/* 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 "mutationofjb/room.h" #include "mutationofjb/animationdecoder.h" #include "mutationofjb/encryptedfile.h" #include "mutationofjb/game.h" #include "mutationofjb/gamedata.h" #include "mutationofjb/util.h" #include "common/str.h" #include "common/translation.h" #include "graphics/screen.h" namespace MutationOfJB { enum { GAME_AREA_WIDTH = 320, GAME_AREA_HEIGHT = 139 }; class RoomAnimationDecoderCallback : public AnimationDecoderCallback { public: RoomAnimationDecoderCallback(Room &room) : _room(room) {} virtual void onFrame(int frameNo, Graphics::Surface &surface) override; virtual void onPaletteUpdated(byte palette[PALETTE_SIZE]) override; private: Room &_room; }; void RoomAnimationDecoderCallback::onPaletteUpdated(byte palette[PALETTE_SIZE]) { _room._screen->setPalette(palette, 0x00, 0xC0); // Load only 0xC0 colors. } void RoomAnimationDecoderCallback::onFrame(int frameNo, Graphics::Surface &surface) { if (frameNo == 0) { Common::Rect rect(0, 0, GAME_AREA_WIDTH, GAME_AREA_HEIGHT); if (_room._game->isCurrentSceneMap()) { rect = Common::Rect(0, 0, 320, 200); } else { _room._background.blitFrom(surface, rect, Common::Point(0, 0)); } _room._screen->blitFrom(surface, rect, Common::Point(0, 0)); } const int frameNo1 = frameNo + 1; Scene *scene = _room._game->getGameData().getCurrentScene(); if (scene) { const uint8 noObjects = scene->getNoObjects(); for (int i = 0; i < noObjects; ++i) { Object &object = scene->_objects[i]; const uint16 startFrame = (object._roomFrameMSB << 8) + object._roomFrameLSB; if (frameNo1 >= startFrame && frameNo1 < startFrame + object._numFrames) { const int x = object._x; const int y = object._y; const int w = (object._width + 3) / 4 * 4; // Original code uses this to round up width to a multiple of 4. const int h = object._height; Common::Rect rect(x, y, x + w, y + h); const Graphics::Surface sharedSurface = surface.getSubArea(rect); Graphics::Surface outSurface; outSurface.copyFrom(sharedSurface); _room._surfaces[_room._objectsStart[i] + frameNo1 - startFrame] = outSurface; } } } } Room::Room(Game *game, Graphics::Screen *screen) : _game(game), _screen(screen), _background(GAME_AREA_WIDTH, GAME_AREA_HEIGHT) {} bool Room::load(uint8 roomNumber, bool roomB) { _objectsStart.clear(); _surfaces.clear(); // TODO: Fix memory leak. Scene *const scene = _game->getGameData().getCurrentScene(); if (scene) { const uint8 noObjects = scene->getNoObjects(); for (int i = 0; i < noObjects; ++i) { uint8 firstIndex = 0; if (i != 0) { firstIndex = _objectsStart[i - 1] + scene->_objects[i - 1]._numFrames; } _objectsStart.push_back(firstIndex); uint8 numAnims = scene->_objects[i]._numFrames; while (numAnims--) { _surfaces.push_back(Graphics::Surface()); } } } const Common::String fileName = Common::String::format("room%d%s.dat", roomNumber, roomB ? "b" : ""); AnimationDecoder decoder(fileName); RoomAnimationDecoderCallback callback(*this); return decoder.decode(&callback); } void Room::drawObjectAnimation(uint8 objectId, int animOffset) { Scene *const scene = _game->getGameData().getCurrentScene(); if (!scene) { return; } Object *const object = scene->getObject(objectId); if (!object) { return; } const int startFrame = _objectsStart[objectId - 1]; const int animFrame = startFrame + animOffset; // TODO: Threshold. _screen->blitFrom(_surfaces[animFrame], Common::Point(object->_x, object->_y)); } void Room::redraw() { if (!_game->isCurrentSceneMap()) { Common::Rect rect(0, 0, GAME_AREA_WIDTH, GAME_AREA_HEIGHT); _screen->blitFrom(_background.rawSurface(), rect, Common::Point(0, 0)); } Scene *const currentScene = _game->getGameData().getCurrentScene(); for (int i = 0; i < currentScene->getNoObjects(); ++i) { Object *const obj = currentScene->getObject(i + 1); if (obj->_active) { drawObjectAnimation(i + 1, obj->_currentFrame - _objectsStart[i] - 1); } } } }