scummvm/saga/animation.h
Andrew Kurushin 244b227b19 - remove game.h & image.h
- all display information of current game goes to SagaEngine
- remove GameFontIds
- hide SagaEngine _gameId,_gameType & etc with methods getGameId(), getGameType()

svn-id: r16545
2005-01-11 21:10:36 +00:00

144 lines
3.5 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004-2005 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
// Background animation management module private header
#ifndef SAGA_ANIMATION_H_
#define SAGA_ANIMATION_H_
#include "saga/stream.h"
namespace Saga {
#define MAX_ANIMATIONS 7
#define DEFAULT_FRAME_TIME 140
#define SAGA_FRAME_HEADER_LEN (_vm->getFeatures() & GF_MAC_RESOURCES ? 13 : 12)
#define SAGA_FRAME_START 0xF
#define SAGA_FRAME_END 0x3F
#define SAGA_FRAME_REPOSITION 0x30
#define SAGA_FRAME_ROW_END 0x2F
#define SAGA_FRAME_LONG_COMPRESSED_RUN 0x20
#define SAGA_FRAME_LONG_UNCOMPRESSED_RUN 0x10
#define SAGA_FRAME_COMPRESSED_RUN 0x80
#define SAGA_FRAME_UNCOMPRESSED_RUN 0x40
#define SAGA_FRAME_EMPTY_RUN 0xC0
// All animation resources begin with an ANIMATION_HEADER
// at 0x00, followed by a RLE code stream
struct ANIMATION_HEADER {
uint16 magic;
uint16 screen_w;
uint16 screen_h;
byte unknown06;
byte unknown07;
byte maxframe;
byte loopframe;
uint16 start;
};
struct FRAME_HEADER {
int x_start;
int y_start;
int x_pos;
int y_pos;
int width;
int height;
};
// Animation info array member
struct ANIMATION {
const byte *resdata;
size_t resdata_len;
uint16 maxframe;
size_t *frame_offsets;
int16 current_frame;
uint16 completed;
uint16 cycles;
int16 loopframe;
const byte *cur_frame_p;
size_t cur_frame_len;
int frame_time;
int state;
int16 link_id;
uint16 flags;
};
enum ANIM_FLAGS {
ANIM_PLAYING = 0x01,
ANIM_PAUSE = 0x02,
ANIM_STOPPING = 0x04,
ANIM_ENDSCENE = 0x80 // When animation ends, dispatch scene end event
};
class Anim {
public:
Anim(SagaEngine *vm);
~Anim(void);
int load(const byte *anim_resdata, size_t anim_resdata_len, uint16 *anim_id_p);
int freeId(uint16 anim_id);
int play(uint16 anim_id, int vector_time, bool playing = true);
int link(int16 anim_id1, int16 anim_id2);
int setFlag(uint16 anim_id, uint16 flag);
int clearFlag(uint16 anim_id, uint16 flag);
int setFrameTime(uint16 anim_id, int time);
int reset(void);
void animInfo(void);
void setCycles(uint animId, int cycles);
void stop(uint16 animId);
void finish(uint16 animId);
void resume(uint16 animId, int cycles);
private:
int ITE_DecodeFrame(const byte *anim_resource, size_t anim_resource_len, size_t frame_offset, byte *buf, size_t buf_len);
int IHNM_DecodeFrame(byte *decode_buf, size_t decode_buf_len, const byte *thisf_p,
size_t thisf_len, const byte **nextf_p, size_t *nextf_len);
int getFrameOffset(const byte *anim_resource, size_t anim_resource_len, uint16 find_frame, size_t *frame_offset);
void readAnimHeader(MemoryReadStreamEndian &readS, ANIMATION_HEADER &ah);
SagaEngine *_vm;
bool _initialized;
uint16 _anim_count;
uint16 _anim_limit;
ANIMATION *_anim_tbl[MAX_ANIMATIONS];
};
} // End of namespace Saga
#endif /* ANIMATION_H_ */
/* end "r_animation.h" */