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/* 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, 0);
}
}
}
}
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