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authorPaul Gilbert2011-11-20 12:14:10 +1100
committerPaul Gilbert2011-11-20 12:14:10 +1100
commitb0611f31895130dcc27bef93bf1d54dfbfc1da43 (patch)
treea6d1a699d1299de5235611820fec1d21903d2646 /engines/m4/animation.cpp
parent90ecc195c1939a073d27c56fe27678764979650b (diff)
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M4: Removed the M4/MADS engine from trunk
Diffstat (limited to 'engines/m4/animation.cpp')
-rw-r--r--engines/m4/animation.cpp535
1 files changed, 0 insertions, 535 deletions
diff --git a/engines/m4/animation.cpp b/engines/m4/animation.cpp
deleted file mode 100644
index 4f315dd396..0000000000
--- a/engines/m4/animation.cpp
+++ /dev/null
@@ -1,535 +0,0 @@
-/* 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/textconsole.h"
-
-#include "m4/assets.h"
-#include "m4/animation.h"
-#include "m4/compression.h"
-#include "m4/mads_scene.h"
-
-namespace M4 {
-
-// TODO: this code needs cleanup
-
-MadsAnimation::MadsAnimation(MadsM4Engine *vm, MadsView *view): Animation(vm), _view(view) {
- _font = NULL;
- _resetFlag = false;
- _freeFlag = false;
- _skipLoad = false;
- _unkIndex = -1;
- _messageCtr= 0;
- _field12 = 0;
-
- _currentFrame = 0;
- _oldFrameEntry = 0;
- _nextFrameTimer = _madsVm->_currentTimer;
- _nextScrollTimer = 0;
-}
-
-MadsAnimation::~MadsAnimation() {
- for (uint i = 0; i < _messages.size(); ++i) {
- if (_messages[i].kernelMsgIndex >= 0)
- _view->_kernelMessages.remove(_messages[i].kernelMsgIndex);
- }
-
- // Further deletion logic
- if (_field12) {
- _view->_spriteSlots.deleteSprites(_spriteListIndexes[_spriteListIndex]);
- }
-}
-
-#define FILENAME_SIZE 13
-
-/**
- * Initializes and loads the data of an animation
- */
-void MadsAnimation::initialize(const Common::String &filename, uint16 flags, M4Surface *surface, M4Surface *depthSurface) {
- MadsPack anim(filename.c_str(), _vm);
- bool madsRes = filename[0] == '*';
- char buffer[20];
- int streamIndex = 1;
-
- // Chunk 1: header
- // header
-
- Common::SeekableReadStream *animStream = anim.getItemStream(0);
-
- int spriteListCount = animStream->readUint16LE();
- int miscEntriesCount = animStream->readUint16LE();
- int frameEntryCount = animStream->readUint16LE();
- int messagesCount = animStream->readUint16LE();
- animStream->skip(1);
- _flags = animStream->readByte();
-
- animStream->skip(2);
- _animMode = animStream->readUint16LE();
- _roomNumber = animStream->readUint16LE();
- animStream->skip(2);
- _field12 = animStream->readUint16LE() != 0;
- _spriteListIndex = animStream->readUint16LE();
- _scrollX = animStream->readSint16LE();
- _scrollY = animStream->readSint16LE();
- _scrollTicks = animStream->readUint16LE();
- animStream->skip(8);
-
- animStream->read(buffer, FILENAME_SIZE);
- buffer[FILENAME_SIZE] = '\0';
- _interfaceFile = Common::String(buffer);
-
- for (int i = 0; i < 10; ++i) {
- animStream->read(buffer, FILENAME_SIZE);
- buffer[FILENAME_SIZE] = '\0';
- _spriteSetNames[i] = Common::String(buffer);
- }
-
- animStream->skip(81);
- animStream->read(buffer, FILENAME_SIZE);
- buffer[FILENAME_SIZE] = '\0';
- _lbmFilename = Common::String(buffer);
-
- animStream->skip(365);
- animStream->read(buffer, FILENAME_SIZE);
- buffer[FILENAME_SIZE] = '\0';
- _spritesFilename = Common::String(buffer);
-
- animStream->skip(48);
- animStream->read(buffer, FILENAME_SIZE);
- buffer[FILENAME_SIZE] = '\0';
- _soundName = Common::String(buffer);
-
- animStream->skip(13);
- animStream->read(buffer, FILENAME_SIZE);
- buffer[FILENAME_SIZE] = '\0';
- _dsrName = Common::String(buffer);
-
- animStream->read(buffer, FILENAME_SIZE);
- buffer[FILENAME_SIZE] = '\0';
- Common::String fontResource(buffer);
-
- if (_animMode == 4)
- flags |= 0x4000;
- if (flags & 0x100)
- loadInterface(surface, depthSurface);
-
- // Initialize the reference list
- for (int i = 0; i < spriteListCount; ++i)
- _spriteListIndexes.push_back(-1);
-
- delete animStream;
-
- if (messagesCount > 0) {
- // Chunk 2
- // Following is a list of any messages for the animation
-
- animStream = anim.getItemStream(streamIndex++);
-
- for (int i = 0; i < messagesCount; ++i) {
- AnimMessage rec;
- rec.soundId = animStream->readSint16LE();
- animStream->read(rec.msg, 64);
- animStream->skip(4);
- rec.pos.x = animStream->readSint16LE();
- rec.pos.y = animStream->readSint16LE();
- rec.flags = animStream->readUint16LE();
- rec.rgb1.r = animStream->readByte() << 2;
- rec.rgb1.g = animStream->readByte() << 2;
- rec.rgb1.b = animStream->readByte() << 2;
- rec.rgb2.r = animStream->readByte() << 2;
- rec.rgb2.g = animStream->readByte() << 2;
- rec.rgb2.b = animStream->readByte() << 2;
- animStream->skip(2); // Space for kernelMsgIndex
- rec.kernelMsgIndex = -1;
- animStream->skip(6);
- rec.startFrame = animStream->readUint16LE();
- rec.endFrame = animStream->readUint16LE();
- animStream->skip(2);
-
- _messages.push_back(rec);
- }
-
- delete animStream;
- }
-
- if (frameEntryCount > 0) {
- // Chunk 3: animation frame info
- animStream = anim.getItemStream(streamIndex++);
-
- for (int i = 0; i < frameEntryCount; i++) {
- AnimFrameEntry rec;
- rec.frameNumber = animStream->readUint16LE();
- rec.seqIndex = animStream->readByte();
- rec.spriteSlot.spriteListIndex = animStream->readByte();
- rec.spriteSlot.frameNumber = animStream->readUint16LE();
- rec.spriteSlot.xp = animStream->readSint16LE();
- rec.spriteSlot.yp = animStream->readSint16LE();
- rec.spriteSlot.depth = animStream->readSByte();
- rec.spriteSlot.scale = (int8)animStream->readByte();
-
- _frameEntries.push_back(rec);
- }
-
- delete animStream;
- }
-
- if (miscEntriesCount > 0) {
- // Chunk 4: Misc Data
- animStream = anim.getItemStream(streamIndex);
-
- for (int i = 0; i < miscEntriesCount; ++i) {
- AnimMiscEntry rec;
- rec.soundNum = animStream->readByte();
- rec.msgIndex = animStream->readSByte();
- rec.numTicks = animStream->readUint16LE();
- rec.posAdjust.x = animStream->readUint16LE();
- rec.posAdjust.y = animStream->readUint16LE();
- animStream->readUint16LE();
-
- _miscEntries.push_back(rec);
- }
-
- delete animStream;
- }
-
- // If the animation specifies a font, then load it for access
- if (_flags & ANIM_CUSTOM_FONT) {
- Common::String fontName;
- if (madsRes)
- fontName += "*";
- fontName += fontResource;
-
- if (fontName != "")
- _font = _vm->_font->getFont(fontName.c_str());
- else
- warning("Attempted to set a font with an empty name");
- }
-
- // If a speech file is specified, then load it
- if (!_dsrName.empty())
- _vm->_sound->loadDSRFile(_dsrName.c_str());
-
- // Load all the sprite sets for the animation
- for (int i = 0; i < spriteListCount; ++i) {
- if (_field12 && (i == _spriteListIndex))
- // Skip over field, since it's manually loaded
- continue;
-
- _spriteListIndexes[i] = _view->_spriteSlots.addSprites(_spriteSetNames[i].c_str());
- }
-
-
- if (_field12) {
- Common::String resName;
- if (madsRes)
- resName += "*";
- resName += _spriteSetNames[_spriteListIndex];
-
- _spriteListIndexes[_spriteListIndex] = _view->_spriteSlots.addSprites(resName.c_str());
- }
-
- // TODO: Unknown section about handling sprite set list combined with messages size
-
- // TODO: The original has two separate loops for the loop below based on _animMode == 4. Is it
- // perhaps that in that mode the sprite frames has a different format..?
-
- // Remap the sprite list index fields from the initial value to the indexes of the loaded
- // sprite sets for the animation
- for (uint i = 0; i < _frameEntries.size(); ++i) {
- int idx = _frameEntries[i].spriteSlot.spriteListIndex;
- _frameEntries[i].spriteSlot.spriteListIndex = _spriteListIndexes[idx];
- }
-
- if (hasScroll())
- _nextScrollTimer = _madsVm->_currentTimer + _scrollTicks;
-}
-
-/**
- * Loads an animation file for display
- */
-void MadsAnimation::load(const Common::String &filename, int abortTimers) {
- initialize(filename, 0, NULL, NULL);
- _messageCtr = 0;
- _skipLoad = true;
-
-/* TODO: figure out extra stuff in this routine
- if (_field12) {
- _unkIndex = -1;
- int listIndex = _spriteListIndexes[_spriteListIndex];
- SpriteAsset &spriteSet = _view->_spriteSlots.getSprite(listIndex);
- ..?..
- }
-*/
-
- // Initialize miscellaneous fields
- _currentFrame = 0;
- _oldFrameEntry = 0;
- _nextFrameTimer = _madsVm->_currentTimer;
- _abortTimers = abortTimers;
- _abortMode = _madsVm->scene()->_abortTimersMode2;
-
- if (_madsVm->_scene)
- _actionNouns = _madsVm->scene()->_action._action;
-
- // Initialize kernel message list
- for (uint i = 0; i < _messages.size(); ++i)
- _messages[i].kernelMsgIndex = -1;
-}
-
-void MadsAnimation::update() {
- if (_field12) {
- int spriteListIndex = _spriteListIndexes[_spriteListIndex];
- int newIndex = -1;
-
- for (uint idx = _oldFrameEntry; idx < _frameEntries.size(); ++idx) {
- if (_frameEntries[idx].frameNumber > _currentFrame)
- break;
- if (_frameEntries[idx].spriteSlot.spriteListIndex == spriteListIndex)
- newIndex = _frameEntries[idx].spriteSlot.frameNumber;
- }
-
- if (newIndex >= 0)
- load1(newIndex);
- }
-
- // Check for scroll change
- bool screenChanged = false;
-
- // Handle any scrolling of the screen surface
- if (hasScroll() && (_madsVm->_currentTimer >= _nextScrollTimer)) {
- _view->_bgSurface->scrollX(_scrollX);
- _view->_bgSurface->scrollY(_scrollY);
-
- _nextScrollTimer = _madsVm->_currentTimer + _scrollTicks;
- screenChanged = true;
- }
-
- // If it's not time for the next frame, then exit
- if (_madsVm->_currentTimer < _nextFrameTimer) {
- if (screenChanged)
- _view->_spriteSlots.fullRefresh();
- return;
- }
-
- // Loop checks for any prior animation sprite slots to be expired
- for (int slotIndex = 0; slotIndex < _view->_spriteSlots.startIndex; ++slotIndex) {
- if (_view->_spriteSlots[slotIndex].seqIndex >= 0x80) {
- // Flag the frame as animation sprite slot
- _view->_spriteSlots[slotIndex].spriteType = EXPIRED_SPRITE;
- }
- }
-
- // Validate the current frame
- if (_currentFrame >= (int)_miscEntries.size()) {
- // Is the animation allowed to be repeated?
- if (_resetFlag) {
- _currentFrame = 0;
- _oldFrameEntry = 0;
- } else {
- _freeFlag = true;
- return;
- }
- }
-
- // Handle starting any sound for this frame
- AnimMiscEntry &misc = _miscEntries[_currentFrame];
- if (misc.soundNum)
- _vm->_sound->playSound(misc.soundNum);
-
- // Handle any offset adjustment for sprites as of this frame
- if (_view->_posAdjust.x != misc.posAdjust.x) {
- _view->_posAdjust.x = misc.posAdjust.x;
- screenChanged = true;
- }
- if (_view->_posAdjust.y != misc.posAdjust.y) {
- _view->_posAdjust.y = misc.posAdjust.y;
- screenChanged = true;
- }
-
-
- if (screenChanged) {
- // Signal the entire screen needs refreshing
- _view->_spriteSlots.fullRefresh();
- }
-
- int spriteSlotsMax = _view->_spriteSlots.startIndex;
-
- // Main frame animation loop - frames get animated by being placed, as necessary, into the
- // main sprite slot array
- while ((uint)_oldFrameEntry < _frameEntries.size()) {
- if (_frameEntries[_oldFrameEntry].frameNumber > _currentFrame)
- break;
- else if (_frameEntries[_oldFrameEntry].frameNumber == _currentFrame) {
- // Found the correct frame
- int spriteSlotIndex = 0;
- int index = 0;
-
- for (;;) {
- if ((spriteSlotIndex == 0) && (index < spriteSlotsMax)) {
- int seqIndex = _frameEntries[_oldFrameEntry].seqIndex - _view->_spriteSlots[index].seqIndex;
- if (seqIndex == 0x80) {
- if (_view->_spriteSlots[index] == _frameEntries[_oldFrameEntry].spriteSlot) {
- _view->_spriteSlots[index].spriteType = SPRITE_ZERO;
- spriteSlotIndex = -1;
- }
- }
- ++index;
- continue;
- }
-
- if (spriteSlotIndex == 0) {
- int slotIndex = _view->_spriteSlots.getIndex();
- MadsSpriteSlot &slot = _view->_spriteSlots[slotIndex];
- slot.copy(_frameEntries[_oldFrameEntry].spriteSlot);
- slot.seqIndex = _frameEntries[_oldFrameEntry].seqIndex + 0x80;
-
- SpriteAsset &spriteSet = _view->_spriteSlots.getSprite(
- _view->_spriteSlots[slotIndex].spriteListIndex);
- slot.spriteType = spriteSet.isBackground() ? BACKGROUND_SPRITE : FOREGROUND_SPRITE;
- }
- break;
- }
- }
-
- ++_oldFrameEntry;
- }
-
- // Handle the display of any messages
- for (uint idx = 0; idx < _messages.size(); ++idx) {
- if (_messages[idx].kernelMsgIndex >= 0) {
- // Handle currently active message
- if ((_currentFrame < _messages[idx].startFrame) || (_currentFrame > _messages[idx].endFrame)) {
- _view->_kernelMessages.remove(_messages[idx].kernelMsgIndex);
- _messages[idx].kernelMsgIndex = -1;
- --_messageCtr;
- }
- } else if ((_currentFrame >= _messages[idx].startFrame) && (_currentFrame <= _messages[idx].endFrame)) {
- // Start displaying the message
- AnimMessage &me = _messages[idx];
-
- // The color index to use is dependant on how many messages are currently on-screen
- uint8 colIndex;
- switch (_messageCtr) {
- case 1:
- colIndex = 252;
- break;
- case 2:
- colIndex = 16;
- break;
- default:
- colIndex = 250;
- break;
- }
-
- _vm->_palette->setEntry(colIndex, me.rgb1.r, me.rgb1.g, me.rgb1.b);
- _vm->_palette->setEntry(colIndex + 1, me.rgb2.r, me.rgb2.g, me.rgb2.b);
-
- // Add a kernel message to display the given text
- me.kernelMsgIndex = _view->_kernelMessages.add(me.pos, colIndex * 0x101 + 0x100, 0, 0, INDEFINITE_TIMEOUT, me.msg);
- assert(me.kernelMsgIndex >= 0);
-
- // Play the associated sound, if it exists
- if (me.soundId > 0)
- _vm->_sound->playDSRSound(me.soundId - 1, 255, false);
- ++_messageCtr;
- }
- }
-
- // Move to the next frame
- _currentFrame++;
- if (_currentFrame >= (int)_miscEntries.size()) {
- // Animation is complete
- if (_abortTimers != 0) {
- _view->_abortTimers = _abortTimers;
- _view->_abortTimersMode = _abortMode;
-
- if (_abortMode != ABORTMODE_1) {
- // Copy the noun list
- if (_madsVm->_scene)
- _madsVm->scene()->_action._action = _actionNouns;
- }
- }
- }
-
- int frameNum = MIN(_currentFrame, (int)_miscEntries.size() - 1);
- _nextFrameTimer = _madsVm->_currentTimer + _miscEntries[frameNum].numTicks;
-}
-
-void MadsAnimation::setCurrentFrame(int frameNumber) {
- _currentFrame = frameNumber;
- _oldFrameEntry = 0;
- _freeFlag = false;
-
- _nextScrollTimer = _nextFrameTimer = _madsVm->_currentTimer;
-}
-
-int MadsAnimation::getCurrentFrame() {
- return _currentFrame;
-}
-
-void MadsAnimation::load1(int frameNumber) {
- if (_skipLoad)
- return;
-
- Common::Point pt;
- int listIndex = _spriteListIndexes[_spriteListIndex];
- SpriteAsset &spriteSet = _view->_spriteSlots.getSprite(listIndex);
-
- if (_unkIndex < 0) {
- M4Surface *frame = spriteSet.getFrame(0);
- pt.x = frame->bounds().left;
- pt.y = frame->bounds().top;
- } else {
- pt.x = _unkList[_unkIndex].x;
- pt.y = _unkList[_unkIndex].y;
- _unkIndex = 1 - _unkIndex;
- }
-
- if (proc1(spriteSet, pt, frameNumber))
- error("proc1 failure");
-}
-
-bool MadsAnimation::proc1(SpriteAsset &spriteSet, const Common::Point &pt, int frameNumber) {
- return 0;
-}
-
-void MadsAnimation::loadInterface(M4Surface *&interfaceSurface, M4Surface *&depthSurface) {
- if (_animMode <= 2) {
- MadsSceneResources sceneResources;
- sceneResources.load(_roomNumber, _interfaceFile.c_str(), 0, depthSurface, interfaceSurface);
-
- } else if (_animMode == 4) {
- // Load a scene interface
- interfaceSurface->madsLoadInterface(_interfaceFile);
- } else {
- // This mode allocates two large surfaces for the animation
- // TODO: Are these ever properly freed?
-error("Anim mode %d - need to check free logic", _animMode);
- assert(!interfaceSurface);
- assert(!depthSurface);
- depthSurface = new M4Surface(MADS_SURFACE_WIDTH, MADS_SCREEN_HEIGHT);
- interfaceSurface = new M4Surface(MADS_SURFACE_WIDTH, MADS_SCREEN_HEIGHT);
- depthSurface->clear();
- interfaceSurface->clear();
- }
-}
-
-} // End of namespace M4