Remove the current animation frames
+ clearAnims();
+
+ // Handle background keys, directly updating the background
+ for (BackgroundKeys::const_iterator b = _bgKeys.begin(); b != _bgKeys.end(); ++b) {
+ if (!b->background || (b->frame != _frame))
+ continue;
+
+ b->background->draw(*_vm->_draw->_backSurface);
+
+ _vm->_draw->dirtiedRect(_vm->_draw->_backSurface, 0, 0, 319, 199);
+ }
+
+ // Handle the animation keys, updating the objects
+ for (AnimationKeys::const_iterator a = _animKeys.begin(); a != _animKeys.end(); ++a) {
+ if (a->frame != _frame)
+ continue;
+
+ Object &object = _objects[a->object];
+
+ delete object.object;
+ object.object = 0;
+
+ // No valid animation => remove
+ if ((a->animation == 0xFFFF) || !a->ani)
+ continue;
+
+ // Change the animation
+
+ object.object = new ANIObject(*a->ani);
+
+ object.object->setAnimation(a->animation);
+ object.object->setPosition(a->x, a->y);
+ object.object->setVisible(true);
+ object.object->setPause(false);
+
+ object.order = a->order;
+ }
+
+ // Draw the animations
+ drawAnims();
+}
+
+// NOTE: This is really not at all efficient. However, since there's only a
+// small number of objects, it should matter. We really do need a stable
+// sort, though, so Common::sort() is out.
+SEQFile::Objects SEQFile::getOrderedObjects() {
+ int16 minOrder = (int16)0x7FFF;
+ int16 maxOrder = (int16)0x8000;
+
+ Objects objects;
+
+ // Find the span of order values
+ for (uint i = 0; i < kObjectCount; i++) {
+ if (!_objects[i].object)
+ continue;
+
+ minOrder = MIN(minOrder, _objects[i].order);
+ maxOrder = MAX(maxOrder, _objects[i].order);
+ }
+
+ // Stably sort the objects by order value
+ for (int16 o = minOrder; o <= maxOrder; o++)
+ for (uint i = 0; i < kObjectCount; i++)
+ if (_objects[i].object && (_objects[i].order == o))
+ objects.push_back(_objects[i]);
+
+ return objects;
+}
+
+void SEQFile::clearAnims() {
+ Objects objects = getOrderedObjects();
+
+ // Remove the animation frames, in reverse drawing order
+ for (Objects::iterator o = objects.reverse_begin(); o != objects.end(); --o) {
+ int16 left, top, right, bottom;
+
+ if (o->object->clear(*_vm->_draw->_backSurface, left, top, right, bottom))
+ _vm->_draw->dirtiedRect(_vm->_draw->_backSurface, left, top, right, bottom);
+ }
+}
+
+void SEQFile::drawAnims() {
+ Objects objects = getOrderedObjects();
+
+ // Draw the animation frames and advance the animation
+ for (Objects::iterator o = objects.begin(); o != objects.end(); ++o) {
+ int16 left, top, right, bottom;
+
+ if (o->object->draw(*_vm->_draw->_backSurface, left, top, right, bottom))
+ _vm->_draw->dirtiedRect(_vm->_draw->_backSurface, left, top, right, bottom);
+
+ o->object->advance();
+ }
+}
+
+uint16 SEQFile::getFrame() const {
+ return _frame;
+}
+
+void SEQFile::seekFrame(uint16 frame) {
+ _frame = frame;
+}
+
+uint SEQFile::addLoop(uint16 startFrame, uint16 endFrame, uint16 loopCount) {
+ _loops.resize(_loops.size() + 1);
+
+ _loops.back().startFrame = startFrame;
+ _loops.back().endFrame = endFrame;
+ _loops.back().loopCount = loopCount;
+ _loops.back().currentLoop = 0;
+ _loops.back().empty = false;
+
+ return _loops.size() - 1;
+}
+
+void SEQFile::skipLoop(uint loopID) {
+ if (loopID >= _loops.size())
+ return;
+
+ _loops[loopID].currentLoop = 0xFFFF;
+}
+
+void SEQFile::delLoop(uint loopID) {
+ if (loopID >= _loops.size())
+ return;
+
+ _loops[loopID].empty = true;
+
+ cleanLoops();
+}
+
+void SEQFile::cleanLoops() {
+ while (!_loops.empty() && _loops.back().empty)
+ _loops.pop_back();
+}
+
+void SEQFile::abortPlay() {
+ _abortPlay = true;
+}
+
+void SEQFile::handleFrameEvent() {
+}
+
+void SEQFile::handleInput(int16 key, int16 mouseX, int16 mouseY, MouseButtons mouseButtons) {
+ if (_abortable && ((key != 0) || (mouseButtons != kMouseButtonsNone)))
+ abortPlay();
+}
+
+} // End of namespace Gob
diff --git a/engines/gob/pregob/seqfile.h b/engines/gob/pregob/seqfile.h
new file mode 100644
index 0000000000..5e12962ef9
--- /dev/null
+++ b/engines/gob/pregob/seqfile.h
@@ -0,0 +1,193 @@
+/* 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.
+ *
+ */
+
+#ifndef GOB_PREGOB_SEQFILE_H
+#define GOB_PREGOB_SEQFILE_H
+
+#include "common/system.h"
+#include "common/array.h"
+#include "common/list.h"
+
+#include "gob/util.h"
+
+namespace Common {
+ class String;
+ class SeekableReadStream;
+}
+
+namespace Gob {
+
+class GobEngine;
+
+class DECFile;
+class ANIFile;
+class ANIObject;
+
+/** A SEQ file, describing a complex animation sequence.
+ *
+ * Used in early hardcoded gob games.
+ * The principle is similar to the Mult class (see mult.h), but instead
+ * of depending on all the externally loaded animations, backgrounds and
+ * objects, a SEQ file references animation and background directly by
+ * filename.
+ */
+class SEQFile {
+public:
+ SEQFile(GobEngine *vm, const Common::String &fileName);
+ virtual ~SEQFile();
+
+ /** Play the SEQ.
+ *
+ * @param abortable If true, end playback on any user input.
+ * @param endFrame The frame on where to end, or 0xFFFF for infinite playback.
+ * @param frameRate The frame rate at which to play the SEQ, or 0 for playing at
+ * the speed the SEQ itself wants to.
+ */
+ void play(bool abortable = true, uint16 endFrame = 0xFFFF, uint16 frameRate = 0);
+
+
+protected:
+ GobEngine *_vm;
+
+
+ /** Returns the current frame number. */
+ uint16 getFrame() const;
+
+ /** Seek to a specific frame. */
+ void seekFrame(uint16 frame);
+
+ /** Add a frame loop. */
+ uint addLoop(uint16 startFrame, uint16 endFrame, uint16 loopCount);
+
+ /** Skip a frame loop. */
+ void skipLoop(uint loopID);
+
+ /** Delete a frame loop. */
+ void delLoop(uint loopID);
+
+ /** Ends SEQ playback. */
+ void abortPlay();
+
+ /** Callback for special frame events. */
+ virtual void handleFrameEvent();
+ /** Callback for special user input handling. */
+ virtual void handleInput(int16 key, int16 mouseX, int16 mouseY, MouseButtons mouseButtons);
+
+
+private:
+ /** Number of animation objects that are visible at the same time. */
+ static const uint kObjectCount = 4;
+
+ /** A key for changing the background. */
+ struct BackgroundKey {
+ uint16 frame; ///< Frame the change is to happen.
+
+ const DECFile *background; ///< The background to use.
+ };
+
+ /** A key for playing an object animation. */
+ struct AnimationKey {
+ uint object; ///< The object this key belongs to.
+
+ uint16 frame; ///< Frame the change is to happen.
+
+ const ANIFile *ani; ///< The ANI to use.
+
+ uint16 animation; ///< The animation to use.
+
+ int16 x; ///< X position of the animation.
+ int16 y; ///< Y position of the animation.
+
+ int16 order; ///< Used to determine in which order to draw the objects.
+ };
+
+ /** A managed animation object. */
+ struct Object {
+ ANIObject *object; ///< The actual animation object.
+
+ int16 order; ///< The current drawing order.
+ };
+
+ /** A frame loop. */
+ struct Loop {
+ uint16 startFrame;
+ uint16 endFrame;
+
+ uint16 loopCount;
+ uint16 currentLoop;
+
+ bool empty;
+ };
+
+ typedef Common::Array<DECFile *> Backgrounds;
+ typedef Common::Array<ANIFile *> Animations;
+
+ typedef Common::Array<BackgroundKey> BackgroundKeys;
+ typedef Common::Array<AnimationKey> AnimationKeys;
+
+ typedef Common::List<Object> Objects;
+
+ typedef Common::Array<Loop> Loops;
+
+
+ uint16 _frame; ///< The current frame.
+ bool _abortPlay; ///< Was the end of the playback requested?
+
+ uint16 _frameRate;
+
+ Backgrounds _backgrounds; ///< All backgrounds in this SEQ.
+ Animations _animations; ///< All animations in this SEQ.
+
+ BackgroundKeys _bgKeys; ///< The background change keyframes.
+ AnimationKeys _animKeys; ///< The animation change keyframes.
+
+ Object _objects[kObjectCount]; ///< The managed animation objects.
+
+ Loops _loops;
+
+ /** Whether the playback should be abortable by user input. */
+ bool _abortable;
+
+
+ // -- Loading helpers --
+
+ void load(Common::SeekableReadStream &seq);
+
+ const ANIFile *findANI(uint16 index, uint16 &animation);
+
+ // -- Playback helpers --
+
+ void playFrame();
+
+ /** Get a list of objects ordered by drawing order. */
+ Objects getOrderedObjects();
+
+ void clearAnims(); ///< Remove all animation frames.
+ void drawAnims(); ///< Draw the animation frames.
+
+ /** Look if we can compact the loop array. */
+ void cleanLoops();
+};
+
+} // End of namespace Gob
+
+#endif // GOB_PREGOB_SEQFILE_H