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animation.cpp
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animation.cpp
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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.
*
* $URL$
* $Id$
*
*/
#include "picture/picture.h"
#include "picture/animation.h"
#include "picture/palette.h"
#include "picture/screen.h"
namespace Picture {
AnimationPlayer::AnimationPlayer(PictureEngine *vm) : _vm(vm) {
_animBuffer = new byte[262144];
}
AnimationPlayer::~AnimationPlayer() {
delete[] _animBuffer;
}
void AnimationPlayer::start(uint resIndex) {
debug(1, "AnimationPlayer::start(%d)", resIndex);
_resIndex = resIndex;
_vm->_arc->openResource(_resIndex);
_height = _vm->_arc->readUint16LE();
_width = _vm->_arc->readUint16LE();
_frameCount = _vm->_arc->readUint16LE();
_vm->_arc->read(_vm->_palette->getAnimPalette(), 768);
_curFrameSize = _vm->_arc->readUint32LE();
_nextFrameOffset = _curFrameSize + 782;
_vm->_arc->read(_animBuffer, _curFrameSize);
_nextFrameSize = _vm->_arc->readUint32LE();
_vm->_arc->closeResource();
debug(1, "AnimationPlayer::start() width = %d; height = %d; frameCount = %d", _width, _height, _frameCount);
_vm->_sceneWidth = _width;
_vm->_sceneHeight = _height;
unpackFrame();
_keepFrameCounter = 0;
_frameNumber = 0;
// TODO mov screenFlag01, 0FFFFh
// TODO mov animDrawFrameFlag, 0FFFFh
_firstNextFrameOffset = _nextFrameOffset;
_firstCurFrameSize = _curFrameSize;
_firstNextFrameSize = _nextFrameSize;
}
void AnimationPlayer::nextFrame() {
debug(1, "AnimationPlayer::nextFrame()");
if (_frameNumber == _frameCount) {
_nextFrameOffset = _firstNextFrameOffset;
_curFrameSize = _firstCurFrameSize;
_nextFrameSize = _firstNextFrameSize;
_frameNumber = 1;
} else {
_frameNumber++;
}
debug(1, "AnimationPlayer::nextFrame() frameNumber = %d", _frameNumber);
if (_keepFrameCounter > 0) {
_keepFrameCounter--;
return;
}
_vm->_arc->openResource(_resIndex);
_vm->_arc->seek(_nextFrameOffset, SEEK_CUR);
_curFrameSize = _nextFrameSize;
if (_curFrameSize == 0)
_curFrameSize = 1;
_vm->_arc->read(_animBuffer, _curFrameSize);
_nextFrameSize = _vm->_arc->readUint32LE();
_nextFrameOffset += _curFrameSize + 4;
if (_curFrameSize > 1) {
unpackFrame();
// TODO mov animDrawFrameFlag, 0FFFFh
} else {
_keepFrameCounter = _animBuffer[0] - 1;
// TODO mov animDrawFrameFlag, 0
}
_vm->_arc->closeResource();
}
int16 AnimationPlayer::getStatus() {
debug(1, "AnimationPlayer::getStatus()");
int16 status = -1;
if (_frameNumber == _frameCount)
status = 0;
else if (_frameNumber == _frameCount - 1)
status = 1;
debug(1, "AnimationPlayer::getStatus() status = %d", status);
return status;
}
void AnimationPlayer::unpackFrame() {
_vm->_screen->unpackRle(_animBuffer, _vm->_screen->_frontScreen, _width, _height);
_vm->_screen->unpackRle(_animBuffer, _vm->_screen->_backScreen, _width, _height);
_vm->_screen->_fullRefresh = true;
}
void AnimationPlayer::saveState(Common::WriteStream *out) {
out->writeUint16LE(_resIndex);
// NOTE: The original engine doesn't save width/height, but we do
out->writeUint16LE(_width);
out->writeUint16LE(_height);
out->writeUint16LE(_frameCount);
out->writeUint16LE(_frameNumber);
out->writeUint32LE(_keepFrameCounter);
out->writeUint32LE(_curFrameSize);
out->writeUint32LE(_nextFrameSize);
out->writeUint32LE(_nextFrameOffset);
out->writeUint32LE(_firstCurFrameSize);
out->writeUint32LE(_firstNextFrameSize);
out->writeUint32LE(_firstNextFrameOffset);
}
void AnimationPlayer::loadState(Common::ReadStream *in) {
_resIndex = in->readUint16LE();
_width = in->readUint16LE();
_height = in->readUint16LE();
_frameCount = in->readUint16LE();
_frameNumber = in->readUint16LE();
_keepFrameCounter = in->readUint32LE();
_curFrameSize = in->readUint32LE();
_nextFrameSize = in->readUint32LE();
_nextFrameOffset = in->readUint32LE();
_firstCurFrameSize = in->readUint32LE();
_firstNextFrameSize = in->readUint32LE();
_firstNextFrameOffset = in->readUint32LE();
}
} // End of namespace Picture