scummvm/engines/pink/objects/actions/action_loop.cpp
Athanasios Antoniou 1645c4b38e
PINK: Handle animations with non standard start frame (#4942)
There are a few animations with start frame >= 0 and also >= framecount

It seems that for such animations, the decoder is supposed to start at 0 and play framecount number of frames.
So for these cases we deduct a _startFrame ammount before sending them to decoder.
This addresses crash bug #14438 PINK: Crash in Egypt when using the digger on the characters for Passport to Peril

Also, set startFrame to 0 for non-standard animations
2023-04-29 12:11:17 +02:00

129 lines
3 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/random.h"
#include "pink/pink.h"
#include "pink/cel_decoder.h"
#include "pink/objects/actions/action_loop.h"
#include "pink/objects/actors/actor.h"
#include "pink/objects/pages/page.h"
namespace Pink {
void ActionLoop::deserialize(Archive &archive) {
ActionPlay::deserialize(archive);
uint16 style;
_intro = archive.readDWORD();
style = archive.readWORD();
switch (style) {
case kPingPong:
_style = kPingPong;
break;
case kRandom:
_style = kRandom;
break;
default:
_style = kForward;
break;
}
}
void ActionLoop::toConsole() const {
debugC(6, kPinkDebugLoadingObjects, "\tActionLoop: _name = %s, _fileName = %s, z = %u, _startFrame = %u,"
" _endFrame = %d, _intro = %u, _style = %u",
_name.c_str(), _fileName.c_str(), _z, _startFrame, _stopFrame, _intro, _style);
}
void ActionLoop::update() {
int32 frame = _decoder.getCurFrame();
if (!_inLoop) {
if (frame < (int32)_startFrame) {
decodeNext();
return;
} else
_inLoop = true;
}
switch (_style) {
case kPingPong:
if (_forward) {
if (frame < _stopFrame) {
decodeNext();
} else {
_forward = false;
ActionCEL::setFrame(_stopFrame - 1);
decodeNext();
}
} else {
if (frame > (int32)_startFrame) {
ActionCEL::setFrame(frame - 1);
} else {
_forward = true;
}
decodeNext();
}
break;
case kRandom: {
Common::RandomSource &rnd = _actor->getPage()->getGame()->getRnd();
ActionCEL::setFrame(rnd.getRandomNumberRng(_startFrame, _stopFrame));
decodeNext();
break;
}
case kForward:
if (frame == _stopFrame) {
ActionCEL::setFrame(_startFrame);
}
decodeNext();
break;
default:
break;
}
}
void ActionLoop::onStart() {
if (_intro) {
uint startFrame = _startFrame;
_startFrame = 0;
ActionPlay::onStart();
_startFrame = startFrame;
_inLoop = false;
} else {
ActionPlay::onStart();
_inLoop = true;
}
if (!isTalk())
_actor->endAction();
_forward = true;
}
void ActionLoop::end() {
ActionCEL::end();
debugC(6, kPinkDebugActions, "ActionLoop %s of Actor %s is ended", _name.c_str(), _actor->getName().c_str());
}
} // End of namespace Pink