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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 "common/scummsys.h"
#include "sherlock/scalpel/tsage/logo.h"
#include "sherlock/scalpel/scalpel.h"
namespace Sherlock {
namespace Scalpel {
namespace TsAGE {
TLib *Visage::_tLib;
Visage::Visage() {
_resNum = -1;
_rlbNum = -1;
_stream = nullptr;
}
void Visage::setVisage(int resNum, int rlbNum) {
if ((_resNum != resNum) || (_rlbNum != rlbNum)) {
_resNum = resNum;
_rlbNum = rlbNum;
delete _stream;
// Games after Ringworld have an extra indirection via the visage index file
Common::SeekableReadStream *stream = _tLib->getResource(RES_VISAGE, resNum, 9999);
if (rlbNum == 0)
rlbNum = 1;
// Check how many slots there are
uint16 count = stream->readUint16LE();
if (rlbNum > count)
rlbNum = count;
// Get the flags/rlbNum to use
stream->seek((rlbNum - 1) * 4 + 2);
uint32 v = stream->readUint32LE();
int flags = v >> 30;
if (flags & 3) {
rlbNum = (int)(v & 0xff);
}
assert((flags & 3) == 0);
delete stream;
_stream = _tLib->getResource(RES_VISAGE, resNum, rlbNum);
}
}
void Visage::clear() {
delete _stream;
_stream = nullptr;
}
Visage::~Visage() {
delete _stream;
}
void Visage::getFrame(ObjectSurface &s, int frameNum) {
_stream->seek(0);
int numFrames = _stream->readUint16LE();
if (frameNum > numFrames)
frameNum = numFrames;
if (frameNum > 0)
--frameNum;
_stream->seek(frameNum * 4 + 2);
int offset = _stream->readUint32LE();
_stream->seek(offset);
surfaceFromRes(s);
}
int Visage::getFrameCount() const {
_stream->seek(0);
return _stream->readUint16LE();
}
bool Visage::isLoaded() const {
return _stream != nullptr;
}
void Visage::surfaceFromRes(ObjectSurface &s) {
int frameWidth = _stream->readUint16LE();
int frameHeight = _stream->readUint16LE();
Common::Rect r(0, 0, frameWidth, frameHeight);
s.create(r.width(), r.height(), Common::kPlatformDOS); // maybe change this to a bool later? TODO
s._centroid.x = _stream->readSint16LE();
s._centroid.y = _stream->readSint16LE();
_stream->skip(1);
byte flags = _stream->readByte();
bool rleEncoded = (flags & 2) != 0;
byte *destP = (byte *)s.getPixels();
if (!rleEncoded) {
_stream->read(destP, r.width() * r.height());
} else {
Common::fill(destP, destP + (r.width() * r.height()), 0xff);
for (int yp = 0; yp < r.height(); ++yp) {
int width = r.width();
destP = (byte *)s.getBasePtr(0, yp);
while (width > 0) {
uint8 controlVal = _stream->readByte();
if ((controlVal & 0x80) == 0) {
// Copy specified number of bytes
_stream->read(destP, controlVal);
width -= controlVal;
destP += controlVal;
} else if ((controlVal & 0x40) == 0) {
// Skip a specified number of output pixels
destP += controlVal & 0x3f;
width -= controlVal & 0x3f;
} else {
// Copy a specified pixel a given number of times
controlVal &= 0x3f;
int pixel = _stream->readByte();
Common::fill(destP, destP + controlVal, pixel);
destP += controlVal;
width -= controlVal;
}
}
assert(width == 0);
}
}
}
/*--------------------------------------------------------------------------*/
ScalpelEngine *Object::_vm;
Object::Object() {
_vm = nullptr;
_isAnimating = _finished = false;
_frame = 0;
_numFrames = 0;
_frameChange = 0;
_angle = _changeCtr = 0;
_walkStartFrame = 0;
_majorDiff = _minorDiff = 0;
}
void Object::setVisage(int visage, int strip) {
_visage.setVisage(visage, strip);
}
void Object::setAnimMode(bool isAnimating) {
_isAnimating = isAnimating;
_finished = false;
_updateStartFrame = _vm->_events->getFrameCounter();
if (_numFrames)
_updateStartFrame += 60 / _numFrames;
_frameChange = 1;
}
void Object::setDestination(const Common::Point &pt) {
_destination = pt;
int moveRate = 10;
_walkStartFrame = _vm->_events->getFrameCounter();
_walkStartFrame += 60 / moveRate;
calculateMoveAngle();
// Get the difference
int diffX = _destination.x - _position.x;
int diffY = _destination.y - _position.y;
int xSign = (diffX < 0) ? -1 : (diffX > 0 ? 1 : 0);
int ySign = (diffY < 0) ? -1 : (diffY > 0 ? 1 : 0);
diffX = ABS(diffX);
diffY = ABS(diffY);
if (diffX < diffY) {
_minorDiff = diffX / 2;
_majorDiff = diffY;
} else {
_minorDiff = diffY / 2;
_majorDiff = diffX;
}
// Set the destination position
_moveDelta = Common::Point(diffX, diffY);
_moveSign = Common::Point(xSign, ySign);
_changeCtr = 0;
assert(diffX || diffY);
}
void Object::erase() {
Screen &screen = *_vm->_screen;
if (_visage.isLoaded() && !_oldBounds.isEmpty())
screen.blitFrom(screen._backBuffer1, Common::Point(_oldBounds.left, _oldBounds.top), _oldBounds);
}
void Object::update() {
Screen &screen = *_vm->_screen;
if (_visage.isLoaded()) {
if (isMoving()) {
uint32 currTime = _vm->_events->getFrameCounter();
if (_walkStartFrame <= currTime) {
int moveRate = 10;
int frameInc = 60 / moveRate;
_walkStartFrame = currTime + frameInc;
move();
}
}
if (_isAnimating) {
if (_frame < _visage.getFrameCount())
_frame = changeFrame();
else
_finished = true;
}
// Get the new frame
ObjectSurface s;
_visage.getFrame(s, _frame);
// Display the frame
_oldBounds = Common::Rect(_position.x, _position.y, _position.x + s.w(), _position.y + s.h());
_oldBounds.translate(-s._centroid.x, -s._centroid.y);
screen.transBlitFrom(s, Common::Point(_oldBounds.left, _oldBounds.top));
}
}
int Object::changeFrame() {
int frameNum = _frame;
uint32 currentFrame = _vm->_events->getFrameCounter();
if (_updateStartFrame <= currentFrame) {
if (_numFrames > 0) {
int v = 60 / _numFrames;
_updateStartFrame = currentFrame + v;
frameNum = getNewFrame();
}
}
return frameNum;
}
int Object::getNewFrame() {
int frameNum = _frame + _frameChange;
if (_frameChange > 0) {
if (frameNum > _visage.getFrameCount()) {
frameNum = 1;
}
} else if (frameNum < 1) {
frameNum = _visage.getFrameCount();
}
return frameNum;
}
void Object::calculateMoveAngle() {
int xDiff = _destination.x - _position.x, yDiff = _position.y - _destination.y;
if (!xDiff && !yDiff)
_angle = 0;
else if (!xDiff)
_angle = (_destination.y >= _position.y) ? 180 : 0;
else if (!yDiff)
_angle = (_destination.x >= _position.x) ? 90 : 270;
else {
int result = (((xDiff * 100) / ((abs(xDiff) + abs(yDiff))) * 90) / 100);
if (yDiff < 0)
result = 180 - result;
else if (xDiff < 0)
result += 360;
_angle = result;
}
}
bool Object::isAnimEnded() const {
return _finished;
}
bool Object::isMoving() const {
return (_destination.x != 0) && (_destination != _position);
}
void Object::move() {
Common::Point currPos = _position;
Common::Point moveDiff(5, 3);
int percent = 100;
if (dontMove())
return;
if (_moveDelta.x >= _moveDelta.y) {
int xAmount = _moveSign.x * moveDiff.x * percent / 100;
if (!xAmount)
xAmount = _moveSign.x;
currPos.x += xAmount;
int yAmount = ABS(_destination.y - currPos.y);
int yChange = _majorDiff / ABS(xAmount);
int ySign;
if (!yChange)
ySign = _moveSign.y;
else {
int v = yAmount / yChange;
_changeCtr += yAmount % yChange;
if (_changeCtr >= yChange) {
++v;
_changeCtr -= yChange;
}
ySign = _moveSign.y * v;
}
currPos.y += ySign;
_majorDiff -= ABS(xAmount);
} else {
int yAmount = _moveSign.y * moveDiff.y * percent / 100;
if (!yAmount)
yAmount = _moveSign.y;
currPos.y += yAmount;
int xAmount = ABS(_destination.x - currPos.x);
int xChange = _majorDiff / ABS(yAmount);
int xSign;
if (!xChange)
xSign = _moveSign.x;
else {
int v = xAmount / xChange;
_changeCtr += xAmount % xChange;
if (_changeCtr >= xChange) {
++v;
_changeCtr -= xChange;
}
xSign = _moveSign.x * v;
}
currPos.x += xSign;
_majorDiff -= ABS(yAmount);
}
_position = currPos;
if (dontMove())
_position = _destination;
}
bool Object::dontMove() const {
return (_majorDiff <= 0);
}
void Object::endMove() {
_position = _destination;
}
/*----------------------------------------------------------------*/
bool Logo::show(ScalpelEngine *vm) {
Events &events = *vm->_events;
Logo *logo = new Logo(vm);
bool interrupted = false;
while (!logo->finished()) {
logo->nextFrame();
// Erase areas from previous frame, and update and re-draw objects
for (int idx = 0; idx < 4; ++idx)
logo->_objects[idx].erase();
for (int idx = 0; idx < 4; ++idx)
logo->_objects[idx].update();
events.wait(2);
events.setButtonState();
interrupted = vm->shouldQuit() || events.kbHit() || events._pressed;
if (interrupted) {
// Keyboard or mouse button pressed, so break out of logo display
events.clearEvents();
break;
}
}
delete logo;
return !interrupted;
}
Logo::Logo(ScalpelEngine *vm) : _vm(vm), _lib("sf3.rlb") {
Object::_vm = vm;
Visage::_tLib = &_lib;
_finished = false;
// Initialize counter
_counter = 0;
// Initialize wait frame counters
_waitFrames = 0;
_waitStartFrame = 0;
// Initialize animation counters
_animateObject = 0;
_animateStartFrame = 0;
_animateFrameDelay = 0;
_animateFrames = NULL;
_animateFrame = 0;
// Save a copy of the original palette
_vm->_screen->getPalette(_originalPalette);
// Set up the palettes
Common::fill(&_palette1[0], &_palette1[PALETTE_SIZE], 0);
Common::fill(&_palette1[0], &_palette2[PALETTE_SIZE], 0);
Common::fill(&_palette1[0], &_palette3[PALETTE_SIZE], 0);
_lib.getPalette(_palette1, 1111);
_lib.getPalette(_palette1, 10);
_lib.getPalette(_palette2, 1111);
_lib.getPalette(_palette2, 1);
_lib.getPalette(_palette3, 1111);
_lib.getPalette(_palette3, 14);
}
Logo::~Logo() {
// Restore the original palette
_vm->_screen->setPalette(_originalPalette);
}
bool Logo::finished() const {
return _finished;
}
const AnimationFrame handFrames[] = {
{ 1, 33, 91 }, { 2, 44, 124 }, { 3, 64, 153 }, { 4, 87, 174 },
{ 5, 114, 191 }, { 6, 125, 184 }, { 7, 154, 187 }, { 8, 181, 182 },
{ 9, 191, 167 }, { 10, 190, 150 }, { 11, 182, 139 }, { 11, 170, 130 },
{ 11, 158, 121 }, { 0, 0, 0 }
};
const AnimationFrame companyFrames[] = {
{ 1, 155, 94 }, { 2, 155, 94 }, { 3, 155, 94 }, { 4, 155, 94 },
{ 5, 155, 94 }, { 6, 155, 94 }, { 7, 155, 94 }, { 8, 155, 94 },
{ 0, 0, 0 }
};
void Logo::nextFrame() {
Screen &screen = *_vm->_screen;
if (_waitFrames) {
uint32 currFrame = _vm->_events->getFrameCounter();
if (currFrame - _waitStartFrame < _waitFrames) {
return;
}
_waitStartFrame = 0;
_waitFrames = 0;
}
if (_animateFrames) {
uint32 currFrame = _vm->_events->getFrameCounter();
if (currFrame > _animateStartFrame + _animateFrameDelay) {
AnimationFrame animationFrame = _animateFrames[_animateFrame];
if (animationFrame.frame) {
_objects[_animateObject]._frame = animationFrame.frame;
_objects[_animateObject]._position = Common::Point(animationFrame.x, animationFrame.y);
_animateStartFrame += _animateFrameDelay;
_animateFrame++;
} else {
_animateObject = 0;
_animateFrameDelay = 0;
_animateFrames = NULL;
_animateStartFrame = 0;
_animateFrame = 0;
}
}
if (_animateFrames)
return;
}
switch (_counter++) {
case 0:
// Load the background and fade it in
loadBackground();
fade(_palette1);
break;
case 1:
// First half of square, circle, and triangle arranging themselves
_objects[0].setVisage(16, 1);
_objects[0]._frame = 1;
_objects[0]._position = Common::Point(169, 107);
_objects[0]._numFrames = 7;
_objects[0].setAnimMode(true);
break;
case 2:
// Keep waiting until first animation ends
if (!_objects[0].isAnimEnded()) {
--_counter;
} else {
// Start second half of the shapes animation
_objects[0].setVisage(16, 2);
_objects[0]._frame = 1;
_objects[0]._numFrames = 11;
_objects[0].setAnimMode(true);
}
break;
case 3:
// Keep waiting until second animation of shapes ordering themselves ends
if (!_objects[0].isAnimEnded()) {
--_counter;
} else {
// Fade out the background but keep the shapes visible
fade(_palette2);
screen._backBuffer1.clear();
}
waitFrames(10);
break;
case 4:
// Load the new palette
byte palette[PALETTE_SIZE];
Common::copy(&_palette2[0], &_palette2[PALETTE_SIZE], &palette[0]);
_lib.getPalette(palette, 12);
screen.clear();
screen.setPalette(palette);
// Morph into the EA logo
_objects[0].setVisage(12, 1);
_objects[0]._frame = 1;
_objects[0]._numFrames = 7;
_objects[0].setAnimMode(true);
_objects[0]._position = Common::Point(170, 142);
_objects[0].setDestination(Common::Point(158, 71));
break;
case 5:
// Wait until the logo has expanded upwards to form EA logo
if (_objects[0].isMoving())
--_counter;
break;
case 6:
fade(_palette3, 40);
break;
case 7:
// Show the 'Electronic Arts' company name
_objects[1].setVisage(14, 1);
_objects[1]._frame = 1;
_objects[1]._position = Common::Point(152, 98);
waitFrames(120);
break;
case 8:
// Start sequence of positioning and size hand cursor in an arc
_objects[2].setVisage(18, 1);
startAnimation(2, 5, &handFrames[0]);
break;
case 9:
// Show a highlighting of the company name
_objects[1].remove();
_objects[2].erase();
_objects[2].remove();
_objects[3].setVisage(19, 1);
startAnimation(3, 8, &companyFrames[0]);
break;
case 10:
waitFrames(180);
break;
case 11:
_finished = true;
break;
default:
break;
}
}
void Logo::waitFrames(uint frames) {
_waitFrames = frames;
_waitStartFrame = _vm->_events->getFrameCounter();
}
void Logo::startAnimation(uint object, uint frameDelay, const AnimationFrame *frames) {
_animateObject = object;
_animateFrameDelay = frameDelay;
_animateFrames = frames;
_animateStartFrame = _vm->_events->getFrameCounter();
_animateFrame = 1;
_objects[object]._frame = frames[0].frame;
_objects[object]._position = Common::Point(frames[0].x, frames[0].y);
}
void Logo::loadBackground() {
Screen &screen = *_vm->_screen;
for (int idx = 0; idx < 4; ++idx) {
// Get the portion of the screen
Common::SeekableReadStream *stream = _lib.getResource(RES_BITMAP, 10, idx);
// Load it onto the surface
Common::Point pt((idx / 2) * (SHERLOCK_SCREEN_WIDTH / 2), (idx % 2) * (SHERLOCK_SCREEN_HEIGHT / 2));
for (int y = 0; y < (SHERLOCK_SCREEN_HEIGHT / 2); ++y, ++pt.y) {
byte *pDest = (byte *)screen._backBuffer1.getBasePtr(pt.x, pt.y);
stream->read(pDest, SHERLOCK_SCREEN_WIDTH / 2);
}
// _backgroundBounds = Rect(0, 0, READ_LE_UINT16(data), READ_LE_UINT16(data + 2));
delete stream;
}
// Default to a blank palette
byte palette[PALETTE_SIZE];
Common::fill(&palette[0], &palette[PALETTE_SIZE], 0);
screen.setPalette(palette);
// Copy the surface to the screen
screen.blitFrom(screen._backBuffer1);
}
void Logo::fade(const byte palette[PALETTE_SIZE], int step) {
Events &events = *_vm->_events;
Screen &screen = *_vm->_screen;
byte startPalette[PALETTE_SIZE];
byte tempPalette[PALETTE_SIZE];
screen.getPalette(startPalette);
for (int percent = 0; percent < 100; percent += step) {
for (int palIndex = 0; palIndex < 256; ++palIndex) {
const byte *pal1P = (const byte *)&startPalette[palIndex * 3];
const byte *pal2P = (const byte *)&palette[palIndex * 3];
byte *destP = &tempPalette[palIndex * 3];
for (int rgbIndex = 0; rgbIndex < 3; ++rgbIndex, ++pal1P, ++pal2P, ++destP) {
*destP = (int)*pal1P + ((int)*pal2P - (int)*pal1P) * percent / 100;
}
}
screen.setPalette(tempPalette);
events.wait(1);
}
// Set final palette
screen.setPalette(palette);
}
} // end of namespace TsAGE
} // end of namespace Scalpel
} // end of namespace Sherlock
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