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authorTorbjörn Andersson2005-09-24 19:29:55 +0000
committerTorbjörn Andersson2005-09-24 19:29:55 +0000
commit898ddaf04bec6b1215a0bf6db699e772883b2c2e (patch)
treec57967058ede8b766a5f612d9205215f73eed4e6 /saga
parentddc0c536b28ee60cebe8a35bcf17f03a0cc5c54f (diff)
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The IHNM intro animations run now, albeit in a slightly buggy fashion:
The intro runs a whole series of animations. Each of these use animation slot 0, like the original. Currently this means we leak a bit of memory for each new animation. More noticeably, we have no way of cancelling outstanding animation events, so unless the animations finish on their own - as some of them do - the events will just pile up, causing the animations to run faster and faster. I don't know if implementing the remaining cutaway opcodes will fix this automagically, or if we need to re-think our approach... svn-id: r18878
Diffstat (limited to 'saga')
-rw-r--r--saga/animation.cpp71
-rw-r--r--saga/animation.h5
-rw-r--r--saga/sfuncs.cpp4
3 files changed, 68 insertions, 12 deletions
diff --git a/saga/animation.cpp b/saga/animation.cpp
index 33082058af..01f28eaf77 100644
--- a/saga/animation.cpp
+++ b/saga/animation.cpp
@@ -41,6 +41,7 @@ Anim::Anim(SagaEngine *vm) : _vm(vm) {
_cutawayList = NULL;
_cutawayListLength = 0;
+ _cutawayActive = false;
for (i = 0; i < MAX_ANIMATIONS; i++)
_animations[i] = NULL;
@@ -60,7 +61,7 @@ void Anim::loadCutawayList(const byte *resourcePointer, size_t resourceLength) {
for (int i = 0; i < _cutawayListLength; i++) {
_cutawayList[i].backgroundResourceId = cutawayS.readUint16LE();
_cutawayList[i].animResourceId = cutawayS.readUint16LE();
- _cutawayList[i].maxFrame = (int16)cutawayS.readUint16LE();
+ _cutawayList[i].cycles = (int16)cutawayS.readUint16LE();
_cutawayList[i].frameRate = (int16)cutawayS.readUint16LE();
}
}
@@ -78,13 +79,25 @@ void Anim::playCutaway(int cut, bool fade) {
// TODO: Fade down. Is this blocking or non-blocking?
}
- // TODO: Stop all other animations
+ if (!_cutawayActive) {
+ // Stop all current animations.
- _vm->_gfx->showCursor(false);
- _vm->_interface->setStatusText("");
- _vm->_interface->setSaveReminderState(0);
+ // TODO: We need to retain enough of their state so that we can
+ // resume them afterwards.
- // TODO: Hide the inventory. Perhaps by adding a new panel mode?
+ for (int i = 0; i < MAX_ANIMATIONS; i++) {
+ if (_animations[i])
+ _animations[i]->state = ANIM_PAUSE;
+ }
+
+ _vm->_gfx->showCursor(false);
+ _vm->_interface->setStatusText("");
+ _vm->_interface->setSaveReminderState(0);
+
+ // TODO: Hide the inventory. Perhaps a new panel mode?
+
+ _cutawayActive = true;
+ }
// Set the initial background and palette for the cutaway
@@ -113,7 +126,49 @@ void Anim::playCutaway(int cut, bool fade) {
free(buf);
free(resourceData);
- // TODO: Start the animation
+ _vm->_resource->loadResource(context, _cutawayList[cut].animResourceId, resourceData, resourceDataLength);
+
+ // FIXME: This is a memory leak: slot 0 may be in use already.
+
+ load(0, resourceData, resourceDataLength);
+
+ free(resourceData);
+
+ setCycles(0, _cutawayList[cut].cycles);
+ setFrameTime(0, 1000 / _cutawayList[cut].frameRate);
+
+ // FIXME: When running a series of cutaways, it's quite likely that
+ // there already is at least one "advance frame" event pending.
+ // I don't know if implementing the remaining cutaway opcodes
+ // will fix this...
+
+ play(0, 0);
+}
+
+void Anim::endCutaway(void) {
+ // I believe this is called by scripts after running one cutaway. At
+ // this time, nothing needs to be done here.
+
+ debug(0, "endCutaway()");
+}
+
+void Anim::returnFromCutaway(void) {
+ // I believe this is called by scripts after running a series of
+ // cutaways.
+
+ debug(0, "returnFromCutaway()");
+
+ if (_cutawayActive) {
+ finish(0);
+
+ // TODO: Handle fade up, if we previously faded down
+
+ // TODO: Restore the scene
+
+ // TODO: Restore the animations
+
+ _vm->_gfx->showCursor(true);
+ }
}
void Anim::load(uint16 animId, const byte *animResourceData, size_t animResourceLength) {
@@ -213,7 +268,6 @@ void Anim::play(uint16 animId, int vectorTime, bool playing) {
backGroundSurface = _vm->_render->getBackGroundSurface();
displayBuffer = (byte*)backGroundSurface->pixels;
-
if (playing) {
anim->state = ANIM_PLAYING;
}
@@ -239,7 +293,6 @@ void Anim::play(uint16 animId, int vectorTime, bool playing) {
anim->state = ANIM_PAUSE;
}
}
-
} else {
// Animation done playing
anim->state = ANIM_PAUSE;
diff --git a/saga/animation.h b/saga/animation.h
index a8529ca9ab..0f27ceee35 100644
--- a/saga/animation.h
+++ b/saga/animation.h
@@ -56,7 +56,7 @@ enum AnimationState {
struct Cutaway {
uint16 backgroundResourceId;
uint16 animResourceId;
- int16 maxFrame;
+ int16 cycles;
int16 frameRate;
};
@@ -110,6 +110,8 @@ public:
void loadCutawayList(const byte *resourcePointer, size_t resourceLength);
void freeCutawayList(void);
void playCutaway(int cut, bool fade);
+ void endCutaway(void);
+ void returnFromCutaway(void);
void load(uint16 animId, const byte *animResourceData, size_t animResourceLength);
void freeId(uint16 animId);
@@ -170,6 +172,7 @@ private:
AnimationData *_animations[MAX_ANIMATIONS];
Cutaway *_cutawayList;
int _cutawayListLength;
+ bool _cutawayActive;
};
} // End of namespace Saga
diff --git a/saga/sfuncs.cpp b/saga/sfuncs.cpp
index 293753d770..9c28b90c7b 100644
--- a/saga/sfuncs.cpp
+++ b/saga/sfuncs.cpp
@@ -1851,11 +1851,11 @@ void Script::sfScriptStartCutAway(SCRIPTFUNC_PARAMS) {
}
void Script::sfReturnFromCutAway(SCRIPTFUNC_PARAMS) {
- SF_stub("sfReturnFromCutAway", thread, nArgs);
+ _vm->_anim->returnFromCutaway();
}
void Script::sfEndCutAway(SCRIPTFUNC_PARAMS) {
- SF_stub("sfEndCutAway", thread, nArgs);
+ _vm->_anim->endCutaway();
}
void Script::sfGetMouseClicks(SCRIPTFUNC_PARAMS) {