/* 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. * */ // Background animation management module #include "saga/saga.h" #include "saga/gfx.h" #include "saga/console.h" #include "saga/events.h" #include "saga/interface.h" #include "saga/render.h" #include "saga/resource.h" #include "saga/scene.h" #include "saga/animation.h" namespace Saga { Anim::Anim(SagaEngine *vm) : _vm(vm) { uint16 i; _cutawayActive = false; for (i = 0; i < MAX_ANIMATIONS; i++) _animations[i] = NULL; for (i = 0; i < ARRAYSIZE(_cutawayAnimations); i++) _cutawayAnimations[i] = NULL; } Anim::~Anim() { reset(); } #ifdef ENABLE_IHNM void Anim::loadCutawayList(const ByteArray &resourceData) { _cutawayList.resize(resourceData.size() / 8); ByteArrayReadStreamEndian cutawayS(resourceData); for (uint i = 0; i < _cutawayList.size(); i++) { _cutawayList[i].backgroundResourceId = cutawayS.readUint16LE(); _cutawayList[i].animResourceId = cutawayS.readUint16LE(); _cutawayList[i].cycles = cutawayS.readSint16LE(); _cutawayList[i].frameRate = cutawayS.readSint16LE(); } } void Anim::clearCutawayList() { _cutawayList.clear(); } int Anim::playCutaway(int cut, bool fade) { debug(0, "playCutaway(%d, %d)", cut, fade); Event event; EventColumns *eventColumns = NULL; bool startImmediately = false; ResourceContext *context = _vm->_resource->getContext(GAME_RESOURCEFILE); _cutAwayFade = fade; _vm->_gfx->savePalette(); _vm->_gfx->getCurrentPal(saved_pal); if (fade) { static PalEntry cur_pal[PAL_ENTRIES]; _vm->_interface->setFadeMode(kFadeOut); // Fade to black out _vm->_gfx->getCurrentPal(cur_pal); event.type = kEvTImmediate; event.code = kPalEvent; event.op = kEventPalToBlack; event.time = 0; event.duration = kNormalFadeDuration; event.data = cur_pal; eventColumns = _vm->_events->queue(event); // set fade mode event.type = kEvTImmediate; event.code = kInterfaceEvent; event.op = kEventSetFadeMode; event.param = kNoFade; event.time = 0; event.duration = 0; _vm->_events->chain(eventColumns, event); } // Prepare cutaway if (!_cutawayActive) { _vm->_gfx->showCursor(false); _vm->_interface->setStatusText(""); _vm->_interface->setSaveReminderState(0); _vm->_interface->rememberMode(); _cutawayActive = true; } else { // If another cutaway is up, start the next cutaway immediately startImmediately = true; } if (_cutAwayMode == kPanelVideo) _vm->_interface->setMode(kPanelVideo); else _vm->_interface->setMode(kPanelCutaway); if (fade) { // Set the initial background and palette for the cutaway event.type = kEvTImmediate; event.code = kCutawayEvent; event.op = kEventShowCutawayBg; event.time = 0; event.duration = 0; event.param = _cutawayList[cut].backgroundResourceId; eventColumns = _vm->_events->chain(eventColumns, event); } else { showCutawayBg(_cutawayList[cut].backgroundResourceId); } // Play the animation int cutawaySlot = -1; for (int i = 0; i < ARRAYSIZE(_cutawayAnimations); i++) { if (!_cutawayAnimations[i]) { cutawaySlot = i; } else if (_cutawayAnimations[i]->state == ANIM_PAUSE) { delete _cutawayAnimations[i]; _cutawayAnimations[i] = NULL; cutawaySlot = i; } else if (_cutawayAnimations[i]->state == ANIM_PLAYING) { _cutawayAnimations[i]->state = ANIM_PAUSE; } } if (cutawaySlot == -1) { warning("Could not allocate cutaway animation slot"); return 0; } // Some cutaways in IHNM have animResourceId equal to 0, which means that they only have // a background frame and no animation. Those animations are actually game scripts. // An example is the "nightfall" animation in Ben's chapter (fadein-fadeout), the animation // for the second from the left monitor in Ellen's chapter etc // Therefore, skip the animation bit if animResourceId is 0 and only show the background if (_cutawayList[cut].animResourceId != 0) { ByteArray resourceData; _vm->_resource->loadResource(context, _cutawayList[cut].animResourceId, resourceData); load(MAX_ANIMATIONS + cutawaySlot, resourceData); setCycles(MAX_ANIMATIONS + cutawaySlot, _cutawayList[cut].cycles); setFrameTime(MAX_ANIMATIONS + cutawaySlot, 1000 / _cutawayList[cut].frameRate); } if (_cutAwayMode != kPanelVideo || startImmediately) play(MAX_ANIMATIONS + cutawaySlot, 0); else { event.type = kEvTOneshot; event.code = kAnimEvent; event.op = kEventPlay; event.param = MAX_ANIMATIONS + cutawaySlot; event.time = (40 / 3) * 1000 / _cutawayList[cut].frameRate; if (fade) _vm->_events->chain(eventColumns, event); else _vm->_events->queue(event); } return MAX_ANIMATIONS + cutawaySlot; } void Anim::endCutaway() { // This is called by scripts after a cutaway is finished. At this time, // nothing needs to be done here. debug(0, "endCutaway()"); } void Anim::returnFromCutaway() { // This is called by scripts after a cutaway is finished, to return back // to the scene that the cutaway was called from. It's not called by the // IHNM intro, as there is no old scene to return to. debug(0, "returnFromCutaway()"); if (_cutawayActive) { Event event; EventColumns *eventColumns = NULL; if (_cutAwayFade) { static PalEntry cur_pal[PAL_ENTRIES]; _vm->_interface->setFadeMode(kFadeOut); // Fade to black out _vm->_gfx->getCurrentPal(cur_pal); event.type = kEvTImmediate; event.code = kPalEvent; event.op = kEventPalToBlack; event.time = 0; event.duration = kNormalFadeDuration; event.data = cur_pal; eventColumns = _vm->_events->queue(event); // set fade mode event.type = kEvTImmediate; event.code = kInterfaceEvent; event.op = kEventSetFadeMode; event.param = kNoFade; event.time = 0; event.duration = 0; _vm->_events->chain(eventColumns, event); } // Clear the cutaway. Note that this sets _cutawayActive to false event.type = kEvTImmediate; event.code = kCutawayEvent; event.op = kEventClear; event.time = 0; event.duration = 0; if (_cutAwayFade) eventColumns = _vm->_events->chain(eventColumns, event); // chain with the other events else eventColumns = _vm->_events->queue(event); _vm->_scene->restoreScene(); // WORKAROUND: Restart all scene animations before restoring them below // This is mostly needed so that the animation of the mob of prisoners // in Nimdok's chapter is shown correctly after the cutaway where the // prisoner drops the jar on the ground for (int i = 0; i < MAX_ANIMATIONS; i++) { if (_animations[i] && _animations[i]->state == ANIM_PLAYING) { _animations[i]->currentFrame = -1; // start from -1 (check Anim::load()) } } // Restore the animations event.type = kEvTImmediate; event.code = kAnimEvent; event.op = kEventResumeAll; event.time = 0; event.duration = 0; _vm->_events->chain(eventColumns, event); // chain with the other events // Draw the scene event.type = kEvTImmediate; event.code = kSceneEvent; event.op = kEventDraw; event.time = 0; event.duration = 0; _vm->_events->chain(eventColumns, event); // chain with the other events // Handle fade up, if we previously faded down if (_cutAwayFade) { event.type = kEvTImmediate; event.code = kPalEvent; event.op = kEventBlackToPal; event.time = 0; event.duration = kNormalFadeDuration; event.data = saved_pal; _vm->_events->chain(eventColumns, event); } event.type = kEvTOneshot; event.code = kScriptEvent; event.op = kEventThreadWake; event.param = kWaitTypeWakeUp; _vm->_events->chain(eventColumns, event); } } void Anim::clearCutaway() { PalEntry *pal; debug(1, "clearCutaway()"); if (_cutawayActive) { _cutawayActive = false; for (int i = 0; i < ARRAYSIZE(_cutawayAnimations); i++) { delete _cutawayAnimations[i]; _cutawayAnimations[i] = NULL; } _vm->_interface->restoreMode(); _vm->_gfx->showCursor(true); if (_vm->isIHNMDemo()) { // Enable the save reminder state after each cutaway for the IHNM demo _vm->_interface->setSaveReminderState(true); } // Set the scene's palette _vm->_scene->getBGPal(pal); _vm->_gfx->setPalette(pal); } } void Anim::showCutawayBg(int bg) { ResourceContext *context = _vm->_resource->getContext(GAME_RESOURCEFILE); ByteArray resourceData; ByteArray image; int width; int height; Event event; static PalEntry pal[PAL_ENTRIES]; _vm->_resource->loadResource(context, bg, resourceData); _vm->decodeBGImage(resourceData, image, &width, &height); const byte *palPointer = _vm->getImagePal(resourceData); memcpy(pal, palPointer, sizeof(pal)); const Rect rect(width, height); _vm->_render->getBackGroundSurface()->blit(rect, image.getBuffer()); _vm->_render->setFullRefresh(true); _vm->_frameCount++; if (_cutAwayFade) { // Handle fade up, if we previously faded down event.type = kEvTImmediate; event.code = kPalEvent; event.op = kEventBlackToPal; event.time = 0; event.duration = kNormalFadeDuration; event.data = pal; _vm->_events->queue(event); } else { _vm->_gfx->setPalette(pal); } } void Anim::startVideo(int vid, bool fade) { debug(0, "startVideo(%d, %d)", vid, fade); _vm->_interface->setStatusText(""); _vm->_frameCount = 0; playCutaway(vid, fade); } void Anim::endVideo() { debug(0, "endVideo()"); clearCutaway(); } void Anim::returnFromVideo() { debug(0, "returnFromVideo()"); returnFromCutaway(); } #endif void Anim::load(uint16 animId, const ByteArray &resourceData) { AnimationData *anim; uint16 temp; if (animId >= MAX_ANIMATIONS) { if (animId >= MAX_ANIMATIONS + ARRAYSIZE(_cutawayAnimations)) error("Anim::load could not find unused animation slot"); anim = _cutawayAnimations[animId - MAX_ANIMATIONS] = new AnimationData(); } else anim = _animations[animId] = new AnimationData(); ByteArrayReadStreamEndian headerReadS(resourceData, _vm->isBigEndian()); anim->magic = headerReadS.readUint16LE(); // cause ALWAYS LE anim->screenWidth = headerReadS.readUint16(); anim->screenHeight = headerReadS.readUint16(); anim->unknown06 = headerReadS.readByte(); anim->unknown07 = headerReadS.readByte(); anim->maxFrame = headerReadS.readByte() - 1; anim->loopFrame = headerReadS.readByte() - 1; temp = headerReadS.readUint16BE(); size_t start; start = headerReadS.pos(); if (temp == (uint16)(-1)) { temp = 0; } start += temp; size_t dataOffset = headerReadS.pos(); if (dataOffset != start) { warning("Anim::load animId=%d start != dataOffset 0x%X 0x%X", animId, uint(start), uint(dataOffset)); } anim->resourceData.resize(resourceData.size() - dataOffset); memcpy(anim->resourceData.getBuffer(), resourceData.getBuffer() + dataOffset, anim->resourceData.size()); // Cache frame offsets // WORKAROUND: Cutaway with background resource ID 37 (loaded as cutaway #4) is ending credits. // For some reason it has wrong number of frames specified in its header. So we calculate it here: if (animId > MAX_ANIMATIONS && _cutawayList.size() > 4 && _cutawayList[4].backgroundResourceId == 37 && anim->maxFrame == 143) anim->maxFrame = fillFrameOffsets(anim, false); anim->frameOffsets.resize(anim->maxFrame + 1); fillFrameOffsets(anim); // Set animation data // HACK: We set currentFrame to -1, as the first frame of the animation is never drawn otherwise // (check Anim::play) anim->currentFrame = -1; anim->completed = 0; anim->cycles = anim->maxFrame; anim->frameTime = DEFAULT_FRAME_TIME; anim->flags = ANIM_FLAG_NONE; anim->linkId = -1; anim->state = ANIM_PAUSE; } void Anim::link(int16 animId1, int16 animId2) { AnimationData *anim1; AnimationData *anim2; anim1 = getAnimation(animId1); anim1->linkId = animId2; if (animId2 == -1) { return; } anim2 = getAnimation(animId2); anim2->frameTime = anim1->frameTime; } void Anim::setCycles(uint16 animId, int cycles) { getAnimation(animId)->cycles = cycles; } int Anim::getCycles(uint16 animId) { if (animId >= MAX_ANIMATIONS && _cutawayAnimations[animId - MAX_ANIMATIONS] == NULL) return 0; return getAnimation(animId)->cycles; } void Anim::play(uint16 animId, int vectorTime, bool playing) { Event event; byte *displayBuffer; uint16 frame; int frameTime; AnimationData *anim; AnimationData *linkAnim; if (animId > MAX_ANIMATIONS && !_cutawayActive) return; if (animId < MAX_ANIMATIONS && _cutawayActive) return; if (animId >= MAX_ANIMATIONS && _cutawayAnimations[animId - MAX_ANIMATIONS] == NULL) { // In IHNM, cutaways without an animation bit are not rendered, but the framecount // needs to be updated _vm->_frameCount++; event.type = kEvTOneshot; event.code = kAnimEvent; event.op = kEventFrame; event.param = animId; event.time = 10; _vm->_events->queue(event); // Nothing to render here (apart from the background, which is already rendered), // so return return; } anim = getAnimation(animId); displayBuffer = (byte *)_vm->_render->getBackGroundSurface()->getPixels(); if (playing) { anim->state = ANIM_PLAYING; } if (anim->state == ANIM_PAUSE) { return; } // HACK: The first frame of the animation is never shown when entering a scene // For now, we initialize currentFrame to be -1 instead of 0 and we draw the // first frame of the animation on the next iteration of Anim::play // FIXME: find out why this occurs and remove this hack. Note that when this // hack is removed, currentFrame should be initialized to 0 again in Anim::load if (anim->currentFrame < 0) { anim->currentFrame = 0; event.type = kEvTOneshot; event.code = kAnimEvent; event.op = kEventFrame; event.param = animId; event.time = 0; _vm->_events->queue(event); return; } if (anim->completed < anim->cycles) { if (anim->currentFrame < 0) anim->currentFrame = 0; frame = anim->currentFrame; // FIXME: if start > 0, then this works incorrectly decodeFrame(anim, anim->frameOffsets[frame], displayBuffer, _vm->getDisplayInfo().width * _vm->getDisplayInfo().height); _vm->_render->addDirtyRect(Common::Rect(0, 0, _vm->getDisplayInfo().width, _vm->getDisplayInfo().height)); _vm->_frameCount++; anim->currentFrame++; if (anim->completed != 65535) { anim->completed++; } if (anim->currentFrame > anim->maxFrame) { anim->currentFrame = anim->loopFrame; _vm->_frameCount++; if (anim->state == ANIM_STOPPING || anim->currentFrame == -1) { anim->state = ANIM_PAUSE; } } } else { _vm->_frameCount += 100; // make sure the waiting thread stops waiting // Animation done playing anim->state = ANIM_PAUSE; if (anim->linkId == -1) { if (anim->flags & ANIM_FLAG_ENDSCENE) { // This animation ends the scene event.type = kEvTOneshot; event.code = kSceneEvent; event.op = kEventEnd; event.time = anim->frameTime + vectorTime; _vm->_events->queue(event); } return; } else { anim->currentFrame = 0; anim->completed = 0; } } if (anim->state == ANIM_PAUSE && anim->linkId != -1) { // If this animation has a link, follow it linkAnim = getAnimation(anim->linkId); debug(5, "Animation ended going to %d", anim->linkId); linkAnim->state = ANIM_PLAYING; animId = anim->linkId; frameTime = 0; } else { frameTime = anim->frameTime + vectorTime; } event.type = kEvTOneshot; event.code = kAnimEvent; event.op = kEventFrame; event.param = animId; event.time = frameTime; _vm->_events->queue(event); } void Anim::stop(uint16 animId) { getAnimation(animId)->state = ANIM_PAUSE; } void Anim::finish(uint16 animId) { getAnimation(animId)->state = ANIM_STOPPING; } void Anim::resume(uint16 animId, int cycles) { getAnimation(animId)->cycles += cycles; play(animId, 0, true); } void Anim::reset() { uint16 i; for (i = 0; i < MAX_ANIMATIONS; i++) { if (_animations[i] != NULL) { delete _animations[i]; _animations[i] = NULL; } } for (i = 0; i < ARRAYSIZE(_cutawayAnimations); i++) { if (_cutawayAnimations[i] != NULL) { delete _cutawayAnimations[i]; _cutawayAnimations[i] = NULL; } } } void Anim::setFlag(uint16 animId, uint16 flag) { getAnimation(animId)->flags |= flag; } void Anim::clearFlag(uint16 animId, uint16 flag) { getAnimation(animId)->flags &= ~flag; } void Anim::setFrameTime(uint16 animId, int time) { getAnimation(animId)->frameTime = time; } int Anim::getFrameTime(uint16 animId) { return getAnimation(animId)->frameTime; } bool Anim::isPlaying(uint16 animId) { return (getAnimation(animId)->state == ANIM_PLAYING); } int16 Anim::getCurrentFrame(uint16 animId) { return getAnimation(animId)->currentFrame; } void Anim::decodeFrame(AnimationData *anim, size_t frameOffset, byte *buf, size_t bufLength) { byte *writePointer = NULL; uint16 xStart = 0; uint16 yStart = 0; uint32 screenWidth; uint32 screenHeight; int markByte; byte dataByte; int newRow; uint16 controlChar; uint16 paramChar; uint16 runcount; int xVector; uint16 i; bool longData = isLongData(); screenWidth = anim->screenWidth; screenHeight = anim->screenHeight; if ((screenWidth * screenHeight) > bufLength) { // Buffer argument is too small to hold decoded frame, abort. error("decodeFrame() Buffer size inadequate"); } Common::MemoryReadStream readS(&anim->resourceData[frameOffset], anim->resourceData.size() - frameOffset); // FIXME: This is thrown when the first video of the IHNM end sequence is shown (the "turn off screen" // video), however the video is played correctly and the rest of the end sequence continues normally #if 1 #define VALIDATE_WRITE_POINTER \ if ((writePointer < buf) || (writePointer >= (buf + screenWidth * screenHeight))) { \ warning("VALIDATE_WRITE_POINTER: writePointer=%p buf=%p", (void *)writePointer, (void *)buf); \ } #else #define VALIDATE_WRITE_POINTER #endif // Begin RLE decompression to output buffer do { markByte = readS.readByte(); switch (markByte) { case SAGA_FRAME_START: xStart = readS.readUint16BE(); if (longData) yStart = readS.readUint16BE(); else yStart = readS.readByte(); readS.readByte(); // Skip pad byte /*xPos = */readS.readUint16BE(); /*yPos = */readS.readUint16BE(); /*width = */readS.readUint16BE(); /*height = */readS.readUint16BE(); // Setup write pointer to the draw origin writePointer = (buf + (yStart * screenWidth) + xStart); VALIDATE_WRITE_POINTER; continue; break; case SAGA_FRAME_NOOP: // Does nothing readS.readByte(); readS.readByte(); readS.readByte(); continue; break; case SAGA_FRAME_LONG_UNCOMPRESSED_RUN: // Long Unencoded Run runcount = readS.readSint16BE(); for (i = 0; i < runcount; i++) { dataByte = readS.readByte(); if (dataByte != 0) { *writePointer = dataByte; } writePointer++; VALIDATE_WRITE_POINTER; } continue; break; case SAGA_FRAME_LONG_COMPRESSED_RUN: // Long encoded run runcount = readS.readSint16BE(); dataByte = readS.readByte(); for (i = 0; i < runcount; i++) { *writePointer++ = dataByte; VALIDATE_WRITE_POINTER; } continue; break; case SAGA_FRAME_ROW_END: // End of row xVector = readS.readSint16BE(); if (longData) newRow = readS.readSint16BE(); else newRow = readS.readByte(); // Set write pointer to the new draw origin writePointer = buf + ((yStart + newRow) * screenWidth) + xStart + xVector; VALIDATE_WRITE_POINTER; continue; break; case SAGA_FRAME_REPOSITION: // Reposition command xVector = readS.readSint16BE(); writePointer += xVector; VALIDATE_WRITE_POINTER; continue; break; case SAGA_FRAME_END: // End of frame marker return; default: break; } // Mask all but two high order control bits controlChar = markByte & 0xC0U; paramChar = markByte & 0x3FU; switch (controlChar) { case SAGA_FRAME_EMPTY_RUN: // 1100 0000 // Run of empty pixels runcount = paramChar + 1; writePointer += runcount; VALIDATE_WRITE_POINTER; continue; break; case SAGA_FRAME_COMPRESSED_RUN: // 1000 0000 // Run of compressed data runcount = paramChar + 1; dataByte = readS.readByte(); for (i = 0; i < runcount; i++) { *writePointer++ = dataByte; VALIDATE_WRITE_POINTER; } continue; break; case SAGA_FRAME_UNCOMPRESSED_RUN: // 0100 0000 // Uncompressed run runcount = paramChar + 1; for (i = 0; i < runcount; i++) { dataByte = readS.readByte(); if (dataByte != 0) { *writePointer = dataByte; } writePointer++; VALIDATE_WRITE_POINTER; } continue; break; default: // Unknown marker found - abort error("decodeFrame() Invalid RLE marker encountered"); break; } } while (1); } int Anim::fillFrameOffsets(AnimationData *anim, bool reallyFill) { uint16 currentFrame = 0; byte markByte; uint16 control; uint16 runcount; int i; bool longData = isLongData(); Common::MemoryReadStreamEndian readS(&anim->resourceData.front(), anim->resourceData.size(), !_vm->isBigEndian()); // RLE has inversion BE<>LE while (readS.pos() != readS.size()) { if (reallyFill) { anim->frameOffsets[currentFrame] = readS.pos(); if (currentFrame == anim->maxFrame) break; } currentFrame++; // For some strange reason, the animation header is in little // endian format, but the actual RLE encoded frame data, // including the frame header, is in big endian format do { markByte = readS.readByte(); // debug(7, "_pos=%X currentFrame=%i markByte=%X", readS.pos(), currentFrame, markByte); switch (markByte) { case SAGA_FRAME_START: // Start of frame // skip header if (longData) { readS.seek(13, SEEK_CUR); } else { readS.seek(12, SEEK_CUR); } continue; break; case SAGA_FRAME_END: // End of frame marker continue; break; case SAGA_FRAME_REPOSITION: // Reposition command readS.readSint16BE(); continue; break; case SAGA_FRAME_ROW_END: // End of row marker readS.readSint16BE(); if (longData) readS.readSint16BE(); else readS.readByte(); continue; break; case SAGA_FRAME_LONG_COMPRESSED_RUN: // Long compressed run marker readS.readSint16BE(); readS.readByte(); continue; break; case SAGA_FRAME_LONG_UNCOMPRESSED_RUN: // (16) 0001 0000 // Long Uncompressed Run runcount = readS.readSint16BE(); readS.seek(runcount, SEEK_CUR); continue; break; case SAGA_FRAME_NOOP: // Does nothing readS.readByte(); readS.readByte(); readS.readByte(); continue; break; default: break; } // Mask all but two high order (control) bits control = markByte & 0xC0; switch (control) { case SAGA_FRAME_EMPTY_RUN: // Run of empty pixels continue; break; case SAGA_FRAME_COMPRESSED_RUN: // Run of compressed data readS.readByte(); // Skip data byte continue; break; case SAGA_FRAME_UNCOMPRESSED_RUN: // Uncompressed run runcount = (markByte & 0x3f) + 1; for (i = 0; i < runcount; i++) readS.readByte(); continue; break; default: error("Encountered unknown RLE marker %i", markByte); break; } } while (markByte != SAGA_FRAME_END); } return currentFrame; } void Anim::animInfo() { uint16 animCount; uint16 i; animCount = getAnimationCount(); _vm->_console->debugPrintf("There are %d animations loaded:\n", animCount); for (i = 0; i < MAX_ANIMATIONS; i++) { if (_animations[i] == NULL) { continue; } _vm->_console->debugPrintf("%02d: Frames: %u Flags: %u\n", i, _animations[i]->maxFrame, _animations[i]->flags); } } #ifdef ENABLE_IHNM void Anim::cutawayInfo() { uint16 i; _vm->_console->debugPrintf("There are %d cutaways loaded:\n", _cutawayList.size()); for (i = 0; i < _cutawayList.size(); i++) { _vm->_console->debugPrintf("%02d: Bg res: %u Anim res: %u Cycles: %u Framerate: %u\n", i, _cutawayList[i].backgroundResourceId, _cutawayList[i].animResourceId, _cutawayList[i].cycles, _cutawayList[i].frameRate); } } #endif void Anim::resumeAll() { // Restore the animations for (int i = 0; i < MAX_ANIMATIONS; i++) { if (_animations[i] && _animations[i]->state == ANIM_PLAYING) { resume(i, 0); } } } } // End of namespace Saga