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https://github.com/libretro/scummvm.git
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450 lines
11 KiB
C++
450 lines
11 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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* This file contains utilities to handle object animation.
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*/
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#include "tinsel/anim.h"
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#include "tinsel/handle.h"
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#include "tinsel/multiobj.h" // multi-part object defintions etc.
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#include "tinsel/object.h"
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#include "tinsel/sched.h"
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#include "tinsel/tinsel.h"
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#include "common/textconsole.h"
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#include "common/util.h"
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namespace Tinsel {
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/**
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* Advance to next frame routine.
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* @param pAnim Animation data structure
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*/
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SCRIPTSTATE DoNextFrame(ANIM *pAnim) {
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// get a pointer to the script
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const ANI_SCRIPT *pAni = (const ANI_SCRIPT *)LockMem(pAnim->hScript);
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while (1) { // repeat until a real image
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debugC(DEBUG_DETAILED, kTinselDebugAnimations,
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"DoNextFrame %ph index=%d, op=%xh", (byte *)pAnim, pAnim->scriptIndex,
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FROM_LE_32(pAni[pAnim->scriptIndex].op));
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switch ((int32)FROM_LE_32(pAni[pAnim->scriptIndex].op)) {
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case ANI_END: // end of animation script
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// move to next opcode
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pAnim->scriptIndex++;
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// indicate script has finished
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return ScriptFinished;
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case ANI_JUMP: // do animation jump
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// move to jump address
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pAnim->scriptIndex++;
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// jump to new frame position
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pAnim->scriptIndex += (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op);
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// go fetch a real image
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break;
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case ANI_HFLIP: // flip animated object horizontally
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// next opcode
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pAnim->scriptIndex++;
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MultiHorizontalFlip(pAnim->pObject);
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// go fetch a real image
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break;
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case ANI_VFLIP: // flip animated object vertically
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// next opcode
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pAnim->scriptIndex++;
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MultiVerticalFlip(pAnim->pObject);
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// go fetch a real image
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break;
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case ANI_HVFLIP: // flip animated object in both directions
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// next opcode
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pAnim->scriptIndex++;
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MultiHorizontalFlip(pAnim->pObject);
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MultiVerticalFlip(pAnim->pObject);
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// go fetch a real image
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break;
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case ANI_ADJUSTX: // adjust animated object x animation point
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// move to x adjustment operand
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pAnim->scriptIndex++;
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MultiAdjustXY(pAnim->pObject, (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op), 0);
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// next opcode
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pAnim->scriptIndex++;
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// go fetch a real image
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break;
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case ANI_ADJUSTY: // adjust animated object y animation point
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// move to y adjustment operand
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pAnim->scriptIndex++;
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MultiAdjustXY(pAnim->pObject, 0, (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op));
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// next opcode
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pAnim->scriptIndex++;
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// go fetch a real image
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break;
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case ANI_ADJUSTXY: // adjust animated object x & y animation points
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{
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int x, y;
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// move to x adjustment operand
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pAnim->scriptIndex++;
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x = (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op);
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// move to y adjustment operand
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pAnim->scriptIndex++;
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y = (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op);
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MultiAdjustXY(pAnim->pObject, x, y);
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// next opcode
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pAnim->scriptIndex++;
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// go fetch a real image
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break;
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}
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case ANI_NOSLEEP: // do not sleep for this frame
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// next opcode
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pAnim->scriptIndex++;
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// indicate not to sleep
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return ScriptNoSleep;
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case ANI_CALL: // call routine
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// move to function address
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pAnim->scriptIndex++;
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// make function call
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// REMOVED BUGGY CODE
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// pFunc is a function pointer that's part of a union and is assumed to be 32-bits.
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// There is no known place where a function pointer is stored inside the animation
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// scripts, something which wouldn't have worked anyway. Having played through the
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// entire game, there hasn't been any occurence of this case, so just error out here
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// in case we missed something (highly unlikely though)
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error("ANI_CALL opcode encountered! Please report this error to the ScummVM team");
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//(*pAni[pAnim->scriptIndex].pFunc)(pAnim);
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return ScriptSleep; // for compilers that don't support NORETURN
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#if 0
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// next opcode
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pAnim->scriptIndex++;
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// go fetch a real image
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break;
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#endif
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case ANI_HIDE: // hide animated object
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MultiHideObject(pAnim->pObject);
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// next opcode
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pAnim->scriptIndex++;
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// dont skip a sleep
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return ScriptSleep;
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default: // must be an actual animation frame handle
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// set objects new animation frame
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pAnim->pObject->hShape = FROM_LE_32(pAni[pAnim->scriptIndex].hFrame);
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// re-shape the object
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MultiReshape(pAnim->pObject);
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// next opcode
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pAnim->scriptIndex++;
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// dont skip a sleep
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return ScriptSleep;
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}
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}
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}
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/**
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* Init a ANIM structure for single stepping through a animation script.
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* @param pAnim Animation data structure
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* @param pAniObj Object to animate
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* @param hNewScript Script of multipart frames
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* @param aniSpeed Sets speed of animation in frames
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*/
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void InitStepAnimScript(ANIM *pAnim, OBJECT *pAniObj, SCNHANDLE hNewScript, int aniSpeed) {
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OBJECT *pObj; // multi-object list iterator
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debugC(DEBUG_DETAILED, kTinselDebugAnimations,
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"InitStepAnimScript Object=(%d,%d,%xh) script=%xh aniSpeed=%d rec=%ph",
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!pAniObj ? 0 : fracToInt(pAniObj->xPos),
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!pAniObj ? 0 : fracToInt(pAniObj->yPos),
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!pAniObj ? 0 : pAniObj->hImg, hNewScript, aniSpeed, (byte *)pAnim);
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pAnim->aniDelta = 1; // will animate on next call to NextAnimRate
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pAnim->pObject = pAniObj; // set object to animate
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pAnim->hScript = hNewScript; // set animation script
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pAnim->scriptIndex = 0; // start of script
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pAnim->aniRate = aniSpeed; // set speed of animation
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// reset flip flags for the object - let the script do the flipping
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for (pObj = pAniObj; pObj != NULL; pObj = pObj->pSlave) {
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AnimateObjectFlags(pObj, pObj->flags & ~(DMA_FLIPH | DMA_FLIPV),
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pObj->hImg);
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}
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}
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/**
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* Execute the next command in a animation script.
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* @param pAnim Animation data structure
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*/
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SCRIPTSTATE StepAnimScript(ANIM *pAnim) {
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SCRIPTSTATE state;
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if (--pAnim->aniDelta == 0) {
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// re-init animation delta counter
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pAnim->aniDelta = pAnim->aniRate;
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if (TinselV2)
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state = DoNextFrame(pAnim);
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else {
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// move to next frame
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while ((state = DoNextFrame(pAnim)) == ScriptNoSleep)
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;
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}
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return state;
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}
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// indicate calling task should sleep
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return ScriptSleep;
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}
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/**
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* Skip the specified number of frames.
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* @param pAnim Animation data structure
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* @param numFrames Number of frames to skip
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*/
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void SkipFrames(ANIM *pAnim, int numFrames) {
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// get a pointer to the script
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const ANI_SCRIPT *pAni = (const ANI_SCRIPT *)LockMem(pAnim->hScript);
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if (!TinselV2 && (numFrames <= 0))
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// do nothing
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return;
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while (1) { // repeat until a real image
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switch ((int32)FROM_LE_32(pAni[pAnim->scriptIndex].op)) {
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case ANI_END: // end of animation script
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// going off the end is probably a error, but only in Tinsel 1
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if (!TinselV2)
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error("SkipFrames(): formally 'assert(0)!'");
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return;
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case ANI_JUMP: // do animation jump
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// move to jump address
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pAnim->scriptIndex++;
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// jump to new frame position
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pAnim->scriptIndex += (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op);
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if (TinselV2)
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// Done if skip to jump
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return;
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break;
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case ANI_HFLIP: // flip animated object horizontally
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// next opcode
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pAnim->scriptIndex++;
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MultiHorizontalFlip(pAnim->pObject);
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break;
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case ANI_VFLIP: // flip animated object vertically
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// next opcode
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pAnim->scriptIndex++;
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MultiVerticalFlip(pAnim->pObject);
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break;
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case ANI_HVFLIP: // flip animated object in both directions
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// next opcode
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pAnim->scriptIndex++;
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MultiHorizontalFlip(pAnim->pObject);
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MultiVerticalFlip(pAnim->pObject);
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break;
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case ANI_ADJUSTX: // adjust animated object x animation point
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// move to x adjustment operand
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pAnim->scriptIndex++;
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MultiAdjustXY(pAnim->pObject, (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op), 0);
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// next opcode
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pAnim->scriptIndex++;
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break;
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case ANI_ADJUSTY: // adjust animated object y animation point
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// move to y adjustment operand
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pAnim->scriptIndex++;
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MultiAdjustXY(pAnim->pObject, 0, (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op));
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// next opcode
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pAnim->scriptIndex++;
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break;
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case ANI_ADJUSTXY: // adjust animated object x & y animation points
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{
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int x, y;
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// move to x adjustment operand
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pAnim->scriptIndex++;
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x = (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op);
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// move to y adjustment operand
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pAnim->scriptIndex++;
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y = (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op);
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MultiAdjustXY(pAnim->pObject, x, y);
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// next opcode
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pAnim->scriptIndex++;
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break;
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}
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case ANI_NOSLEEP: // do not sleep for this frame
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// next opcode
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pAnim->scriptIndex++;
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break;
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case ANI_CALL: // call routine
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// skip function address
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pAnim->scriptIndex += 2;
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break;
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case ANI_HIDE: // hide animated object
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// next opcode
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pAnim->scriptIndex++;
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break;
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default: // must be an actual animation frame handle
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// one less frame
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if (numFrames == 0)
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return;
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if (numFrames == -1 || numFrames-- > 0) {
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// next opcode
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pAnim->scriptIndex++;
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} else {
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// set objects new animation frame
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pAnim->pObject->hShape = FROM_LE_32(pAni[pAnim->scriptIndex].hFrame);
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// re-shape the object
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MultiReshape(pAnim->pObject);
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// we have skipped to the correct place
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return;
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}
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break;
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}
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}
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}
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/**
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* About to jump or end
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* @param pAnim Animation data structure
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*/
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bool AboutToJumpOrEnd(PANIM pAnim) {
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if (pAnim->aniDelta == 1) {
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// get a pointer to the script
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ANI_SCRIPT *pAni = (ANI_SCRIPT *)LockMem(pAnim->hScript);
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int zzz = pAnim->scriptIndex;
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for (;;) {
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// repeat until a real image
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switch (FROM_LE_32(pAni[zzz].op)) {
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case ANI_END: // end of animation script
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case ANI_JUMP: // do animation jump
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return true;
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case ANI_HFLIP: // flip animated object horizontally
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case ANI_VFLIP: // flip animated object vertically
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case ANI_HVFLIP: // flip animated object in both directions
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zzz++;
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break;
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case ANI_ADJUSTX: // adjust animated object x animation point
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case ANI_ADJUSTY: // adjust animated object y animation point
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zzz += 2;
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break;
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case ANI_ADJUSTXY: // adjust animated object x & y animation points
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zzz += 3;
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break;
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case ANI_HIDE: // hide animated object
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default: // must be an actual animation frame handle
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return false;
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}
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}
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}
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return false;
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}
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} // End of namespace Tinsel
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