/* 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 "mads/animation.h" #include "mads/compression.h" #define FILENAME_SIZE 13 namespace MADS { void AAHeader::load(Common::SeekableReadStream *f) { _spriteSetsCount = f->readUint16LE(); _miscEntriesCount = f->readUint16LE(); _frameEntriesCount = f->readUint16LE(); _messagesCount = f->readUint16LE(); f->skip(1); _flags = f->readByte(); f->skip(2); _bgType = (AnimBgType)f->readUint16LE(); _roomNumber = f->readUint16LE(); f->skip(2); _manualFlag = f->readUint16LE() != 0; _spritesIndex = f->readUint16LE(); _scrollPosition.x = f->readSint16LE(); _scrollPosition.y = f->readSint16LE(); _scrollTicks = f->readUint32LE(); f->skip(6); char buffer[FILENAME_SIZE]; f->read(buffer, FILENAME_SIZE); buffer[FILENAME_SIZE - 1] = '\0'; _interfaceFile = Common::String(buffer); for (int i = 0; i < 50; ++i) { f->read(buffer, FILENAME_SIZE); buffer[FILENAME_SIZE - 1] = '\0'; if (i < _spriteSetsCount) _spriteSetNames.push_back(Common::String(buffer)); } f->read(buffer, FILENAME_SIZE); buffer[FILENAME_SIZE - 1] = '\0'; _soundName = Common::String(buffer); f->skip(13); f->read(buffer, FILENAME_SIZE); buffer[FILENAME_SIZE - 1] = '\0'; _dsrName = Common::String(buffer); f->read(buffer, FILENAME_SIZE); buffer[FILENAME_SIZE - 1] = '\0'; _fontResource = Common::String(buffer); } /*------------------------------------------------------------------------*/ void AnimMessage::load(Common::SeekableReadStream *f) { _soundId = f->readSint16LE(); char buffer[64]; f->read(&buffer[0], 64); _msg = Common::String(buffer); f->skip(4); _pos.x = f->readSint16LE(); _pos.y = f->readSint16LE(); _flags = f->readUint16LE(); _rgb1[0] = f->readByte() << 2; _rgb1[1] = f->readByte() << 2; _rgb1[2] = f->readByte() << 2; _rgb2[0] = f->readByte() << 2; _rgb2[1] = f->readByte() << 2; _rgb2[2] = f->readByte() << 2; f->skip(2); // Space for kernelMsgIndex _kernelMsgIndex = -1; f->skip(6); _startFrame = f->readUint16LE(); _endFrame = f->readUint16LE(); f->skip(2); } void AnimFrameEntry::load(Common::SeekableReadStream *f, bool uiFlag) { if (uiFlag) { f->skip(2); _frameNumber = -1; // Unused _seqIndex = f->readByte(); _spriteSlot._spritesIndex = f->readByte(); _spriteSlot._frameNumber = (int8)f->readByte(); f->skip(1); _spriteSlot._position.x = f->readSint16LE(); _spriteSlot._position.y = f->readSint16LE(); } else { _frameNumber = f->readUint16LE(); _seqIndex = f->readByte(); _spriteSlot._spritesIndex = f->readByte(); _spriteSlot._frameNumber = f->readSint16LE(); _spriteSlot._position.x = f->readSint16LE(); _spriteSlot._position.y = f->readSint16LE(); _spriteSlot._depth = f->readSByte(); _spriteSlot._scale = (int8)f->readByte(); } } /*------------------------------------------------------------------------*/ void AnimMiscEntry::load(Common::SeekableReadStream *f) { _soundId = f->readByte(); _msgIndex = f->readSByte(); _numTicks = f->readUint16LE(); _posAdjust.x = f->readSint16LE(); _posAdjust.y = f->readSint16LE(); _field8 = f->readUint16LE(); } /*------------------------------------------------------------------------*/ void AnimUIEntry::load(Common::SeekableReadStream *f) { _probability = f->readUint16LE(); _imageCount = f->readUint16LE(); _firstImage = f->readUint16LE(); _lastImage = f->readUint16LE(); _counter = f->readSint16LE(); for (int i = 0; i < ANIM_SPAWN_COUNT; ++i) _spawn[i] = f->readByte(); for (int i = 0; i < ANIM_SPAWN_COUNT; ++i) _spawnFrame[i] = f->readUint16LE(); _sound = f->readUint16LE() & 0xFF; _soundFrame = f->readUint16LE(); } /*------------------------------------------------------------------------*/ Animation *Animation::init(MADSEngine *vm, Scene *scene) { return new Animation(vm, scene); } Animation::Animation(MADSEngine *vm, Scene *scene) : _vm(vm), _scene(scene) { _font = nullptr; _resetFlag = false; _messageCtr = 0; _skipLoad = false; } Animation::~Animation() { Scene &scene = _vm->_game->_scene; if (_header._manualFlag) scene._sprites.remove(_spriteListIndexes[_header._spritesIndex]); for (int idx = 0; idx < _header._spriteSetsCount; ++idx) { if (!_header._manualFlag || _header._spritesIndex != idx) scene._sprites.remove(_spriteListIndexes[idx]); } } void Animation::load(UserInterface &interfaceSurface, MSurface &depthSurface, const Common::String &resName, int flags, Common::Array *palCycles, SceneInfo *sceneInfo) { Common::String resourceName = resName; if (!resourceName.contains(".")) resourceName += ".AA"; File f(resourceName); MadsPack madsPack(&f); Common::SeekableReadStream *stream = madsPack.getItemStream(0); _header.load(stream); delete stream; if (_header._bgType == ANIMBG_INTERFACE) flags |= PALFLAG_RESERVED; if (flags & ANIMFLAG_LOAD_BACKGROUND) { loadInterface(interfaceSurface, depthSurface, _header, flags, palCycles, sceneInfo); } if (flags & ANIMFLAG_LOAD_BACKGROUND_ONLY) { // No data _header._messagesCount = 0; _header._frameEntriesCount = 0; _header._miscEntriesCount = 0; } // Initialize the reference list _spriteListIndexes.clear(); for (int i = 0; i < _header._spriteSetsCount; ++i) _spriteListIndexes.push_back(-1); int streamIndex = 1; _messages.clear(); if (_header._messagesCount > 0) { // Chunk 2: Following is a list of any messages for the animation Common::SeekableReadStream *msgStream = madsPack.getItemStream(streamIndex++); for (int i = 0; i < _header._messagesCount; ++i) { AnimMessage rec; rec.load(msgStream); _messages.push_back(rec); } delete msgStream; } _frameEntries.clear(); if (_header._frameEntriesCount > 0) { // Chunk 3: animation frame info Common::SeekableReadStream *frameStream = madsPack.getItemStream(streamIndex++); for (int i = 0; i < _header._frameEntriesCount; i++) { AnimFrameEntry rec; rec.load(frameStream, flags & ANIMFLAG_LOAD_BACKGROUND); _frameEntries.push_back(rec); } delete frameStream; } _miscEntries.clear(); _uiEntries.clear(); if (_header._miscEntriesCount > 0) { // Chunk 4: Misc Data Common::SeekableReadStream *miscStream = madsPack.getItemStream(streamIndex++); if (flags & ANIMFLAG_LOAD_BACKGROUND) { for (int i = 0; i < _header._miscEntriesCount; ++i) { AnimUIEntry rec; rec.load(miscStream); _uiEntries.push_back(rec); } } else { for (int i = 0; i < _header._miscEntriesCount; ++i) { AnimMiscEntry rec; rec.load(miscStream); _miscEntries.push_back(rec); } } delete miscStream; } // If the animation specifies a font, then load it for access delete _font; if (_header._flags & ANIMFLAG_CUSTOM_FONT) { Common::String fontName = "*" + _header._fontResource; _font = _vm->_font->getFont(fontName.c_str()); } else { _font = nullptr; } // Load all the sprite sets for the animation for (uint i = 0; i < _spriteSets.size(); ++i) delete _spriteSets[i]; _spriteSets.clear(); _spriteSets.resize(_header._spriteSetsCount); for (int i = 0; i < _header._spriteSetsCount; ++i) { if (_header._manualFlag && (i == _header._spritesIndex)) { // Skip over field, since it's manually loaded _spriteSets[i] = nullptr; } else { _spriteSets[i] = new SpriteAsset(_vm, _header._spriteSetNames[i], flags); _spriteListIndexes[i] = _vm->_game->_scene._sprites.add(_spriteSets[i]); } } if (_header._manualFlag) { Common::String assetResName = "*" + _header._spriteSetNames[_header._spritesIndex]; SpriteAsset *sprites = new SpriteAsset(_vm, assetResName, flags); _spriteSets[_header._spritesIndex] = sprites; _spriteListIndexes[_header._spritesIndex] = _scene->_sprites.add(sprites); } Common::Array usageList; for (int idx = 0; idx < _header._spriteSetsCount; ++idx) usageList.push_back(_spriteSets[idx]->_usageIndex); if (usageList.size() > 0) _vm->_palette->_paletteUsage.updateUsage(usageList, _header._messagesCount); if (_header._bgType == ANIMBG_INTERFACE) { // Remaps the sprite list indexes for frames to the loaded sprite list indexes for (uint i = 0; i < _frameEntries.size(); ++i) { int spriteListIndex = _frameEntries[i]._spriteSlot._spritesIndex; _frameEntries[i]._spriteSlot._spritesIndex = _spriteListIndexes[spriteListIndex]; } } else { // Remaps the sprite list indexes for frames to the loaded sprite list indexes for (uint i = 0; i < _frameEntries.size(); ++i) { int spriteListIndex = _frameEntries[i]._spriteSlot._spritesIndex; _frameEntries[i]._spriteSlot._spritesIndex = _spriteListIndexes[spriteListIndex]; } } f.close(); } void Animation::preLoad(const Common::String &resName, int level) { // No implementation in ScummVM, since access is fast enough that data // doesn't need to be preloaded } void Animation::startAnimation(int endTrigger) { _messageCtr = 0; _skipLoad = true; if (_header._manualFlag) { _unkIndex = -1; //SpriteAsset *asset = _scene->_sprites[_spriteListIndexes[_header._spritesIndex]]; // TODO: Weird stuff with _unkList. Seems like it's treated as pointers // here, but in processText, it's used as POINTs? loadFrame(1); } if (_vm->_game->_kernelMode == KERNEL_ACTIVE_CODE) _vm->_palette->refreshSceneColors(); _currentFrame = 0; _oldFrameEntry = 0; _nextFrameTimer = _vm->_game->_scene._frameStartTime; _trigger = endTrigger; _triggerMode = _vm->_game->_triggerSetupMode; _actionDetails = _vm->_game->_scene._action._activeAction; for (int idx = 0; idx < _header._messagesCount; ++idx) { _messages[idx]._kernelMsgIndex = -1; } } void Animation::loadFrame(int frameNumber) { Scene &scene = _vm->_game->_scene; if (_skipLoad) return; Common::Point pt; int spriteListIndex = _spriteListIndexes[_header._spritesIndex]; SpriteAsset &spriteSet = *scene._sprites[spriteListIndex]; if (_unkIndex < 0) { MSurface *frame = spriteSet.getFrame(0); pt.x = frame->getBounds().left; pt.y = frame->getBounds().top; } else { pt.x = _unkList[_unkIndex].x; pt.y = _unkList[_unkIndex].y; _unkIndex = 1 - _unkIndex; } if (drawFrame(spriteSet, pt, frameNumber)) error("drawFrame failure"); } bool Animation::drawFrame(SpriteAsset &spriteSet, const Common::Point &pt, int frameNumber) { return 0; } void Animation::loadInterface(UserInterface &interfaceSurface, MSurface &depthSurface, AAHeader &header, int flags, Common::Array *palCycles, SceneInfo *sceneInfo) { _scene->_depthStyle = 0; if (header._bgType <= ANIMBG_FULL_SIZE) { _vm->_palette->_paletteUsage.setEmpty(); sceneInfo->load(header._roomNumber, flags, header._interfaceFile, 0, depthSurface, interfaceSurface); _scene->_depthStyle = sceneInfo->_depthStyle == 2 ? 1 : 0; if (palCycles) { palCycles->clear(); for (uint i = 0; i < sceneInfo->_paletteCycles.size(); ++i) palCycles->push_back(sceneInfo->_paletteCycles[i]); } } else if (header._bgType == ANIMBG_INTERFACE) { // Load a scene interface Common::String resourceName = "*" + header._interfaceFile; interfaceSurface.load(resourceName); if (palCycles) palCycles->clear(); } else { // Original has useless code here } } bool Animation::hasScroll() const { return (_header._scrollPosition.x != 0) || (_header._scrollPosition.y != 0); } void Animation::update() { Scene &scene = _vm->_game->_scene; if (_header._manualFlag) { int spriteListIndex = _spriteListIndexes[_header._spritesIndex]; int newIndex = -1; for (uint idx = _oldFrameEntry; idx < _frameEntries.size(); ++idx) { if (_frameEntries[idx]._frameNumber > _currentFrame) break; if (_frameEntries[idx]._spriteSlot._spritesIndex == spriteListIndex) newIndex = _frameEntries[idx]._spriteSlot._frameNumber; } if (newIndex >= 0) loadFrame(newIndex); } // If it's not time for the next frame, then exit if (_vm->_game->_scene._frameStartTime < _nextFrameTimer) return; for (uint idx = 0; idx < scene._spriteSlots.size(); ++idx) { if (scene._spriteSlots[idx]._seqIndex >= 0x80) scene._spriteSlots[idx]._flags = IMG_ERASE; } // 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 executing any sound command for this frame AnimMiscEntry &misc = _miscEntries[_currentFrame]; if (misc._soundId) _vm->_sound->command(misc._soundId); // Handle any screen scrolling if (hasScroll()) { scene._backgroundSurface.scrollX(_header._scrollPosition.x); scene._backgroundSurface.scrollY(_header._scrollPosition.y); scene._spriteSlots.fullRefresh(); } // Handle any offset adjustment for sprites as of this frame bool paChanged = false; if (scene._posAdjust.x != misc._posAdjust.x) { scene._posAdjust.x = misc._posAdjust.x; paChanged = true; } if (scene._posAdjust.y != misc._posAdjust.y) { scene._posAdjust.y = misc._posAdjust.y; paChanged = true; } if (paChanged) { int newIndex = scene._spriteSlots.add(); scene._spriteSlots[newIndex]._seqIndex = -1; scene._spriteSlots[newIndex]._flags = IMG_REFRESH; } // 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 < (int)scene._spriteSlots.size())) { int seqIndex = _frameEntries[_oldFrameEntry]._seqIndex - scene._spriteSlots[index]._seqIndex; if (seqIndex == 0x80) { if (scene._spriteSlots[index] == _frameEntries[_oldFrameEntry]._spriteSlot) { scene._spriteSlots[index]._flags = IMG_STATIC; spriteSlotIndex = -1; } } ++index; continue; } if (spriteSlotIndex == 0) { int slotIndex = scene._spriteSlots.add(); SpriteSlot &slot = scene._spriteSlots[slotIndex]; slot.copy(_frameEntries[_oldFrameEntry]._spriteSlot); slot._seqIndex = _frameEntries[_oldFrameEntry]._seqIndex + 0x80; SpriteAsset &spriteSet = *scene._sprites[ scene._spriteSlots[slotIndex]._spritesIndex]; slot._flags = spriteSet.isBackground() ? IMG_DELTA : IMG_UPDATE; } 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)) { scene._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[0], me._rgb1[1], me._rgb1[2]); _vm->_palette->setEntry(colIndex + 1, me._rgb2[0], me._rgb2[1], me._rgb2[2]); // Add a kernel message to display the given text me._kernelMsgIndex = scene._kernelMessages.add(me._pos, colIndex * 0x101 + 0x100, 0, 0, INDEFINITE_TIMEOUT, me._msg); assert(me._kernelMsgIndex >= 0); ++_messageCtr; } } // Move to the next frame _currentFrame++; if (_currentFrame >= (int)_miscEntries.size()) { // Animation is complete if (_trigger != 0) { _vm->_game->_trigger = _trigger; _vm->_game->_triggerMode = _triggerMode; if (_triggerMode != SEQUENCE_TRIGGER_DAEMON) { // Copy the noun list scene._action._activeAction = _actionDetails; } } } int frameNum = MIN(_currentFrame, (int)_miscEntries.size() - 1); _nextFrameTimer = _vm->_game->_scene._frameStartTime + _miscEntries[frameNum]._numTicks; } void Animation::setCurrentFrame(int frameNumber) { _currentFrame = frameNumber; _oldFrameEntry = 0; _freeFlag = false; _nextScrollTimer = _nextFrameTimer = _vm->_game->_scene._frameStartTime; } void Animation::setNextFrameTimer(int frameNumber) { _nextFrameTimer = frameNumber; } } // End of namespace MADS