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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
129 lines
3 KiB
C++
129 lines
3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/random.h"
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#include "pink/pink.h"
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#include "pink/cel_decoder.h"
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#include "pink/objects/actions/action_loop.h"
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#include "pink/objects/actors/actor.h"
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#include "pink/objects/pages/page.h"
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namespace Pink {
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void ActionLoop::deserialize(Archive &archive) {
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ActionPlay::deserialize(archive);
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uint16 style;
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_intro = archive.readDWORD();
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style = archive.readWORD();
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switch (style) {
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case kPingPong:
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_style = kPingPong;
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break;
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case kRandom:
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_style = kRandom;
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break;
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default:
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_style = kForward;
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break;
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}
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}
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void ActionLoop::toConsole() const {
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debugC(6, kPinkDebugLoadingObjects, "\tActionLoop: _name = %s, _fileName = %s, z = %u, _startFrame = %u,"
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" _endFrame = %d, _intro = %u, _style = %u",
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_name.c_str(), _fileName.c_str(), _z, _startFrame, _stopFrame, _intro, _style);
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}
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void ActionLoop::update() {
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int32 frame = _decoder.getCurFrame();
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if (!_inLoop) {
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if (frame < (int32)_startFrame) {
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decodeNext();
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return;
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} else
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_inLoop = true;
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}
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switch (_style) {
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case kPingPong:
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if (_forward) {
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if (frame < _stopFrame) {
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decodeNext();
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} else {
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_forward = false;
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ActionCEL::setFrame(_stopFrame - 1);
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decodeNext();
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}
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} else {
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if (frame > (int32)_startFrame) {
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ActionCEL::setFrame(frame - 1);
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} else {
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_forward = true;
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}
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decodeNext();
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}
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break;
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case kRandom: {
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Common::RandomSource &rnd = _actor->getPage()->getGame()->getRnd();
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ActionCEL::setFrame(rnd.getRandomNumberRng(_startFrame, _stopFrame));
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decodeNext();
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break;
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}
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case kForward:
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if (frame == _stopFrame) {
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ActionCEL::setFrame(_startFrame);
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}
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decodeNext();
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break;
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default:
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break;
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}
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}
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void ActionLoop::onStart() {
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if (_intro) {
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uint startFrame = _startFrame;
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_startFrame = 0;
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ActionPlay::onStart();
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_startFrame = startFrame;
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_inLoop = false;
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} else {
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ActionPlay::onStart();
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_inLoop = true;
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}
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if (!isTalk())
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_actor->endAction();
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_forward = true;
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}
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void ActionLoop::end() {
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ActionCEL::end();
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debugC(6, kPinkDebugActions, "ActionLoop %s of Actor %s is ended", _name.c_str(), _actor->getName().c_str());
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}
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} // End of namespace Pink
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