aboutsummaryrefslogtreecommitdiff
path: root/engines/saga/animation.cpp
blob: 25119c6407174f712cfda123fef447bfbd585438 (plain)
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
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
/* 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