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diff --git a/engines/sherlock/scalpel/tsage/logo.cpp b/engines/sherlock/scalpel/tsage/logo.cpp
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+++ b/engines/sherlock/scalpel/tsage/logo.cpp
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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.
+ *
+ */
+
+#include "common/scummsys.h"
+#include "sherlock/scalpel/tsage/logo.h"
+#include "sherlock/scalpel/scalpel.h"
+
+namespace Sherlock {
+namespace Scalpel {
+namespace TsAGE {
+
+TLib *Visage::_tLib;
+
+Visage::Visage() {
+ _resNum = -1;
+ _rlbNum = -1;
+ _stream = nullptr;
+}
+
+void Visage::setVisage(int resNum, int rlbNum) {
+ if ((_resNum != resNum) || (_rlbNum != rlbNum)) {
+ _resNum = resNum;
+ _rlbNum = rlbNum;
+ delete _stream;
+
+ // Games after Ringworld have an extra indirection via the visage index file
+ Common::SeekableReadStream *stream = _tLib->getResource(RES_VISAGE, resNum, 9999);
+ if (rlbNum == 0)
+ rlbNum = 1;
+
+ // Check how many slots there are
+ uint16 count = stream->readUint16LE();
+ if (rlbNum > count)
+ rlbNum = count;
+
+ // Get the flags/rlbNum to use
+ stream->seek((rlbNum - 1) * 4 + 2);
+ uint32 v = stream->readUint32LE();
+ int flags = v >> 30;
+
+ if (flags & 3) {
+ rlbNum = (int)(v & 0xff);
+ }
+ assert((flags & 3) == 0);
+ delete stream;
+
+ _stream = _tLib->getResource(RES_VISAGE, resNum, rlbNum);
+ }
+}
+
+void Visage::clear() {
+ delete _stream;
+ _stream = nullptr;
+}
+
+Visage::~Visage() {
+ delete _stream;
+}
+
+void Visage::getFrame(ObjectSurface &s, int frameNum) {
+ _stream->seek(0);
+ int numFrames = _stream->readUint16LE();
+ if (frameNum > numFrames)
+ frameNum = numFrames;
+ if (frameNum > 0)
+ --frameNum;
+
+ _stream->seek(frameNum * 4 + 2);
+ int offset = _stream->readUint32LE();
+ _stream->seek(offset);
+
+ surfaceFromRes(s);
+}
+
+int Visage::getFrameCount() const {
+ _stream->seek(0);
+ return _stream->readUint16LE();
+}
+
+bool Visage::isLoaded() const {
+ return _stream != nullptr;
+}
+
+void Visage::surfaceFromRes(ObjectSurface &s) {
+ int frameWidth = _stream->readUint16LE();
+ int frameHeight = _stream->readUint16LE();
+ Common::Rect r(0, 0, frameWidth, frameHeight);
+ s.create(r.width(), r.height());
+
+ s._centroid.x = _stream->readSint16LE();
+ s._centroid.y = _stream->readSint16LE();
+
+ _stream->skip(1);
+ byte flags = _stream->readByte();
+ bool rleEncoded = (flags & 2) != 0;
+
+ byte *destP = (byte *)s.getPixels();
+
+ if (!rleEncoded) {
+ _stream->read(destP, r.width() * r.height());
+ } else {
+ Common::fill(destP, destP + (r.width() * r.height()), 0xff);
+
+ for (int yp = 0; yp < r.height(); ++yp) {
+ int width = r.width();
+ destP = (byte *)s.getBasePtr(0, yp);
+
+ while (width > 0) {
+ uint8 controlVal = _stream->readByte();
+ if ((controlVal & 0x80) == 0) {
+ // Copy specified number of bytes
+ _stream->read(destP, controlVal);
+ width -= controlVal;
+ destP += controlVal;
+ } else if ((controlVal & 0x40) == 0) {
+ // Skip a specified number of output pixels
+ destP += controlVal & 0x3f;
+ width -= controlVal & 0x3f;
+ } else {
+ // Copy a specified pixel a given number of times
+ controlVal &= 0x3f;
+ int pixel = _stream->readByte();
+
+ Common::fill(destP, destP + controlVal, pixel);
+ destP += controlVal;
+ width -= controlVal;
+ }
+ }
+ assert(width == 0);
+ }
+ }
+}
+
+/*--------------------------------------------------------------------------*/
+
+ScalpelEngine *Object::_vm;
+
+Object::Object() {
+ _vm = nullptr;
+ _isAnimating = _finished = false;
+ _frame = 0;
+ _numFrames = 0;
+ _frameChange = 0;
+ _angle = _changeCtr = 0;
+ _walkStartFrame = 0;
+ _majorDiff = _minorDiff = 0;
+}
+
+void Object::setVisage(int visage, int strip) {
+ _visage.setVisage(visage, strip);
+}
+
+void Object::setAnimMode(bool isAnimating) {
+ _isAnimating = isAnimating;
+ _finished = false;
+
+ _updateStartFrame = _vm->_events->getFrameCounter();
+ if (_numFrames)
+ _updateStartFrame += 60 / _numFrames;
+ _frameChange = 1;
+}
+
+void Object::setDestination(const Common::Point &pt) {
+ _destination = pt;
+
+ int moveRate = 10;
+ _walkStartFrame = _vm->_events->getFrameCounter();
+ _walkStartFrame += 60 / moveRate;
+
+ calculateMoveAngle();
+
+ // Get the difference
+ int diffX = _destination.x - _position.x;
+ int diffY = _destination.y - _position.y;
+ int xSign = (diffX < 0) ? -1 : (diffX > 0 ? 1 : 0);
+ int ySign = (diffY < 0) ? -1 : (diffY > 0 ? 1 : 0);
+ diffX = ABS(diffX);
+ diffY = ABS(diffY);
+
+ if (diffX < diffY) {
+ _minorDiff = diffX / 2;
+ _majorDiff = diffY;
+ } else {
+ _minorDiff = diffY / 2;
+ _majorDiff = diffX;
+ }
+
+ // Set the destination position
+ _moveDelta = Common::Point(diffX, diffY);
+ _moveSign = Common::Point(xSign, ySign);
+ _changeCtr = 0;
+
+ assert(diffX || diffY);
+}
+
+void Object::erase() {
+ Screen &screen = *_vm->_screen;
+
+ if (_visage.isLoaded() && !_oldBounds.isEmpty())
+ screen.blitFrom(screen._backBuffer1, Common::Point(_oldBounds.left, _oldBounds.top), _oldBounds);
+}
+
+void Object::update() {
+ Screen &screen = *_vm->_screen;
+
+ if (_visage.isLoaded()) {
+ if (isMoving()) {
+ uint32 currTime = _vm->_events->getFrameCounter();
+ if (_walkStartFrame <= currTime) {
+ int moveRate = 10;
+ int frameInc = 60 / moveRate;
+ _walkStartFrame = currTime + frameInc;
+ move();
+ }
+ }
+
+ if (_isAnimating) {
+ if (_frame < _visage.getFrameCount())
+ _frame = changeFrame();
+ else
+ _finished = true;
+ }
+
+ // Get the new frame
+ ObjectSurface s;
+ _visage.getFrame(s, _frame);
+
+ // Display the frame
+ _oldBounds = Common::Rect(_position.x, _position.y, _position.x + s.w(), _position.y + s.h());
+ _oldBounds.translate(-s._centroid.x, -s._centroid.y);
+ screen.transBlitFrom(s, Common::Point(_oldBounds.left, _oldBounds.top));
+ }
+}
+
+int Object::changeFrame() {
+ int frameNum = _frame;
+ uint32 currentFrame = _vm->_events->getFrameCounter();
+
+ if (_updateStartFrame <= currentFrame) {
+ if (_numFrames > 0) {
+ int v = 60 / _numFrames;
+ _updateStartFrame = currentFrame + v;
+
+ frameNum = getNewFrame();
+ }
+ }
+
+ return frameNum;
+}
+
+int Object::getNewFrame() {
+ int frameNum = _frame + _frameChange;
+
+ if (_frameChange > 0) {
+ if (frameNum > _visage.getFrameCount()) {
+ frameNum = 1;
+ }
+ } else if (frameNum < 1) {
+ frameNum = _visage.getFrameCount();
+ }
+
+ return frameNum;
+}
+
+void Object::calculateMoveAngle() {
+ int xDiff = _destination.x - _position.x, yDiff = _position.y - _destination.y;
+
+ if (!xDiff && !yDiff)
+ _angle = 0;
+ else if (!xDiff)
+ _angle = (_destination.y >= _position.y) ? 180 : 0;
+ else if (!yDiff)
+ _angle = (_destination.x >= _position.x) ? 90 : 270;
+ else {
+ int result = (((xDiff * 100) / ((abs(xDiff) + abs(yDiff))) * 90) / 100);
+
+ if (yDiff < 0)
+ result = 180 - result;
+ else if (xDiff < 0)
+ result += 360;
+
+ _angle = result;
+ }
+}
+
+bool Object::isAnimEnded() const {
+ return _finished;
+}
+
+bool Object::isMoving() const {
+ return (_destination.x != 0) && (_destination != _position);
+}
+
+void Object::move() {
+ Common::Point currPos = _position;
+ Common::Point moveDiff(5, 3);
+ int percent = 100;
+
+ if (dontMove())
+ return;
+
+ if (_moveDelta.x >= _moveDelta.y) {
+ int xAmount = _moveSign.x * moveDiff.x * percent / 100;
+ if (!xAmount)
+ xAmount = _moveSign.x;
+ currPos.x += xAmount;
+
+ int yAmount = ABS(_destination.y - currPos.y);
+ int yChange = _majorDiff / ABS(xAmount);
+ int ySign;
+
+ if (!yChange)
+ ySign = _moveSign.y;
+ else {
+ int v = yAmount / yChange;
+ _changeCtr += yAmount % yChange;
+ if (_changeCtr >= yChange) {
+ ++v;
+ _changeCtr -= yChange;
+ }
+
+ ySign = _moveSign.y * v;
+ }
+
+ currPos.y += ySign;
+ _majorDiff -= ABS(xAmount);
+ } else {
+ int yAmount = _moveSign.y * moveDiff.y * percent / 100;
+ if (!yAmount)
+ yAmount = _moveSign.y;
+ currPos.y += yAmount;
+
+ int xAmount = ABS(_destination.x - currPos.x);
+ int xChange = _majorDiff / ABS(yAmount);
+ int xSign;
+
+ if (!xChange)
+ xSign = _moveSign.x;
+ else {
+ int v = xAmount / xChange;
+ _changeCtr += xAmount % xChange;
+ if (_changeCtr >= xChange) {
+ ++v;
+ _changeCtr -= xChange;
+ }
+
+ xSign = _moveSign.x * v;
+ }
+
+ currPos.x += xSign;
+ _majorDiff -= ABS(yAmount);
+ }
+
+ _position = currPos;
+ if (dontMove())
+ _position = _destination;
+}
+
+bool Object::dontMove() const {
+ return (_majorDiff <= 0);
+}
+
+void Object::endMove() {
+ _position = _destination;
+}
+
+/*----------------------------------------------------------------*/
+
+bool Logo::show(ScalpelEngine *vm) {
+ Events &events = *vm->_events;
+ Logo *logo = new Logo(vm);
+ bool interrupted = false;
+
+ while (!logo->finished()) {
+ logo->nextFrame();
+
+ // Erase areas from previous frame, and update and re-draw objects
+ for (int idx = 0; idx < 4; ++idx)
+ logo->_objects[idx].erase();
+ for (int idx = 0; idx < 4; ++idx)
+ logo->_objects[idx].update();
+
+ events.wait(2);
+ events.setButtonState();
+
+ interrupted = vm->shouldQuit() || events.kbHit() || events._pressed;
+ if (interrupted) {
+ // Keyboard or mouse button pressed, so break out of logo display
+ events.clearEvents();
+ break;
+ }
+ }
+
+ delete logo;
+ return !interrupted;
+}
+
+Logo::Logo(ScalpelEngine *vm) : _vm(vm), _lib("sf3.rlb") {
+ Object::_vm = vm;
+ Visage::_tLib = &_lib;
+
+ _finished = false;
+
+ // Initialize counter
+ _counter = 0;
+
+ // Initialize wait frame counters
+ _waitFrames = 0;
+ _waitStartFrame = 0;
+
+ // Initialize animation counters
+ _animateObject = 0;
+ _animateStartFrame = 0;
+ _animateFrameDelay = 0;
+ _animateFrames = NULL;
+ _animateFrame = 0;
+
+ // Save a copy of the original palette
+ _vm->_screen->getPalette(_originalPalette);
+
+ // Set up the palettes
+ Common::fill(&_palette1[0], &_palette1[PALETTE_SIZE], 0);
+ Common::fill(&_palette1[0], &_palette2[PALETTE_SIZE], 0);
+ Common::fill(&_palette1[0], &_palette3[PALETTE_SIZE], 0);
+
+ _lib.getPalette(_palette1, 1111);
+ _lib.getPalette(_palette1, 10);
+ _lib.getPalette(_palette2, 1111);
+ _lib.getPalette(_palette2, 1);
+ _lib.getPalette(_palette3, 1111);
+ _lib.getPalette(_palette3, 14);
+}
+
+Logo::~Logo() {
+ // Restore the original palette
+ _vm->_screen->setPalette(_originalPalette);
+}
+
+bool Logo::finished() const {
+ return _finished;
+}
+
+const AnimationFrame handFrames[] = {
+ { 1, 33, 91 }, { 2, 44, 124 }, { 3, 64, 153 }, { 4, 87, 174 },
+ { 5, 114, 191 }, { 6, 125, 184 }, { 7, 154, 187 }, { 8, 181, 182 },
+ { 9, 191, 167 }, { 10, 190, 150 }, { 11, 182, 139 }, { 11, 170, 130 },
+ { 11, 158, 121 }, { 0, 0, 0 }
+};
+
+const AnimationFrame companyFrames[] = {
+ { 1, 155, 94 }, { 2, 155, 94 }, { 3, 155, 94 }, { 4, 155, 94 },
+ { 5, 155, 94 }, { 6, 155, 94 }, { 7, 155, 94 }, { 8, 155, 94 },
+ { 0, 0, 0 }
+};
+
+void Logo::nextFrame() {
+ Screen &screen = *_vm->_screen;
+
+ if (_waitFrames) {
+ uint32 currFrame = _vm->_events->getFrameCounter();
+ if (currFrame - _waitStartFrame < _waitFrames) {
+ return;
+ }
+ _waitStartFrame = 0;
+ _waitFrames = 0;
+ }
+
+ if (_animateFrames) {
+ uint32 currFrame = _vm->_events->getFrameCounter();
+ if (currFrame > _animateStartFrame + _animateFrameDelay) {
+ AnimationFrame animationFrame = _animateFrames[_animateFrame];
+ if (animationFrame.frame) {
+ _objects[_animateObject]._frame = animationFrame.frame;
+ _objects[_animateObject]._position = Common::Point(animationFrame.x, animationFrame.y);
+ _animateStartFrame += _animateFrameDelay;
+ _animateFrame++;
+ } else {
+ _animateObject = 0;
+ _animateFrameDelay = 0;
+ _animateFrames = NULL;
+ _animateStartFrame = 0;
+ _animateFrame = 0;
+ }
+ }
+ if (_animateFrames)
+ return;
+ }
+
+ switch (_counter++) {
+ case 0:
+ // Load the background and fade it in
+ loadBackground();
+ fade(_palette1);
+ break;
+
+ case 1:
+ // First half of square, circle, and triangle arranging themselves
+ _objects[0].setVisage(16, 1);
+ _objects[0]._frame = 1;
+ _objects[0]._position = Common::Point(169, 107);
+ _objects[0]._numFrames = 7;
+ _objects[0].setAnimMode(true);
+ break;
+
+ case 2:
+ // Keep waiting until first animation ends
+ if (!_objects[0].isAnimEnded()) {
+ --_counter;
+ } else {
+ // Start second half of the shapes animation
+ _objects[0].setVisage(16, 2);
+ _objects[0]._frame = 1;
+ _objects[0]._numFrames = 11;
+ _objects[0].setAnimMode(true);
+ }
+ break;
+
+ case 3:
+ // Keep waiting until second animation of shapes ordering themselves ends
+ if (!_objects[0].isAnimEnded()) {
+ --_counter;
+ } else {
+ // Fade out the background but keep the shapes visible
+ fade(_palette2);
+ screen._backBuffer1.clear();
+ }
+ waitFrames(10);
+ break;
+
+ case 4:
+ // Load the new palette
+ byte palette[PALETTE_SIZE];
+ Common::copy(&_palette2[0], &_palette2[PALETTE_SIZE], &palette[0]);
+ _lib.getPalette(palette, 12);
+ screen.clear();
+ screen.setPalette(palette);
+
+ // Morph into the EA logo
+ _objects[0].setVisage(12, 1);
+ _objects[0]._frame = 1;
+ _objects[0]._numFrames = 7;
+ _objects[0].setAnimMode(true);
+ _objects[0]._position = Common::Point(170, 142);
+ _objects[0].setDestination(Common::Point(158, 71));
+ break;
+
+ case 5:
+ // Wait until the logo has expanded upwards to form EA logo
+ if (_objects[0].isMoving())
+ --_counter;
+ break;
+
+ case 6:
+ fade(_palette3, 40);
+ break;
+
+ case 7:
+ // Show the 'Electronic Arts' company name
+ _objects[1].setVisage(14, 1);
+ _objects[1]._frame = 1;
+ _objects[1]._position = Common::Point(152, 98);
+ waitFrames(120);
+ break;
+
+ case 8:
+ // Start sequence of positioning and size hand cursor in an arc
+ _objects[2].setVisage(18, 1);
+ startAnimation(2, 5, &handFrames[0]);
+ break;
+
+ case 9:
+ // Show a highlighting of the company name
+ _objects[1].remove();
+ _objects[2].erase();
+ _objects[2].remove();
+ _objects[3].setVisage(19, 1);
+ startAnimation(3, 8, &companyFrames[0]);
+ break;
+
+ case 10:
+ waitFrames(180);
+ break;
+
+ case 11:
+ _finished = true;
+ break;
+
+ default:
+ break;
+ }
+}
+
+void Logo::waitFrames(uint frames) {
+ _waitFrames = frames;
+ _waitStartFrame = _vm->_events->getFrameCounter();
+}
+
+void Logo::startAnimation(uint object, uint frameDelay, const AnimationFrame *frames) {
+ _animateObject = object;
+ _animateFrameDelay = frameDelay;
+ _animateFrames = frames;
+ _animateStartFrame = _vm->_events->getFrameCounter();
+ _animateFrame = 1;
+
+ _objects[object]._frame = frames[0].frame;
+ _objects[object]._position = Common::Point(frames[0].x, frames[0].y);
+}
+
+void Logo::loadBackground() {
+ Screen &screen = *_vm->_screen;
+
+ for (int idx = 0; idx < 4; ++idx) {
+ // Get the portion of the screen
+ Common::SeekableReadStream *stream = _lib.getResource(RES_BITMAP, 10, idx);
+
+ // Load it onto the surface
+ Common::Point pt((idx / 2) * (SHERLOCK_SCREEN_WIDTH / 2), (idx % 2) * (SHERLOCK_SCREEN_HEIGHT / 2));
+ for (int y = 0; y < (SHERLOCK_SCREEN_HEIGHT / 2); ++y, ++pt.y) {
+ byte *pDest = (byte *)screen._backBuffer1.getBasePtr(pt.x, pt.y);
+ stream->read(pDest, SHERLOCK_SCREEN_WIDTH / 2);
+ }
+
+ // _backgroundBounds = Rect(0, 0, READ_LE_UINT16(data), READ_LE_UINT16(data + 2));
+ delete stream;
+ }
+
+ // Default to a blank palette
+ byte palette[PALETTE_SIZE];
+ Common::fill(&palette[0], &palette[PALETTE_SIZE], 0);
+ screen.setPalette(palette);
+
+ // Copy the surface to the screen
+ screen.blitFrom(screen._backBuffer1);
+}
+
+void Logo::fade(const byte palette[PALETTE_SIZE], int step) {
+ Events &events = *_vm->_events;
+ Screen &screen = *_vm->_screen;
+ byte startPalette[PALETTE_SIZE];
+ byte tempPalette[PALETTE_SIZE];
+
+ screen.getPalette(startPalette);
+
+ for (int percent = 0; percent < 100; percent += step) {
+ for (int palIndex = 0; palIndex < 256; ++palIndex) {
+ const byte *pal1P = (const byte *)&startPalette[palIndex * 3];
+ const byte *pal2P = (const byte *)&palette[palIndex * 3];
+ byte *destP = &tempPalette[palIndex * 3];
+
+ for (int rgbIndex = 0; rgbIndex < 3; ++rgbIndex, ++pal1P, ++pal2P, ++destP) {
+ *destP = (int)*pal1P + ((int)*pal2P - (int)*pal1P) * percent / 100;
+ }
+ }
+
+ screen.setPalette(tempPalette);
+ events.wait(1);
+ }
+
+ // Set final palette
+ screen.setPalette(palette);
+}
+
+} // end of namespace TsAGE
+} // end of namespace Scalpel
+} // end of namespace Sherlock