/* 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. * * $URL$ * $Id$ * */ #include "draci/draci.h" #include "draci/animation.h" namespace Draci { Animation::Animation(DraciEngine *vm, int index) : _vm(vm) { _id = kUnused; _index = index; _z = 0; _displacement = kNoDisplacement; _playing = false; _looping = false; _paused = false; _tick = _vm->_system->getMillis(); _currentFrame = 0; _hasChangedFrame = true; _callback = &Animation::doNothing; } 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; } 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 { // Fetch the current frame's rectangle Drawable *frame = _frames[_currentFrame]; Common::Rect frameRect = frame->getRect(_displacement); // 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; Drawable *frame = _frames[_currentFrame]; Surface *surface = _vm->_screen->getSurface(); if (force || (_tick + frame->getDelay() <= _vm->_system->getMillis())) { // 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); _currentFrame = nextFrameNum(); _tick = _vm->_system->getMillis(); // Fetch new frame and mark it dirty markDirtyRect(surface); _hasChangedFrame = true; } } 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 = _frames[_currentFrame]; if (_id == kOverlayImage) { frame->draw(surface, false, 0, 0); } else { // Draw frame frame->drawReScaled(surface, false, _displacement); } const SoundSample *sample = _samples[_currentFrame]; if (_hasChangedFrame && sample) { debugC(3, kDraciSoundDebugLevel, "Playing sample on animation %d, frame %d: %d+%d at %dHz", _id, _currentFrame, sample->_offset, sample->_length, sample->_frequency); _vm->_sound->playSound(sample, Audio::Mixer::kMaxChannelVolume, false); } _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); } void Animation::replaceFrame(int i, Drawable *frame, const SoundSample *sample) { _frames[i] = frame; _samples[i] = sample; } 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(); } _samples.clear(); } void Animation::stopAnimation() { _vm->_anims->stop(_id); } void Animation::exitGameLoop() { _vm->_game->setExitLoop(true); } Animation *AnimationManager::addAnimation(int id, uint z, bool playing) { // Increment animation index ++_lastIndex; Animation *anim = new Animation(_vm, _lastIndex); anim->setID(id); anim->setZ(z); anim->setPlaying(playing); insertAnimation(anim); return anim; } Animation *AnimationManager::addItem(int id, bool playing) { Animation *anim = new Animation(_vm, kIgnoreIndex); anim->setID(id); anim->setZ(256); anim->setPlaying(playing); insertAnimation(anim); return anim; } Animation *AnimationManager::addText(int id, bool playing) { Animation *anim = new Animation(_vm, kIgnoreIndex); anim->setID(id); anim->setZ(257); anim->setPlaying(playing); insertAnimation(anim); return anim; } void AnimationManager::play(int id) { Animation *anim = getAnimation(id); if (anim) { // Mark the first frame dirty so it gets displayed anim->markDirtyRect(_vm->_screen->getSurface()); anim->setPlaying(true); debugC(3, kDraciAnimationDebugLevel, "Playing animation %d...", id); } } void AnimationManager::stop(int id) { Animation *anim = getAnimation(id); if (anim) { // Clean up the last frame that was drawn before stopping anim->markDirtyRect(_vm->_screen->getSurface()); anim->setPlaying(false); // Reset the animation to the beginning anim->setCurrentFrame(0); debugC(3, kDraciAnimationDebugLevel, "Stopping animation %d...", id); } } void AnimationManager::pauseAnimations() { 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() { 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::insertAnimation(Animation *anim) { Common::List::iterator it; for (it = _animations.begin(); it != _animations.end(); ++it) { if (anim->getZ() < (*it)->getZ()) break; } _animations.insert(it, anim); } void AnimationManager::addOverlay(Drawable *overlay, uint z) { // Since this is an overlay, we don't need it to be deleted // when the GPL Release command is invoked so we pass the index // as kIgnoreIndex Animation *anim = new Animation(_vm, kIgnoreIndex); anim->setID(kOverlayImage); anim->setZ(z); anim->setPlaying(true); anim->addFrame(overlay, NULL); insertAnimation(anim); } void AnimationManager::drawScene(Surface *surf) { // Fill the screen with colour 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); insertAnimation(anim); hasChanged = true; } // Advance to next animation cur = next; } } while (hasChanged); } void AnimationManager::deleteAnimation(int id) { 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)->getID() == id) { // Remember index of the deleted animation index = (*it)->getIndex(); delete *it; _animations.erase(it); debugC(3, kDraciAnimationDebugLevel, "Deleting animation %d...", id); 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; } int AnimationManager::getTopAnimationID(int x, int y) const { Common::List::const_iterator it; // The default return value if no animations were found on these coordinates (not even overlays) // i.e. the black background shows through so treat it as an overlay int retval = kOverlayImage; // Get transparent colour for the current screen const int transparent = _vm->_screen->getSurface()->getTransparentColour(); 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->getCurrentFrame(); if (frame == NULL) { continue; } if (frame->getRect(anim->getDisplacement()).contains(x, y)) { if (frame->getType() == kDrawableText) { retval = anim->getID(); } else if (frame->getType() == kDrawableSprite && reinterpret_cast(frame)->getPixel(x, y, anim->getDisplacement()) != transparent) { retval = anim->getID(); } } // Found an animation if (retval != kOverlayImage) break; } return retval; } }