/* 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 "draci/draci.h" #include "draci/animation.h" #include "draci/barchive.h" #include "draci/game.h" #include "draci/screen.h" #include "draci/sound.h" #include "draci/surface.h" #include "common/memstream.h" #include "common/system.h" namespace Draci { Animation::Animation(DraciEngine *vm, int id, uint z, bool playing) : _vm(vm) { _id = id; _index = kIgnoreIndex; _z = z; clearShift(); _displacement = kNoDisplacement; _playing = playing; _looping = false; _paused = false; _canBeQuick = false; _tick = _vm->_system->getMillis(); _currentFrame = 0; _hasChangedFrame = true; _callback = &Animation::doNothing; _isRelative = false; } Animation::~Animation() { deleteFrames(); } void Animation::setRelative(int relx, int rely) { // Delete the previous frame if there is one if (_frames.size() > 0) markDirtyRect(_vm->_screen->getSurface()); _displacement.relX = relx; _displacement.relY = rely; } Displacement Animation::getCurrentFrameDisplacement() const { Displacement dis = _displacement; dis.relX += scummvm_lround(dis.extraScaleX * _shift.x); dis.relY += scummvm_lround(dis.extraScaleY * _shift.y); return dis; } Common::Point Animation::getCurrentFramePosition() const { Displacement dis = getCurrentFrameDisplacement(); return Common::Point(dis.relX, dis.relY); } void Animation::setLooping(bool looping) { _looping = looping; debugC(7, kDraciAnimationDebugLevel, "Setting looping to %d on animation %d", looping, _id); } void Animation::markDirtyRect(Surface *surface) const { if (getFrameCount() == 0) return; // Fetch the current frame's rectangle const Drawable *frame = getConstCurrentFrame(); Common::Rect frameRect = frame->getRect(getCurrentFrameDisplacement()); // Mark the rectangle dirty on the surface surface->markDirtyRect(frameRect); } void Animation::nextFrame(bool force) { // If there are no frames or if the animation is not playing, return if (getFrameCount() == 0 || !_playing) return; const Drawable *frame = getConstCurrentFrame(); Surface *surface = _vm->_screen->getSurface(); if (force || (_tick + frame->getDelay() <= _vm->_system->getMillis()) || (_canBeQuick && _vm->_game->getEnableQuickHero() && _vm->_game->getWantQuickHero())) { // If we are at the last frame and not looping, stop the animation // The animation is also restarted to frame zero if ((_currentFrame == getFrameCount() - 1) && !_looping) { // When the animation reaches its end, call the preset callback (this->*_callback)(); } else { // Mark old frame dirty so it gets deleted markDirtyRect(surface); _shift.x += _relativeShifts[_currentFrame].x; _shift.y += _relativeShifts[_currentFrame].y; _currentFrame = nextFrameNum(); _tick = _vm->_system->getMillis(); // Fetch new frame and mark it dirty markDirtyRect(surface); // If the animation is paused, then nextFrameNum() // returns the same frame number even though the time // has elapsed to switch to another frame. We must not // flip _hasChangedFrame to true, otherwise the sample // assigned to this frame will be re-started over and // over until all sound handles are exhausted (happens, // e.g., when switching to the inventory which pauses // all animations). _hasChangedFrame = !_paused; } } debugC(6, kDraciAnimationDebugLevel, "anim=%d tick=%d delay=%d tick+delay=%d currenttime=%d frame=%d framenum=%d x=%d y=%d z=%d", _id, _tick, frame->getDelay(), _tick + frame->getDelay(), _vm->_system->getMillis(), _currentFrame, _frames.size(), frame->getX() + getRelativeX(), frame->getY() + getRelativeY(), _z); } uint Animation::nextFrameNum() const { if (_paused) return _currentFrame; if ((_currentFrame == getFrameCount() - 1) && _looping) return 0; else return _currentFrame + 1; } void Animation::drawFrame(Surface *surface) { // If there are no frames or the animation is not playing, return if (_frames.size() == 0 || !_playing) return; const Drawable *frame = getConstCurrentFrame(); if (_id == kOverlayImage) { // No displacement or relative animations is supported. frame->draw(surface, false, 0, 0); } else { // Draw frame: first shifted by the relative shift and then // scaled/shifted by the given displacement. frame->drawReScaled(surface, false, getCurrentFrameDisplacement()); } const SoundSample *sample = _samples[_currentFrame]; if (_hasChangedFrame && sample) { uint duration = _vm->_sound->playSound(sample, Audio::Mixer::kMaxChannelVolume, false); debugC(3, kDraciSoundDebugLevel, "Playing sample on animation %d, frame %d: %d+%d at %dHz: %dms", _id, _currentFrame, sample->_offset, sample->_length, sample->_frequency, duration); } _hasChangedFrame = false; } void Animation::setPlaying(bool playing) { _tick = _vm->_system->getMillis(); _playing = playing; // When restarting an animation, allow playing sounds. _hasChangedFrame |= playing; } void Animation::setScaleFactors(double scaleX, double scaleY) { debugC(5, kDraciAnimationDebugLevel, "Setting scaling factors on anim %d (scaleX: %.3f scaleY: %.3f)", _id, scaleX, scaleY); markDirtyRect(_vm->_screen->getSurface()); _displacement.extraScaleX = scaleX; _displacement.extraScaleY = scaleY; } void Animation::addFrame(Drawable *frame, const SoundSample *sample) { _frames.push_back(frame); _samples.push_back(sample); _relativeShifts.push_back(Common::Point(0, 0)); } void Animation::makeLastFrameRelative(int x, int y) { _relativeShifts.back() = Common::Point(x, y); } void Animation::clearShift() { _shift = Common::Point(0, 0); } void Animation::replaceFrame(int i, Drawable *frame, const SoundSample *sample) { _frames[i] = frame; _samples[i] = sample; } const Drawable *Animation::getConstCurrentFrame() const { // If there are no frames stored, return NULL return _frames.size() > 0 ? _frames[_currentFrame] : NULL; } Drawable *Animation::getCurrentFrame() { // If there are no frames stored, return NULL return _frames.size() > 0 ? _frames[_currentFrame] : NULL; } Drawable *Animation::getFrame(int frameNum) { // If there are no frames stored, return NULL return _frames.size() > 0 ? _frames[frameNum] : NULL; } void Animation::setCurrentFrame(uint frame) { // Check whether the value is sane if (frame >= _frames.size()) { return; } _currentFrame = frame; } void Animation::deleteFrames() { // If there are no frames to delete, return if (_frames.size() == 0) { return; } markDirtyRect(_vm->_screen->getSurface()); for (int i = getFrameCount() - 1; i >= 0; --i) { delete _frames[i]; _frames.pop_back(); } _relativeShifts.clear(); _samples.clear(); } void Animation::exitGameLoop() { _vm->_game->setExitLoop(true); } void Animation::tellWalkingState() { _vm->_game->heroAnimationFinished(); } void Animation::play() { if (isPlaying()) { return; } // Mark the first frame dirty so it gets displayed markDirtyRect(_vm->_screen->getSurface()); setPlaying(true); debugC(3, kDraciAnimationDebugLevel, "Playing animation %d...", getID()); } void Animation::stop() { if (!isPlaying()) { return; } // Clean up the last frame that was drawn before stopping markDirtyRect(_vm->_screen->getSurface()); setPlaying(false); // Reset the animation to the beginning setCurrentFrame(0); clearShift(); debugC(3, kDraciAnimationDebugLevel, "Stopping animation %d...", getID()); } void Animation::del() { _vm->_anims->deleteAnimation(this); } void AnimationManager::pauseAnimations() { if (_animationPauseCounter++) { // Already paused return; } Common::List::iterator it; for (it = _animations.begin(); it != _animations.end(); ++it) { if ((*it)->getID() > 0 || (*it)->getID() == kTitleText) { // Clean up the last frame that was drawn before stopping (*it)->markDirtyRect(_vm->_screen->getSurface()); (*it)->setPaused(true); } } } void AnimationManager::unpauseAnimations() { if (--_animationPauseCounter) { // Still paused return; } Common::List::iterator it; for (it = _animations.begin(); it != _animations.end(); ++it) { if ((*it)->isPaused()) { // Clean up the last frame that was drawn before stopping (*it)->markDirtyRect(_vm->_screen->getSurface()); (*it)->setPaused(false); } } } Animation *AnimationManager::getAnimation(int id) { Common::List::iterator it; for (it = _animations.begin(); it != _animations.end(); ++it) { if ((*it)->getID() == id) { return *it; } } return NULL; } void AnimationManager::insert(Animation *anim, bool allocateIndex) { if (allocateIndex) anim->setIndex(++_lastIndex); Common::List::iterator it; for (it = _animations.begin(); it != _animations.end(); ++it) { if (anim->getZ() < (*it)->getZ()) break; } _animations.insert(it, anim); } void AnimationManager::drawScene(Surface *surf) { // Fill the screen with color zero since some rooms may rely on the screen being black _vm->_screen->getSurface()->fill(0); sortAnimations(); Common::List::iterator it; for (it = _animations.begin(); it != _animations.end(); ++it) { if (! ((*it)->isPlaying()) ) { continue; } (*it)->nextFrame(false); (*it)->drawFrame(surf); } } void AnimationManager::sortAnimations() { Common::List::iterator cur; Common::List::iterator next; cur = _animations.begin(); // If the list is empty, we're done if (cur == _animations.end()) return; bool hasChanged; do { hasChanged = false; cur = _animations.begin(); next = cur; while (true) { next++; // If we are at the last element, we're done if (next == _animations.end()) break; // If we find an animation out of order, reinsert it if ((*next)->getZ() < (*cur)->getZ()) { Animation *anim = *next; next = _animations.reverse_erase(next); insert(anim, false); hasChanged = true; } // Advance to next animation cur = next; } } while (hasChanged); } void AnimationManager::deleteAnimation(Animation *anim) { if (!anim) { return; } Common::List::iterator it; int index = -1; // Iterate for the first time to delete the animation for (it = _animations.begin(); it != _animations.end(); ++it) { if (*it == anim) { // Remember index of the deleted animation index = (*it)->getIndex(); debugC(3, kDraciAnimationDebugLevel, "Deleting animation %d...", anim->getID()); delete *it; _animations.erase(it); break; } } // Iterate the second time to decrease indexes greater than the deleted animation index for (it = _animations.begin(); it != _animations.end(); ++it) { if ((*it)->getIndex() > index && (*it)->getIndex() != kIgnoreIndex) { (*it)->setIndex((*it)->getIndex() - 1); } } // Decrement index of last animation _lastIndex -= 1; } void AnimationManager::deleteOverlays() { debugC(3, kDraciAnimationDebugLevel, "Deleting overlays..."); Common::List::iterator it; for (it = _animations.begin(); it != _animations.end(); ++it) { if ((*it)->getID() == kOverlayImage) { delete *it; it = _animations.reverse_erase(it); } } } void AnimationManager::deleteAll() { debugC(3, kDraciAnimationDebugLevel, "Deleting all animations..."); Common::List::iterator it; for (it = _animations.begin(); it != _animations.end(); ++it) { delete *it; } _animations.clear(); _lastIndex = -1; } void AnimationManager::deleteAfterIndex(int index) { Common::List::iterator it; for (it = _animations.begin(); it != _animations.end(); ++it) { if ((*it)->getIndex() > index) { debugC(3, kDraciAnimationDebugLevel, "Deleting animation %d...", (*it)->getID()); delete *it; it = _animations.reverse_erase(it); } } _lastIndex = index; } const Animation *AnimationManager::getTopAnimation(int x, int y) const { Common::List::const_iterator it; Animation *retval = NULL; // Get transparent color for the current screen const int transparent = _vm->_screen->getSurface()->getTransparentColor(); for (it = _animations.reverse_begin(); it != _animations.end(); --it) { Animation *anim = *it; // If the animation is not playing, ignore it if (!anim->isPlaying() || anim->isPaused()) { continue; } const Drawable *frame = anim->getConstCurrentFrame(); if (frame == NULL) { continue; } bool matches = false; if (frame->getRect(anim->getCurrentFrameDisplacement()).contains(x, y)) { if (frame->getType() == kDrawableText) { matches = true; } else if (frame->getType() == kDrawableSprite && reinterpret_cast(frame)->getPixel(x, y, anim->getCurrentFrameDisplacement()) != transparent) { matches = true; } } // Return the top-most animation object, unless it is a // non-clickable sprite (overlay, debugging sprites for // walking, or title/speech text) and there is an actual object // underneath it. if (matches) { if (anim->getID() > kOverlayImage || anim->getID() < kSpeechText) { return anim; } else if (retval == NULL) { retval = anim; } } } // The default return value if no animations were found on these coordinates (not even overlays) return retval; } Animation *AnimationManager::load(uint animNum) { // Make double-sure that an animation isn't loaded more than twice, // otherwise horrible things happen in the AnimationManager, because // they use a simple link-list without duplicate checking. This should // never happen unless there is a bug in the game, because all GPL2 // commands are guarded. assert(!getAnimation(animNum)); const BAFile *animFile = _vm->_animationsArchive->getFile(animNum); Common::MemoryReadStream animationReader(animFile->_data, animFile->_length); uint numFrames = animationReader.readByte(); // The following two flags are ignored by the played. Memory logic was // a hint to the old player whether it should cache the sprites or load // them on demand. We have 1 memory manager and ignore these hints. animationReader.readByte(); // The disable erasing field is just a (poor) optimization flag that // turns of drawing the background underneath the sprite. By reading // the source code of the old player, I'm not sure if that would ever // have worked. There are only 6 animations in the game with this flag // true. All of them have just 1 animation phase and they are used to // patch a part of the original background by a new sprite. This // should work with the default logic as well---just play this // animation on top of the background. Since the only meaning of the // flag was optimization, ignoring should be OK even without dipping // into details. animationReader.readByte(); const bool cyclic = animationReader.readByte(); const bool relative = animationReader.readByte(); Animation *anim = new Animation(_vm, animNum, 0, false); insert(anim, true); anim->setLooping(cyclic); anim->setIsRelative(relative); for (uint i = 0; i < numFrames; ++i) { uint spriteNum = animationReader.readUint16LE() - 1; int x = animationReader.readSint16LE(); int y = animationReader.readSint16LE(); uint scaledWidth = animationReader.readUint16LE(); uint scaledHeight = animationReader.readUint16LE(); byte mirror = animationReader.readByte(); int sample = animationReader.readUint16LE() - 1; uint freq = animationReader.readUint16LE(); uint delay = animationReader.readUint16LE(); // _spritesArchive is flushed when entering a room. All // scripts in a room are responsible for loading their animations. const BAFile *spriteFile = _vm->_spritesArchive->getFile(spriteNum); Sprite *sp = new Sprite(spriteFile->_data, spriteFile->_length, relative ? 0 : x, relative ? 0 : y, true); // Some frames set the scaled dimensions to 0 even though other frames // from the same animations have them set to normal values // We work around this by assuming it means no scaling is necessary if (scaledWidth == 0) { scaledWidth = sp->getWidth(); } if (scaledHeight == 0) { scaledHeight = sp->getHeight(); } sp->setScaled(scaledWidth, scaledHeight); if (mirror) sp->setMirrorOn(); sp->setDelay(delay * 10); anim->addFrame(sp, _vm->_soundsArchive->getSample(sample, freq)); if (relative) { anim->makeLastFrameRelative(x, y); } } return anim; } } // End of namespace Draci