1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
|
/* 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 "lure/animseq.h"
#include "lure/decode.h"
#include "lure/events.h"
#include "lure/lure.h"
#include "lure/palette.h"
#include "lure/sound.h"
#include "common/endian.h"
namespace Lure {
// delay
// Delays for a given number of milliseconds. If it returns true, it indicates that
// Escape has been pressed, and the introduction should be aborted.
AnimAbortType AnimationSequence::delay(uint32 milliseconds) {
Events &events = Events::getReference();
uint32 delayCtr = g_system->getMillis() + milliseconds;
while (g_system->getMillis() < delayCtr) {
while (events.pollEvent()) {
if ((events.type() == Common::EVENT_KEYDOWN) && (events.event().kbd.ascii != 0)) {
if (events.event().kbd.keycode == Common::KEYCODE_ESCAPE)
return ABORT_END_INTRO;
else
return ABORT_NEXT_SCENE;
} else if (events.type() == Common::EVENT_LBUTTONDOWN) {
return ABORT_NEXT_SCENE;
} else if ((events.type() == Common::EVENT_QUIT) || (events.type() == Common::EVENT_RTL)) {
return ABORT_END_INTRO;
} else if (events.type() == Common::EVENT_MAINMENU) {
return ABORT_NONE;
}
}
uint32 delayAmount = delayCtr - g_system->getMillis();
if (delayAmount > 10) delayAmount = 10;
g_system->delayMillis(delayAmount);
}
return ABORT_NONE;
}
// egaDecodeFrame
// Decodes a single frame of a EGA animation sequence
void AnimationSequence::egaDecodeFrame(byte *&pPixels) {
Screen &screen = Screen::getReference();
byte *screenData = screen.screen_raw();
// Skip over the list of blocks that are changed
int numBlocks = *pPixels++;
pPixels += numBlocks;
// Loop through the list of same/changed pixel ranges
int len = *pPixels++;
int offset = MENUBAR_Y_SIZE * FULL_SCREEN_WIDTH *
EGA_NUM_LAYERS / EGA_PIXELS_PER_BYTE;
while ((offset += len) < FULL_SCREEN_WIDTH * FULL_SCREEN_HEIGHT / 2) {
int repeatLen = *pPixels++;
if (repeatLen > 0) {
byte *pDest = screenData + (offset / EGA_NUM_LAYERS) * EGA_PIXELS_PER_BYTE;
// Copy over the following bytes - each four bytes contain the four
// planes worth of data for 8 sequential pixels
while (repeatLen-- > 0) {
int planeNum = offset % EGA_NUM_LAYERS;
byte v = *pPixels++;
for (int bitCtr = 0; bitCtr < 8; ++bitCtr, v <<= 1) {
if ((v & 0x80) != 0)
*(pDest + bitCtr) |= 1 << planeNum;
else
*(pDest + bitCtr) &= ~(1 << planeNum);
}
if ((++offset % EGA_NUM_LAYERS) == 0)
pDest += EGA_PIXELS_PER_BYTE;
}
}
// Get next skip bytes length
len = *pPixels++;
}
}
// vgaDecodeFrame
// Decodes a single frame of a VGA animation sequence
void AnimationSequence::vgaDecodeFrame(byte *&pPixels, byte *&pLines) {
Screen &screen = Screen::getReference();
byte *screenData = screen.screen_raw();
uint16 screenPos = 0;
uint16 len;
while (screenPos < SCREEN_SIZE) {
// Get line length
len = (uint16) *pLines++;
if (len == 0) {
len = READ_LE_UINT16(pLines);
pLines += 2;
}
// Move the splice over
memcpy(screenData, pPixels, len);
screenData += len;
screenPos += len;
pPixels += len;
// Get the offset inc amount
len = (uint16) *pLines++;
if (len == 0) {
len = READ_LE_UINT16(pLines);
pLines += 2;
}
screenData += len;
screenPos += len;
}
}
AnimationSequence::AnimationSequence(uint16 screenId, Palette &palette, bool fadeIn, int frameDelay,
const AnimSoundSequence *soundList): _screenId(screenId), _palette(palette),
_frameDelay(frameDelay), _soundList(soundList) {
Screen &screen = Screen::getReference();
PictureDecoder decoder;
Disk &d = Disk::getReference();
// Get the data and decode it. Note that VGA decompression is used
// even if the decompressed contents is actually EGA data
MemoryBlock *data = d.getEntry(_screenId);
_decodedData = decoder.vgaDecode(data, MAX_ANIM_DECODER_BUFFER_SIZE);
delete data;
_isEGA = LureEngine::getReference().isEGA();
if (_isEGA) {
// Setup for EGA animation
_lineRefs = NULL;
// Reset the palette and clear the screen for EGA decoding
screen.setPaletteEmpty(RES_PALETTE_ENTRIES);
screen.screen().empty();
// Load the screen - each four bytes contain the four planes
// worth of data for 8 sequential pixels
byte *pSrc = _decodedData->data();
byte *pDest = screen.screen().data().data() +
(FULL_SCREEN_WIDTH * MENUBAR_Y_SIZE);
for (int ctr = 0; ctr < FULL_SCREEN_WIDTH * (FULL_SCREEN_HEIGHT -
MENUBAR_Y_SIZE) / 8; ++ctr, pDest += EGA_PIXELS_PER_BYTE) {
for (int planeCtr = 0; planeCtr < EGA_NUM_LAYERS; ++planeCtr, ++pSrc) {
byte v = *pSrc;
for (int bitCtr = 0; bitCtr < 8; ++bitCtr, v <<= 1) {
if ((v & 0x80) != 0)
*(pDest + bitCtr) |= 1 << planeCtr;
}
}
}
screen.update();
screen.setPalette(&_palette, 0, _palette.numEntries());
// Set pointers for animation
_pPixels = pSrc;
_pPixelsEnd = _decodedData->data() + _decodedData->size() - 1;
_pLines = NULL;
_pLinesEnd = NULL;
} else {
// Setup for VGA animation
_lineRefs = d.getEntry(_screenId + 1);
// Reset the palette and set the initial starting screen
screen.setPaletteEmpty(RES_PALETTE_ENTRIES);
screen.screen().data().copyFrom(_decodedData, 0, 0, FULL_SCREEN_HEIGHT * FULL_SCREEN_WIDTH);
screen.update();
// Set the palette
if (fadeIn) screen.paletteFadeIn(&_palette);
else screen.setPalette(&_palette, 0, _palette.numEntries());
// Set up frame pointers
_pPixels = _decodedData->data() + SCREEN_SIZE;
_pPixelsEnd = _decodedData->data() + _decodedData->size() - 1;
_pLines = _lineRefs->data();
_pLinesEnd = _lineRefs->data() + _lineRefs->size() - 1;
}
}
AnimationSequence::~AnimationSequence() {
delete _lineRefs;
delete _decodedData;
// Renable GMM saving/loading now that the animation is done
LureEngine::getReference()._saveLoadAllowed = true;
}
// show
// Main method for displaying the animation
AnimAbortType AnimationSequence::show() {
Screen &screen = Screen::getReference();
AnimAbortType result;
const AnimSoundSequence *soundFrame = _soundList;
int frameCtr = 0;
// Disable GMM saving/loading whilst animation is running
LureEngine::getReference()._saveLoadAllowed = false;
// Loop through displaying the animations
while (_pPixels < _pPixelsEnd) {
if ((soundFrame != NULL) && (frameCtr == 0))
Sound.musicInterface_Play(
Sound.isRoland() ? soundFrame->rolandSoundId : soundFrame->adlibSoundId,
soundFrame->channelNum);
if (_isEGA)
egaDecodeFrame(_pPixels);
else {
if (_pLines >= _pLinesEnd) break;
vgaDecodeFrame(_pPixels, _pLines);
}
// Make the decoded frame visible
screen.update();
result = delay(_frameDelay * 1000 / 50);
if (result != ABORT_NONE) return result;
if ((soundFrame != NULL) && (++frameCtr == soundFrame->numFrames)) {
frameCtr = 0;
++soundFrame;
if (soundFrame->numFrames == 0) soundFrame = NULL;
}
}
return ABORT_NONE;
}
bool AnimationSequence::step() {
Screen &screen = Screen::getReference();
if (_pPixels >= _pPixelsEnd) return false;
if (_isEGA)
egaDecodeFrame(_pPixels);
else {
if (_pLines >= _pLinesEnd) return false;
vgaDecodeFrame(_pPixels, _pLines);
}
// Make the decoded frame visible
screen.update();
screen.setPalette(&_palette);
return true;
}
} // End of namespace Lure
|