1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #include "draci/draci.h"
24 #include "draci/animation.h"
25 #include "draci/barchive.h"
26 #include "draci/game.h"
27 #include "draci/screen.h"
28 #include "draci/sound.h"
29 #include "draci/surface.h"
30 
31 #include "common/memstream.h"
32 #include "common/system.h"
33 
34 namespace Draci {
35 
Animation(DraciEngine * vm,int id,uint z,bool playing)36 Animation::Animation(DraciEngine *vm, int id, uint z, bool playing) : _vm(vm) {
37 	_id = id;
38 	_index = kIgnoreIndex;
39 	_z = z;
40 	clearShift();
41 	_displacement = kNoDisplacement;
42 	_playing = playing;
43 	_looping = false;
44 	_paused = false;
45 	_canBeQuick = false;
46 	_tick = _vm->_system->getMillis();
47 	_currentFrame = 0;
48 	_hasChangedFrame = true;
49 	_callback = &Animation::doNothing;
50 	_isRelative = false;
51 }
52 
~Animation()53 Animation::~Animation() {
54 	deleteFrames();
55 }
56 
setRelative(int relx,int rely)57 void Animation::setRelative(int relx, int rely) {
58 	// Delete the previous frame if there is one
59 	if (_frames.size() > 0)
60 		markDirtyRect(_vm->_screen->getSurface());
61 
62 	_displacement.relX = relx;
63 	_displacement.relY = rely;
64 }
65 
getCurrentFrameDisplacement() const66 Displacement Animation::getCurrentFrameDisplacement() const {
67 	Displacement dis = _displacement;
68 	dis.relX += scummvm_lround(dis.extraScaleX * _shift.x);
69 	dis.relY += scummvm_lround(dis.extraScaleY * _shift.y);
70 	return dis;
71 }
72 
getCurrentFramePosition() const73 Common::Point Animation::getCurrentFramePosition() const {
74 	Displacement dis = getCurrentFrameDisplacement();
75 	return Common::Point(dis.relX, dis.relY);
76 }
77 
setLooping(bool looping)78 void Animation::setLooping(bool looping) {
79 	_looping = looping;
80 	debugC(7, kDraciAnimationDebugLevel, "Setting looping to %d on animation %d",
81 		looping, _id);
82 }
83 
markDirtyRect(Surface * surface) const84 void Animation::markDirtyRect(Surface *surface) const {
85 	if (getFrameCount() == 0)
86 		return;
87 
88 	// Fetch the current frame's rectangle
89 	const Drawable *frame = getConstCurrentFrame();
90 	Common::Rect frameRect = frame->getRect(getCurrentFrameDisplacement());
91 
92 	// Mark the rectangle dirty on the surface
93 	surface->markDirtyRect(frameRect);
94 }
95 
nextFrame(bool force)96 void Animation::nextFrame(bool force) {
97 	// If there are no frames or if the animation is not playing, return
98 	if (getFrameCount() == 0 || !_playing)
99 		return;
100 
101 	const Drawable *frame = getConstCurrentFrame();
102 	Surface *surface = _vm->_screen->getSurface();
103 
104 	if (force || (_tick + frame->getDelay() <= _vm->_system->getMillis()) ||
105 	    (_canBeQuick && _vm->_game->getEnableQuickHero() && _vm->_game->getWantQuickHero())) {
106 		// If we are at the last frame and not looping, stop the animation
107 		// The animation is also restarted to frame zero
108 		if ((_currentFrame == getFrameCount() - 1) && !_looping) {
109 			// When the animation reaches its end, call the preset callback
110 			(this->*_callback)();
111 		} else {
112 			// Mark old frame dirty so it gets deleted
113 			markDirtyRect(surface);
114 
115 			_shift.x += _relativeShifts[_currentFrame].x;
116 			_shift.y += _relativeShifts[_currentFrame].y;
117 			_currentFrame = nextFrameNum();
118 			_tick = _vm->_system->getMillis();
119 
120 			// Fetch new frame and mark it dirty
121 			markDirtyRect(surface);
122 
123 			// If the animation is paused, then nextFrameNum()
124 			// returns the same frame number even though the time
125 			// has elapsed to switch to another frame.  We must not
126 			// flip _hasChangedFrame to true, otherwise the sample
127 			// assigned to this frame will be re-started over and
128 			// over until all sound handles are exhausted (happens,
129 			// e.g., when switching to the inventory which pauses
130 			// all animations).
131 			_hasChangedFrame = !_paused;
132 		}
133 	}
134 
135 	debugC(6, kDraciAnimationDebugLevel,
136 	"anim=%d tick=%d delay=%d tick+delay=%d currenttime=%d frame=%d framenum=%d x=%d y=%d z=%d",
137 	_id, _tick, frame->getDelay(), _tick + frame->getDelay(), _vm->_system->getMillis(),
138 	_currentFrame, _frames.size(), frame->getX() + getRelativeX(), frame->getY() + getRelativeY(), _z);
139 }
140 
nextFrameNum() const141 uint Animation::nextFrameNum() const {
142 	if (_paused)
143 		return _currentFrame;
144 
145 	if ((_currentFrame == getFrameCount() - 1) && _looping)
146 		return 0;
147 	else
148 		return _currentFrame + 1;
149 }
150 
drawFrame(Surface * surface)151 void Animation::drawFrame(Surface *surface) {
152 	// If there are no frames or the animation is not playing, return
153 	if (_frames.size() == 0 || !_playing)
154 		return;
155 
156 	const Drawable *frame = getConstCurrentFrame();
157 
158 	if (_id == kOverlayImage) {
159 		// No displacement or relative animations is supported.
160 		frame->draw(surface, false, 0, 0);
161 	} else {
162 		// Draw frame: first shifted by the relative shift and then
163 		// scaled/shifted by the given displacement.
164 		frame->drawReScaled(surface, false, getCurrentFrameDisplacement());
165 	}
166 
167 	const SoundSample *sample = _samples[_currentFrame];
168 	if (_hasChangedFrame && sample) {
169 		uint duration = _vm->_sound->playSound(sample, Audio::Mixer::kMaxChannelVolume, false);
170 		debugC(3, kDraciSoundDebugLevel,
171 			"Playing sample on animation %d, frame %d: %d+%d at %dHz: %dms",
172 			_id, _currentFrame, sample->_offset, sample->_length, sample->_frequency, duration);
173 	}
174 	_hasChangedFrame = false;
175 }
176 
setPlaying(bool playing)177 void Animation::setPlaying(bool playing) {
178 	_tick = _vm->_system->getMillis();
179 	_playing = playing;
180 
181 	// When restarting an animation, allow playing sounds.
182 	_hasChangedFrame |= playing;
183 }
184 
setScaleFactors(double scaleX,double scaleY)185 void Animation::setScaleFactors(double scaleX, double scaleY) {
186 	debugC(5, kDraciAnimationDebugLevel,
187 		"Setting scaling factors on anim %d (scaleX: %.3f scaleY: %.3f)",
188 		_id, scaleX, scaleY);
189 
190 	markDirtyRect(_vm->_screen->getSurface());
191 
192 	_displacement.extraScaleX = scaleX;
193 	_displacement.extraScaleY = scaleY;
194 }
195 
addFrame(Drawable * frame,const SoundSample * sample)196 void Animation::addFrame(Drawable *frame, const SoundSample *sample) {
197 	_frames.push_back(frame);
198 	_samples.push_back(sample);
199 	_relativeShifts.push_back(Common::Point(0, 0));
200 }
201 
makeLastFrameRelative(int x,int y)202 void Animation::makeLastFrameRelative(int x, int y) {
203 	_relativeShifts.back() = Common::Point(x, y);
204 }
205 
clearShift()206 void Animation::clearShift() {
207 	_shift = Common::Point(0, 0);
208 }
209 
replaceFrame(int i,Drawable * frame,const SoundSample * sample)210 void Animation::replaceFrame(int i, Drawable *frame, const SoundSample *sample) {
211 	_frames[i] = frame;
212 	_samples[i] = sample;
213 }
214 
getConstCurrentFrame() const215 const Drawable *Animation::getConstCurrentFrame() const {
216 	// If there are no frames stored, return NULL
217 	return _frames.size() > 0 ? _frames[_currentFrame] : NULL;
218 }
219 
getCurrentFrame()220 Drawable *Animation::getCurrentFrame() {
221 	// If there are no frames stored, return NULL
222 	return _frames.size() > 0 ? _frames[_currentFrame] : NULL;
223 }
224 
getFrame(int frameNum)225 Drawable *Animation::getFrame(int frameNum) {
226 	// If there are no frames stored, return NULL
227 	return _frames.size() > 0 ? _frames[frameNum] : NULL;
228 }
229 
setCurrentFrame(uint frame)230 void Animation::setCurrentFrame(uint frame) {
231 	// Check whether the value is sane
232 	if (frame >= _frames.size()) {
233 		return;
234 	}
235 
236 	_currentFrame = frame;
237 }
238 
deleteFrames()239 void Animation::deleteFrames() {
240 	// If there are no frames to delete, return
241 	if (_frames.size() == 0) {
242 		return;
243 	}
244 
245 	markDirtyRect(_vm->_screen->getSurface());
246 
247 	for (int i = getFrameCount() - 1; i >= 0; --i) {
248 		delete _frames[i];
249 		_frames.pop_back();
250 	}
251 	_relativeShifts.clear();
252 	_samples.clear();
253 }
254 
exitGameLoop()255 void Animation::exitGameLoop() {
256 	_vm->_game->setExitLoop(true);
257 }
258 
tellWalkingState()259 void Animation::tellWalkingState() {
260 	_vm->_game->heroAnimationFinished();
261 }
262 
play()263 void Animation::play() {
264 	if (isPlaying()) {
265 		return;
266 	}
267 
268 	// Mark the first frame dirty so it gets displayed
269 	markDirtyRect(_vm->_screen->getSurface());
270 
271 	setPlaying(true);
272 
273 	debugC(3, kDraciAnimationDebugLevel, "Playing animation %d...", getID());
274 }
275 
stop()276 void Animation::stop() {
277 	if (!isPlaying()) {
278 		return;
279 	}
280 
281 	// Clean up the last frame that was drawn before stopping
282 	markDirtyRect(_vm->_screen->getSurface());
283 
284 	setPlaying(false);
285 
286 	// Reset the animation to the beginning
287 	setCurrentFrame(0);
288 	clearShift();
289 
290 	debugC(3, kDraciAnimationDebugLevel, "Stopping animation %d...", getID());
291 }
292 
del()293 void Animation::del() {
294 	_vm->_anims->deleteAnimation(this);
295 }
296 
pauseAnimations()297 void AnimationManager::pauseAnimations() {
298 	if (_animationPauseCounter++) {
299 		// Already paused
300 		return;
301 	}
302 
303 	Common::List<Animation *>::iterator it;
304 
305 	for (it = _animations.begin(); it != _animations.end(); ++it) {
306 		if ((*it)->getID() > 0 || (*it)->getID() == kTitleText) {
307 			// Clean up the last frame that was drawn before stopping
308 			(*it)->markDirtyRect(_vm->_screen->getSurface());
309 
310 			(*it)->setPaused(true);
311 		}
312 	}
313 }
314 
unpauseAnimations()315 void AnimationManager::unpauseAnimations() {
316 	if (--_animationPauseCounter) {
317 		// Still paused
318 		return;
319 	}
320 
321 	Common::List<Animation *>::iterator it;
322 
323 	for (it = _animations.begin(); it != _animations.end(); ++it) {
324 		if ((*it)->isPaused()) {
325 			// Clean up the last frame that was drawn before stopping
326 			(*it)->markDirtyRect(_vm->_screen->getSurface());
327 
328 			(*it)->setPaused(false);
329 		}
330 	}
331 }
332 
getAnimation(int id)333 Animation *AnimationManager::getAnimation(int id) {
334 	Common::List<Animation *>::iterator it;
335 
336 	for (it = _animations.begin(); it != _animations.end(); ++it) {
337 		if ((*it)->getID() == id) {
338 			return *it;
339 		}
340 	}
341 
342 	return NULL;
343 }
344 
insert(Animation * anim,bool allocateIndex)345 void AnimationManager::insert(Animation *anim, bool allocateIndex) {
346 	if (allocateIndex)
347 		anim->setIndex(++_lastIndex);
348 
349 	Common::List<Animation *>::iterator it;
350 
351 	for (it = _animations.begin(); it != _animations.end(); ++it) {
352 		if (anim->getZ() < (*it)->getZ())
353 			break;
354 	}
355 
356 	_animations.insert(it, anim);
357 }
358 
drawScene(Surface * surf)359 void AnimationManager::drawScene(Surface *surf) {
360 	// Fill the screen with color zero since some rooms may rely on the screen being black
361 	_vm->_screen->getSurface()->fill(0);
362 
363 	sortAnimations();
364 
365 	Common::List<Animation *>::iterator it;
366 
367 	for (it = _animations.begin(); it != _animations.end(); ++it) {
368 		if (! ((*it)->isPlaying()) ) {
369 			continue;
370 		}
371 
372 		(*it)->nextFrame(false);
373 		(*it)->drawFrame(surf);
374 	}
375 }
376 
sortAnimations()377 void AnimationManager::sortAnimations() {
378 	Common::List<Animation *>::iterator cur;
379 	Common::List<Animation *>::iterator next;
380 
381 	cur = _animations.begin();
382 
383 	// If the list is empty, we're done
384 	if (cur == _animations.end())
385 		return;
386 
387 	bool hasChanged;
388 
389 	do {
390 		hasChanged = false;
391 		cur = _animations.begin();
392 		next = cur;
393 
394 		while (true) {
395 			next++;
396 
397 			// If we are at the last element, we're done
398 			if (next == _animations.end())
399 				break;
400 
401 			// If we find an animation out of order, reinsert it
402 			if ((*next)->getZ() < (*cur)->getZ()) {
403 
404 				Animation *anim = *next;
405 				next = _animations.reverse_erase(next);
406 
407 				insert(anim, false);
408 				hasChanged = true;
409 			}
410 
411 			// Advance to next animation
412 			cur = next;
413 		}
414 	} while (hasChanged);
415 }
416 
deleteAnimation(Animation * anim)417 void AnimationManager::deleteAnimation(Animation *anim) {
418 	if (!anim) {
419 		return;
420 	}
421 	Common::List<Animation *>::iterator it;
422 
423 	int index = -1;
424 
425 	// Iterate for the first time to delete the animation
426 	for (it = _animations.begin(); it != _animations.end(); ++it) {
427 		if (*it == anim) {
428 			// Remember index of the deleted animation
429 			index = (*it)->getIndex();
430 
431 			debugC(3, kDraciAnimationDebugLevel, "Deleting animation %d...", anim->getID());
432 
433 			delete *it;
434 			_animations.erase(it);
435 
436 			break;
437 		}
438 	}
439 
440 	// Iterate the second time to decrease indexes greater than the deleted animation index
441 	for (it = _animations.begin(); it != _animations.end(); ++it) {
442 		if ((*it)->getIndex() > index && (*it)->getIndex() != kIgnoreIndex) {
443 			(*it)->setIndex((*it)->getIndex() - 1);
444 		}
445 	}
446 
447 	// Decrement index of last animation
448 	_lastIndex -= 1;
449 }
450 
deleteOverlays()451 void AnimationManager::deleteOverlays() {
452 	debugC(3, kDraciAnimationDebugLevel, "Deleting overlays...");
453 
454 	Common::List<Animation *>::iterator it;
455 
456 	for (it = _animations.begin(); it != _animations.end(); ++it) {
457 		if ((*it)->getID() == kOverlayImage) {
458 			delete *it;
459 			it = _animations.reverse_erase(it);
460 		}
461 	}
462 }
463 
deleteAll()464 void AnimationManager::deleteAll() {
465 	debugC(3, kDraciAnimationDebugLevel, "Deleting all animations...");
466 
467 	Common::List<Animation *>::iterator it;
468 
469 	for (it = _animations.begin(); it != _animations.end(); ++it) {
470 		delete *it;
471 	}
472 
473 	_animations.clear();
474 
475 	_lastIndex = -1;
476 }
477 
deleteAfterIndex(int index)478 void AnimationManager::deleteAfterIndex(int index) {
479 	Common::List<Animation *>::iterator it;
480 
481 	for (it = _animations.begin(); it != _animations.end(); ++it) {
482 		if ((*it)->getIndex() > index) {
483 
484 			debugC(3, kDraciAnimationDebugLevel, "Deleting animation %d...", (*it)->getID());
485 
486 			delete *it;
487 			it = _animations.reverse_erase(it);
488 		}
489 	}
490 
491 	_lastIndex = index;
492 }
493 
getTopAnimation(int x,int y) const494 const Animation *AnimationManager::getTopAnimation(int x, int y) const {
495 	Common::List<Animation *>::const_iterator it;
496 
497 	Animation *retval = NULL;
498 
499 	// Get transparent color for the current screen
500 	const int transparent = _vm->_screen->getSurface()->getTransparentColor();
501 
502 	for (it = _animations.reverse_begin(); it != _animations.end(); --it) {
503 
504 		Animation *anim = *it;
505 
506 		// If the animation is not playing, ignore it
507 		if (!anim->isPlaying() || anim->isPaused()) {
508 			continue;
509 		}
510 
511 		const Drawable *frame = anim->getConstCurrentFrame();
512 
513 		if (frame == NULL) {
514 			continue;
515 		}
516 
517 		bool matches = false;
518 		if (frame->getRect(anim->getCurrentFrameDisplacement()).contains(x, y)) {
519 			if (frame->getType() == kDrawableText) {
520 
521 				matches = true;
522 
523 			} else if (frame->getType() == kDrawableSprite &&
524 					   reinterpret_cast<const Sprite *>(frame)->getPixel(x, y, anim->getCurrentFrameDisplacement()) != transparent) {
525 
526 				matches = true;
527 			}
528 		}
529 
530 		// Return the top-most animation object, unless it is a
531 		// non-clickable sprite (overlay, debugging sprites for
532 		// walking, or title/speech text) and there is an actual object
533 		// underneath it.
534 		if (matches) {
535 			if (anim->getID() > kOverlayImage || anim->getID() < kSpeechText) {
536 				return anim;
537 			} else if (retval == NULL) {
538 				retval = anim;
539 			}
540 		}
541 	}
542 
543 	// The default return value if no animations were found on these coordinates (not even overlays)
544 	return retval;
545 }
546 
load(uint animNum)547 Animation *AnimationManager::load(uint animNum) {
548 	// Make double-sure that an animation isn't loaded more than twice,
549 	// otherwise horrible things happen in the AnimationManager, because
550 	// they use a simple link-list without duplicate checking.  This should
551 	// never happen unless there is a bug in the game, because all GPL2
552 	// commands are guarded.
553 	assert(!getAnimation(animNum));
554 
555 	const BAFile *animFile = _vm->_animationsArchive->getFile(animNum);
556 	Common::MemoryReadStream animationReader(animFile->_data, animFile->_length);
557 
558 	uint numFrames = animationReader.readByte();
559 
560 	// The following two flags are ignored by the played.  Memory logic was
561 	// a hint to the old player whether it should cache the sprites or load
562 	// them on demand.  We have 1 memory manager and ignore these hints.
563 	animationReader.readByte();
564 	// The disable erasing field is just a (poor) optimization flag that
565 	// turns of drawing the background underneath the sprite.  By reading
566 	// the source code of the old player, I'm not sure if that would ever
567 	// have worked.  There are only 6 animations in the game with this flag
568 	// true.  All of them have just 1 animation phase and they are used to
569 	// patch a part of the original background by a new sprite.  This
570 	// should work with the default logic as well---just play this
571 	// animation on top of the background.  Since the only meaning of the
572 	// flag was optimization, ignoring should be OK even without dipping
573 	// into details.
574 	animationReader.readByte();
575 	const bool cyclic = animationReader.readByte();
576 	const bool relative = animationReader.readByte();
577 
578 	Animation *anim = new Animation(_vm, animNum, 0, false);
579 	insert(anim, true);
580 
581 	anim->setLooping(cyclic);
582 	anim->setIsRelative(relative);
583 
584 	for (uint i = 0; i < numFrames; ++i) {
585 		uint spriteNum = animationReader.readUint16LE() - 1;
586 		int x = animationReader.readSint16LE();
587 		int y = animationReader.readSint16LE();
588 		uint scaledWidth = animationReader.readUint16LE();
589 		uint scaledHeight = animationReader.readUint16LE();
590 		byte mirror = animationReader.readByte();
591 		int sample = animationReader.readUint16LE() - 1;
592 		uint freq = animationReader.readUint16LE();
593 		uint delay = animationReader.readUint16LE();
594 
595 		// _spritesArchive is flushed when entering a room.  All
596 		// scripts in a room are responsible for loading their animations.
597 		const BAFile *spriteFile = _vm->_spritesArchive->getFile(spriteNum);
598 		Sprite *sp = new Sprite(spriteFile->_data, spriteFile->_length,
599 			relative ? 0 : x, relative ? 0 : y, true);
600 
601 		// Some frames set the scaled dimensions to 0 even though other frames
602 		// from the same animations have them set to normal values
603 		// We work around this by assuming it means no scaling is necessary
604 		if (scaledWidth == 0) {
605 			scaledWidth = sp->getWidth();
606 		}
607 
608 		if (scaledHeight == 0) {
609 			scaledHeight = sp->getHeight();
610 		}
611 
612 		sp->setScaled(scaledWidth, scaledHeight);
613 
614 		if (mirror)
615 			sp->setMirrorOn();
616 
617 		sp->setDelay(delay * 10);
618 
619 		anim->addFrame(sp, _vm->_soundsArchive->getSample(sample, freq));
620 		if (relative) {
621 			anim->makeLastFrameRelative(x, y);
622 		}
623 	}
624 
625 	return anim;
626 }
627 
628 } // End of namespace Draci
629