scummvm/engines/draci/animation.cpp

345 lines
7.4 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 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 "draci/draci.h"
#include "draci/animation.h"
namespace Draci {
Animation::Animation(DraciEngine *vm) : _vm(vm) {
_id = kUnused;
_z = 0;
_relX = 0;
_relY = 0;
setPlaying(false);
_looping = false;
_tick = _vm->_system->getMillis();
_currentFrame = 0;
}
Animation::~Animation() {
deleteFrames();
}
bool Animation::isLooping() {
return _looping;
}
void Animation::setRelative(int relx, int rely) {
// Delete the previous frame
Common::Rect frameRect = _frames[_currentFrame]->getRect();
frameRect.translate(_relX, _relY);
_vm->_screen->getSurface()->markDirtyRect(frameRect);
_relX = relx;
_relY = rely;
}
void Animation::setLooping(bool looping) {
_looping = looping;
debugC(7, kDraciAnimationDebugLevel, "Setting looping to %d on animation %d",
looping, _id);
}
void Animation::nextFrame(bool force) {
// If there's only one or no frames, or if the animation is not playing, return
if (getFramesNum() < 2 || !_playing)
return;
Drawable *frame = _frames[_currentFrame];
Common::Rect frameRect = frame->getRect();
// Translate rectangle to compensate for relative coordinates
frameRect.translate(_relX, _relY);
if (force || (_tick + frame->getDelay() <= _vm->_system->getMillis())) {
// If we are at the last frame and not looping, stop the animation
// The animation is also restarted to frame zero
if ((_currentFrame == getFramesNum() - 1) && !_looping) {
_currentFrame = 0;
setPlaying(false);
} else {
_vm->_screen->getSurface()->markDirtyRect(frameRect);
_currentFrame = nextFrameNum();
_tick += frame->getDelay();
}
}
debugC(6, kDraciAnimationDebugLevel,
"anim=%d tick=%d delay=%d tick+delay=%d currenttime=%d frame=%d framenum=%d",
_id, _tick, frame->getDelay(), _tick + frame->getDelay(), _vm->_system->getMillis(),
_currentFrame, _frames.size());
}
uint Animation::nextFrameNum() {
if ((_currentFrame == getFramesNum() - 1) && _looping)
return 0;
else
return _currentFrame + 1;
}
void Animation::drawFrame(Surface *surface) {
// If there are no frames or the animation is not playing, return
if (_frames.size() == 0 || !_playing)
return;
if (_id == kOverlayImage) {
_frames[_currentFrame]->draw(surface, false);
}
else {
Drawable *ptr = _frames[_currentFrame];
int x = ptr->getX();
int y = ptr->getY();
int newX = x + _relX;
int newY = y + _relY;
ptr->setX(newX);
ptr->setY(newY);
ptr->draw(surface, true);
ptr->setX(x);
ptr->setY(y);
}
}
void Animation::setID(int id) {
_id = id;
}
int Animation::getID() {
return _id;
}
void Animation::setZ(uint z) {
_z = z;
}
uint Animation::getZ() {
return _z;
}
bool Animation::isPlaying() {
return _playing;
}
void Animation::setPlaying(bool playing) {
_tick = _vm->_system->getMillis();
_playing = playing;
}
void Animation::addFrame(Drawable *frame) {
_frames.push_back(frame);
}
Drawable *Animation::getFrame(int frameNum) {
// If no argument is passed, return the current frame
if (frameNum == kCurrentFrame) {
return _frames[_currentFrame];
} else {
return _frames[frameNum];
}
}
uint Animation::getFramesNum() {
return _frames.size();
}
void Animation::deleteFrames() {
for (int i = getFramesNum() - 1; i >= 0; --i) {
delete _frames[i];
_frames.pop_back();
}
}
Animation *AnimationManager::addAnimation(int id, uint z, bool playing) {
Animation *anim = new Animation(_vm);
anim->setID(id);
anim->setZ(z);
anim->setPlaying(playing);
anim->setLooping(false);
insertAnimation(anim);
return anim;
}
void AnimationManager::play(int id) {
Animation *anim = getAnimation(id);
if (anim) {
anim->setPlaying(true);
debugC(5, kDraciAnimationDebugLevel, "Playing animation %d...", id);
}
}
void AnimationManager::stop(int id) {
Animation *anim = getAnimation(id);
// Clean up the last frame that was drawn before stopping
Common::Rect frameRect = anim->getFrame()->getRect();
frameRect.translate(anim->_relX, anim->_relY);
_vm->_screen->getSurface()->markDirtyRect(frameRect);
if (anim) {
anim->setPlaying(false);
debugC(5, kDraciAnimationDebugLevel, "Stopping animation %d...", id);
}
}
Animation *AnimationManager::getAnimation(int id) {
Common::List<Animation *>::iterator it;
for (it = _animations.begin(); it != _animations.end(); ++it) {
if ((*it)->getID() == id) {
return *it;
}
}
return NULL;
}
void AnimationManager::insertAnimation(Animation *animObj) {
Common::List<Animation *>::iterator it;
for (it = _animations.begin(); it != _animations.end(); ++it) {
if (animObj->getZ() < (*it)->getZ())
break;
}
_animations.insert(it, animObj);
}
void AnimationManager::addOverlay(Drawable *overlay, uint z) {
Animation *anim = new Animation(_vm);
anim->setID(kOverlayImage);
anim->setZ(z);
anim->setPlaying(true);
anim->addFrame(overlay);
insertAnimation(anim);
}
void AnimationManager::drawScene(Surface *surf) {
// Fill the screen with colour zero since some rooms may rely on the screen being black
_vm->_screen->getSurface()->fill(0);
sortAnimations();
Common::List<Animation *>::iterator it;
for (it = _animations.begin(); it != _animations.end(); ++it) {
if (! ((*it)->isPlaying()) ) {
continue;
}
(*it)->nextFrame();
(*it)->drawFrame(surf);
}
}
void AnimationManager::sortAnimations() {
Common::List<Animation *>::iterator cur;
Common::List<Animation *>::iterator next;
cur = _animations.begin();
// If the list is empty, we're done
if (cur == _animations.end())
return;
while(1) {
next = cur;
next++;
// If we are at the last element, we're done
if (next == _animations.end())
break;
// If we find an animation out of order, reinsert it
if ((*next)->getZ() < (*cur)->getZ()) {
Animation *anim = *cur;
_animations.erase(cur);
insertAnimation(anim);
}
// Advance to next animation
cur = next;
}
}
void AnimationManager::deleteAnimation(int id) {
Common::List<Animation *>::iterator it;
for (it = _animations.begin(); it != _animations.end(); ++it) {
if ((*it)->getID() == id) {
(*it)->deleteFrames();
_animations.erase(it);
break;
}
}
}
void AnimationManager::deleteOverlays() {
Common::List<Animation *>::iterator it;
for (it = _animations.begin(); it != _animations.end(); ++it) {
if ((*it)->getID() == kOverlayImage) {
(*it)->deleteFrames();
_animations.erase(it);
}
}
}
void AnimationManager::deleteAll() {
Common::List<Animation *>::iterator it;
for (it = _animations.begin(); it != _animations.end(); ++it) {
(*it)->deleteFrames();
}
_animations.clear();
}
}