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https://github.com/libretro/scummvm.git
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243 lines
5.6 KiB
C++
243 lines
5.6 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef MADS_ANIMATION_H
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#define MADS_ANIMATION_H
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#include "common/scummsys.h"
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#include "common/array.h"
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#include "common/rect.h"
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#include "mads/msurface.h"
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#include "mads/scene_data.h"
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#include "mads/font.h"
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#include "mads/user_interface.h"
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namespace MADS {
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enum AnimFlag {
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ANIMFLAG_DITHER = 0x1000, // Dither to 16 colors
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ANIMFLAG_CUSTOM_FONT = 0x2000, // Load ccustom font
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ANIMFLAG_LOAD_BACKGROUND = 0x0100, // Load background
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ANIMFLAG_LOAD_BACKGROUND_ONLY = 0x0200, // Load background only
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ANIMFLAG_ANIMVIEW = 0x4000 // Cutscene animation
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};
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enum AnimBgType {
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ANIMBG_ROOM = 1, ANIMBG_FULL_SIZE = 2, ANIMBG_BLACK_SCREEN = 3,
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ANIMBG_INTERFACE = 4
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};
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class MADSEngine;
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class Scene;
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class AnimMessage {
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public:
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int16 _soundId;
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Common::String _msg;
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Common::Point _pos;
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byte _rgb1[3], _rgb2[3];
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int _flags;
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int _startFrame, _endFrame;
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int _kernelMsgIndex;
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/**
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* Loads data for the message from a stream
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*/
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void load(Common::SeekableReadStream *f);
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};
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class AnimFrameEntry {
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public:
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int _frameNumber;
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int _seqIndex;
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SpriteSlotSubset _spriteSlot;
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/**
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* Loads data for the record
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*/
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void load(Common::SeekableReadStream *f, bool uiFlag);
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};
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class AnimMiscEntry {
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public:
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int _soundId;
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int _msgIndex;
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int _numTicks;
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Common::Point _posAdjust;
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Common::Point _scroll;
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/**
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* Loads data for the record
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*/
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void load(Common::SeekableReadStream *f);
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};
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#define ANIM_SPAWN_COUNT 2
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class AnimUIEntry {
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public:
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int _probability;
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int _imageCount;
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int _firstImage;
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int _lastImage;
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int _counter;
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int _spawn[ANIM_SPAWN_COUNT];
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int _spawnFrame[ANIM_SPAWN_COUNT];
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int _sound;
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int _soundFrame;
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/**
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* Loads the data for the record
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*/
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void load(Common::SeekableReadStream *f);
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};
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class AAHeader {
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public:
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int _spriteSetsCount;
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int _miscEntriesCount;
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int _frameEntriesCount;
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int _messagesCount;
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int _loadFlags;
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int _charSpacing;
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AnimBgType _bgType;
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int _roomNumber;
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bool _manualFlag;
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int _spritesIndex;
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Common::Point _scrollPosition;
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uint32 _scrollTicks;
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Common::String _backgroundFile;
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Common::StringArray _spriteSetNames;
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Common::String _lbmFilename;
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Common::String _spritesFilename;
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Common::String _soundName;
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Common::String _dsrName;
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Common::String _fontResource;
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/**
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* Loads the data for a animation file header
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*/
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void load(Common::SeekableReadStream *f);
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};
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class Animation {
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private:
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MADSEngine *_vm;
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Scene *_scene;
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Common::Array<AnimMiscEntry> _miscEntries;
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Common::Array<SpriteAsset *> _spriteSets;
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Font *_font;
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bool _freeFlag;
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bool _skipLoad;
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int _unkIndex;
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Common::Point _unkList[2];
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uint32 _nextFrameTimer;
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uint32 _nextScrollTimer;
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int _messageCtr;
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int _trigger;
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int _flags;
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int _rgbResult;
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int _palIndex1, _palIndex2;
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TriggerMode _triggerMode;
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ActionDetails _actionDetails;
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/**
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* Load data for a given frame
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* @param frameNumber Frame number
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*/
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void loadFrame(int frameNumber);
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bool drawFrame(SpriteAsset &spriteSet, const Common::Point &pt, int frameNumber);
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/**
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* Load the user interface display or background for an animation
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*/
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void loadBackground(MSurface &backSurface, DepthSurface &depthSurface,
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AAHeader &header, int flags, Common::Array<PaletteCycle> *palCycles, SceneInfo *sceneInfo);
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/**
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* Returns true if there is a scroll required
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*/
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bool hasScroll() const;
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protected:
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Animation(MADSEngine *vm, Scene *scene);
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public:
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AAHeader _header;
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Common::Array<int> _spriteListIndexes;
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Common::Array<AnimFrameEntry> _frameEntries;
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Common::Array<AnimUIEntry> _uiEntries;
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Common::Array<AnimMessage> _messages;
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bool _resetFlag;
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int _currentFrame;
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int _oldFrameEntry;
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static Animation *init(MADSEngine *vm, Scene *scene);
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/*
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* Destructor
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*/
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~Animation();
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/**
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* Loads animation data
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*/
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void load(MSurface &backSurface, DepthSurface &depthSurface, const Common::String &resName,
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int flags, Common::Array<PaletteCycle> *palCycles, SceneInfo *sceneInfo);
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/**
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* Preload animation data for the scene
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*/
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void preLoad(const Common::String &resName, int level);
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/**
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* Setups up a loaded animation for playback
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*/
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void startAnimation(int endTrigger);
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/**
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* Update the animation
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*/
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void update();
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/**
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* Erases any sprites from the previous animation frame
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*/
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void eraseSprites();
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void setNextFrameTimer(int frameNumber);
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int getNextFrameTimer() const { return _nextFrameTimer; }
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void setCurrentFrame(int frameNumber);
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int getCurrentFrame() const { return _currentFrame; }
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bool freeFlag() const { return _freeFlag; }
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int roomNumber() const { return _header._roomNumber; }
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void resetSpriteSetsCount() { _header._spriteSetsCount = 0; } // CHECKME: See if it doesn't leak the memory when the destructor is called
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SpriteAsset *getSpriteSet(int idx) { return _spriteSets[idx]; }
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};
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} // End of namespace MADS
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#endif /* MADS_ANIMATION_H */
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