Bastien Bouclet ef87472cc8 STARK: Change animation scripts to use the script suspend system
Animation scripts now work the same way as video and skeleton animations
now.

Fixes #1517.
2019-02-01 08:58:56 +01:00

129 lines
3.4 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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.
*
*/
#ifndef STARK_RESOURCES_ANIM_SCRIPT_H
#define STARK_RESOURCES_ANIM_SCRIPT_H
#include "common/str.h"
#include "engines/stark/resources/object.h"
namespace Stark {
namespace Formats {
class XRCReadStream;
}
namespace Resources {
class Anim;
class AnimScriptItem;
/**
* Animation scripts control the currently displayed frame for images animation
* resources.
*
* Animation scripts contain animation script items defining which frames
* should be displayed and when.
*
* Animation scripts also allow to play sounds.
*/
class AnimScript : public Object {
public:
static const Type::ResourceType TYPE = Type::kAnimScript;
AnimScript(Object *parent, byte subType, uint16 index, const Common::String &name);
virtual ~AnimScript();
// Resource API
void onAllLoaded() override;
void onGameLoop() override;
void saveLoad(ResourceSerializer *serializer) override;
/** Go to a script item. Cancel any delay so that it is shown immediately. */
void goToScriptItem(AnimScriptItem *item);
/** Is the current script item later in the script when compared to the specified one? */
bool hasReached(AnimScriptItem *item);
/** Has the script completed playing the last script item at least once since started? */
bool isDone() const;
protected:
void goToNextItem();
int32 findItemIndex(AnimScriptItem *item);
Anim *_anim;
Common::Array<AnimScriptItem *> _items;
int32 _nextItemIndex;
int32 _msecsToNextUpdate;
bool _done;
};
/**
* Animation script element
*
* Has a type defining the operation to perform,
* an argument and a duration.
*/
class AnimScriptItem : public Object {
public:
static const Type::ResourceType TYPE = Type::kAnimScriptItem;
enum Opcodes {
kDisplayFrame = 0,
kPlayAnimSound = 1,
kGoToItem = 2,
kDisplayRandomFrame = 3,
kSleepRandomDuration = 4,
kPlayStockSound = 5
};
AnimScriptItem(Object *parent, byte subType, uint16 index, const Common::String &name);
virtual ~AnimScriptItem();
// Resource API
void readData(Formats::XRCReadStream *stream) override;
/** Obtain the operation code */
uint32 getOpcode() const { return _opcode; }
/** Obtain the operation parameter */
uint32 getOperand() const { return _operand; }
/** Obtain the operation duration */
uint32 getDuration() const { return _duration; }
protected:
void printData() override;
uint32 _opcode;
uint32 _operand;
uint32 _duration;
};
} // End of namespace Resources
} // End of namespace Stark
#endif // STARK_RESOURCES_ANIM_SCRIPT_H