mirror of
https://github.com/libretro/scummvm.git
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594 lines
17 KiB
C++
594 lines
17 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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#include "mads/animation.h"
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#include "mads/compression.h"
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#define FILENAME_SIZE 13
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namespace MADS {
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void AAHeader::load(Common::SeekableReadStream *f) {
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_spriteSetsCount = f->readUint16LE();
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_miscEntriesCount = f->readUint16LE();
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_frameEntriesCount = f->readUint16LE();
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_messagesCount = f->readUint16LE();
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f->skip(1);
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_flags = f->readByte();
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f->skip(2);
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_bgType = (AnimBgType)f->readUint16LE();
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_roomNumber = f->readUint16LE();
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f->skip(2);
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_manualFlag = f->readUint16LE() != 0;
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_spritesIndex = f->readUint16LE();
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_scrollPosition.x = f->readSint16LE();
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_scrollPosition.y = f->readSint16LE();
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_scrollTicks = f->readUint32LE();
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f->skip(6);
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char buffer[FILENAME_SIZE];
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f->read(buffer, FILENAME_SIZE);
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buffer[FILENAME_SIZE - 1] = '\0';
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_interfaceFile = Common::String(buffer);
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for (int i = 0; i < 50; ++i) {
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f->read(buffer, FILENAME_SIZE);
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buffer[FILENAME_SIZE - 1] = '\0';
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if (i < _spriteSetsCount)
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_spriteSetNames.push_back(Common::String(buffer));
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}
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f->read(buffer, FILENAME_SIZE);
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buffer[FILENAME_SIZE - 1] = '\0';
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_soundName = Common::String(buffer);
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f->skip(13);
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f->read(buffer, FILENAME_SIZE);
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buffer[FILENAME_SIZE - 1] = '\0';
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_dsrName = Common::String(buffer);
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f->read(buffer, FILENAME_SIZE);
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buffer[FILENAME_SIZE - 1] = '\0';
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_fontResource = Common::String(buffer);
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}
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/*------------------------------------------------------------------------*/
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void AnimMessage::load(Common::SeekableReadStream *f) {
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_soundId = f->readSint16LE();
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char buffer[64];
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f->read(&buffer[0], 64);
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_msg = Common::String(buffer);
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f->skip(4);
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_pos.x = f->readSint16LE();
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_pos.y = f->readSint16LE();
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_flags = f->readUint16LE();
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_rgb1[0] = f->readByte() << 2;
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_rgb1[1] = f->readByte() << 2;
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_rgb1[2] = f->readByte() << 2;
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_rgb2[0] = f->readByte() << 2;
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_rgb2[1] = f->readByte() << 2;
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_rgb2[2] = f->readByte() << 2;
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f->skip(2); // Space for kernelMsgIndex
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_kernelMsgIndex = -1;
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f->skip(6);
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_startFrame = f->readUint16LE();
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_endFrame = f->readUint16LE();
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f->skip(2);
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}
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void AnimFrameEntry::load(Common::SeekableReadStream *f, bool uiFlag) {
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if (uiFlag) {
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f->skip(2);
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_frameNumber = -1; // Unused
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_seqIndex = f->readByte();
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_spriteSlot._spritesIndex = f->readByte();
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_spriteSlot._frameNumber = (int8)f->readByte();
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f->skip(1);
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_spriteSlot._position.x = f->readSint16LE();
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_spriteSlot._position.y = f->readSint16LE();
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} else {
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_frameNumber = f->readUint16LE();
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if (_frameNumber & 0x8000)
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_frameNumber = -(_frameNumber & 0x7fff);
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_seqIndex = f->readByte();
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_spriteSlot._spritesIndex = f->readByte();
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_spriteSlot._frameNumber = f->readUint16LE();
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if (_spriteSlot._frameNumber & 0x8000)
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_spriteSlot._frameNumber = -(_spriteSlot._frameNumber & 0x7fff);
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_spriteSlot._position.x = f->readSint16LE();
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_spriteSlot._position.y = f->readSint16LE();
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_spriteSlot._depth = f->readSByte();
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_spriteSlot._scale = (int8)f->readByte();
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}
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}
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/*------------------------------------------------------------------------*/
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void AnimMiscEntry::load(Common::SeekableReadStream *f) {
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_soundId = f->readByte();
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_msgIndex = f->readSByte();
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_numTicks = f->readUint16LE();
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_posAdjust.x = f->readSint16LE();
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_posAdjust.y = f->readSint16LE();
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_field8 = f->readUint16LE();
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}
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/*------------------------------------------------------------------------*/
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void AnimUIEntry::load(Common::SeekableReadStream *f) {
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_probability = f->readUint16LE();
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_imageCount = f->readUint16LE();
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_firstImage = f->readUint16LE();
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_lastImage = f->readUint16LE();
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_counter = f->readSint16LE();
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for (int i = 0; i < ANIM_SPAWN_COUNT; ++i)
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_spawn[i] = f->readByte();
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for (int i = 0; i < ANIM_SPAWN_COUNT; ++i)
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_spawnFrame[i] = f->readUint16LE();
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_sound = f->readUint16LE() & 0xFF;
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_soundFrame = f->readUint16LE();
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}
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/*------------------------------------------------------------------------*/
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Animation *Animation::init(MADSEngine *vm, Scene *scene) {
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return new Animation(vm, scene);
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}
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Animation::Animation(MADSEngine *vm, Scene *scene) : _vm(vm), _scene(scene) {
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_font = nullptr;
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_resetFlag = false;
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_messageCtr = 0;
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_skipLoad = false;
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_freeFlag = false;
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_unkIndex = -1;
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_nextFrameTimer = 0;
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_nextScrollTimer = 0;
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_trigger = 0;
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_triggerMode = SEQUENCE_TRIGGER_PREPARE;
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_actionDetails._verbId = VERB_NONE;
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_actionDetails._objectNameId = -1;
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_actionDetails._indirectObjectId = -1;
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_currentFrame = 0;
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_oldFrameEntry = 0;
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}
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Animation::~Animation() {
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Scene &scene = _vm->_game->_scene;
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if (_header._manualFlag)
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scene._sprites.remove(_spriteListIndexes[_header._spritesIndex]);
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for (int idx = 0; idx < _header._spriteSetsCount; ++idx) {
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if (!_header._manualFlag || _header._spritesIndex != idx)
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scene._sprites.remove(_spriteListIndexes[idx]);
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}
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}
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void Animation::load(UserInterface &interfaceSurface, DepthSurface &depthSurface,
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const Common::String &resName, int flags, Common::Array<PaletteCycle> *palCycles,
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SceneInfo *sceneInfo) {
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Common::String resourceName = resName;
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if (!resourceName.contains("."))
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resourceName += ".AA";
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File f(resourceName);
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MadsPack madsPack(&f);
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Common::SeekableReadStream *stream = madsPack.getItemStream(0);
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_header.load(stream);
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delete stream;
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if (_header._bgType == ANIMBG_INTERFACE)
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flags |= PALFLAG_RESERVED;
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if (flags & ANIMFLAG_LOAD_BACKGROUND) {
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loadInterface(interfaceSurface, depthSurface, _header, flags, palCycles, sceneInfo);
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}
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if (flags & ANIMFLAG_LOAD_BACKGROUND_ONLY) {
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// No data
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_header._messagesCount = 0;
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_header._frameEntriesCount = 0;
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_header._miscEntriesCount = 0;
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}
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// Initialize the reference list
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_spriteListIndexes.clear();
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for (int i = 0; i < _header._spriteSetsCount; ++i)
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_spriteListIndexes.push_back(-1);
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int streamIndex = 1;
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_messages.clear();
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if (_header._messagesCount > 0) {
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// Chunk 2: Following is a list of any messages for the animation
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Common::SeekableReadStream *msgStream = madsPack.getItemStream(streamIndex++);
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for (int i = 0; i < _header._messagesCount; ++i) {
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AnimMessage rec;
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rec.load(msgStream);
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_messages.push_back(rec);
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}
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delete msgStream;
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}
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_frameEntries.clear();
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if (_header._frameEntriesCount > 0) {
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// Chunk 3: animation frame info
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Common::SeekableReadStream *frameStream = madsPack.getItemStream(streamIndex++);
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for (int i = 0; i < _header._frameEntriesCount; i++) {
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AnimFrameEntry rec;
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rec.load(frameStream, flags & ANIMFLAG_LOAD_BACKGROUND);
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_frameEntries.push_back(rec);
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}
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delete frameStream;
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}
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_miscEntries.clear();
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_uiEntries.clear();
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if (_header._miscEntriesCount > 0) {
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// Chunk 4: Misc Data
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Common::SeekableReadStream *miscStream = madsPack.getItemStream(streamIndex++);
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if (flags & ANIMFLAG_LOAD_BACKGROUND) {
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for (int i = 0; i < _header._miscEntriesCount; ++i) {
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AnimUIEntry rec;
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rec.load(miscStream);
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_uiEntries.push_back(rec);
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}
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} else {
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for (int i = 0; i < _header._miscEntriesCount; ++i) {
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AnimMiscEntry rec;
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rec.load(miscStream);
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_miscEntries.push_back(rec);
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}
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}
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delete miscStream;
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}
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// If the animation specifies a font, then load it for access
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delete _font;
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if (_header._flags & ANIMFLAG_CUSTOM_FONT) {
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Common::String fontName = "*" + _header._fontResource;
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_font = _vm->_font->getFont(fontName.c_str());
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} else {
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_font = nullptr;
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}
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// Load all the sprite sets for the animation
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for (uint i = 0; i < _spriteSets.size(); ++i)
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delete _spriteSets[i];
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_spriteSets.clear();
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_spriteSets.resize(_header._spriteSetsCount);
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for (int i = 0; i < _header._spriteSetsCount; ++i) {
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if (_header._manualFlag && (i == _header._spritesIndex)) {
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// Skip over field, since it's manually loaded
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_spriteSets[i] = nullptr;
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} else {
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_spriteSets[i] = new SpriteAsset(_vm, _header._spriteSetNames[i], flags);
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_spriteListIndexes[i] = _vm->_game->_scene._sprites.add(_spriteSets[i]);
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}
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}
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if (_header._manualFlag) {
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Common::String assetResName = "*" + _header._spriteSetNames[_header._spritesIndex];
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SpriteAsset *sprites = new SpriteAsset(_vm, assetResName, flags);
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_spriteSets[_header._spritesIndex] = sprites;
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_spriteListIndexes[_header._spritesIndex] = _scene->_sprites.add(sprites);
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}
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Common::Array<int> usageList;
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for (int idx = 0; idx < _header._spriteSetsCount; ++idx)
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usageList.push_back(_spriteSets[idx]->_usageIndex);
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if (usageList.size() > 0) {
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int spritesUsageIndex = _spriteSets[0]->_usageIndex;
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_vm->_palette->_paletteUsage.updateUsage(usageList, spritesUsageIndex);
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}
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// Remaps the sprite list indexes for frames to the loaded sprite list indexes
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for (uint i = 0; i < _frameEntries.size(); ++i) {
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int spriteListIndex = _frameEntries[i]._spriteSlot._spritesIndex;
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_frameEntries[i]._spriteSlot._spritesIndex = _spriteListIndexes[spriteListIndex];
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}
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f.close();
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}
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void Animation::preLoad(const Common::String &resName, int level) {
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// No implementation in ScummVM, since access is fast enough that data
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// doesn't need to be preloaded
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}
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void Animation::startAnimation(int endTrigger) {
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_messageCtr = 0;
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_skipLoad = true;
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if (_header._manualFlag) {
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_unkIndex = -1;
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//SpriteAsset *asset = _scene->_sprites[_spriteListIndexes[_header._spritesIndex]];
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// TODO: Weird stuff with _unkList. Seems like it's treated as pointers
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// here, but in processText, it's used as POINTs?
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loadFrame(1);
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}
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if (_vm->_game->_kernelMode == KERNEL_ACTIVE_CODE)
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_vm->_palette->refreshSceneColors();
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_currentFrame = 0;
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_oldFrameEntry = 0;
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_nextFrameTimer = _vm->_game->_scene._frameStartTime;
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_trigger = endTrigger;
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_triggerMode = _vm->_game->_triggerSetupMode;
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_actionDetails = _vm->_game->_scene._action._activeAction;
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for (int idx = 0; idx < _header._messagesCount; ++idx) {
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_messages[idx]._kernelMsgIndex = -1;
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}
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}
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void Animation::loadFrame(int frameNumber) {
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Scene &scene = _vm->_game->_scene;
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if (_skipLoad)
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return;
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Common::Point pt;
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int spriteListIndex = _spriteListIndexes[_header._spritesIndex];
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SpriteAsset &spriteSet = *scene._sprites[spriteListIndex];
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if (_unkIndex < 0) {
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MSurface *frame = spriteSet.getFrame(0);
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pt.x = frame->getBounds().left;
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pt.y = frame->getBounds().top;
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} else {
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pt.x = _unkList[_unkIndex].x;
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pt.y = _unkList[_unkIndex].y;
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_unkIndex = 1 - _unkIndex;
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}
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if (drawFrame(spriteSet, pt, frameNumber))
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error("drawFrame failure");
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}
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bool Animation::drawFrame(SpriteAsset &spriteSet, const Common::Point &pt, int frameNumber) {
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return 0;
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}
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void Animation::loadInterface(UserInterface &interfaceSurface, DepthSurface &depthSurface,
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AAHeader &header, int flags, Common::Array<PaletteCycle> *palCycles, SceneInfo *sceneInfo) {
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_scene->_depthStyle = 0;
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if (header._bgType <= ANIMBG_FULL_SIZE) {
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_vm->_palette->_paletteUsage.setEmpty();
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sceneInfo->load(header._roomNumber, flags, header._interfaceFile, 0, depthSurface, interfaceSurface);
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_scene->_depthStyle = sceneInfo->_depthStyle == 2 ? 1 : 0;
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if (palCycles) {
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palCycles->clear();
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for (uint i = 0; i < sceneInfo->_paletteCycles.size(); ++i)
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palCycles->push_back(sceneInfo->_paletteCycles[i]);
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}
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} else if (header._bgType == ANIMBG_INTERFACE) {
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// Load a scene interface
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Common::String resourceName = "*" + header._interfaceFile;
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interfaceSurface.load(resourceName);
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if (palCycles)
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palCycles->clear();
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} else {
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// Original has useless code here
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}
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}
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bool Animation::hasScroll() const {
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return (_header._scrollPosition.x != 0) || (_header._scrollPosition.y != 0);
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}
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void Animation::update() {
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Scene &scene = _vm->_game->_scene;
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if (_header._manualFlag) {
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int spriteListIndex = _spriteListIndexes[_header._spritesIndex];
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int newIndex = -1;
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for (uint idx = _oldFrameEntry; idx < _frameEntries.size(); ++idx) {
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if (_frameEntries[idx]._frameNumber > _currentFrame)
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break;
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if (_frameEntries[idx]._spriteSlot._spritesIndex == spriteListIndex)
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newIndex = _frameEntries[idx]._spriteSlot._frameNumber;
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}
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if (newIndex >= 0)
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loadFrame(newIndex);
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}
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// If it's not time for the next frame, then exit
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if (_vm->_game->_scene._frameStartTime < _nextFrameTimer)
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return;
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for (uint idx = 0; idx < scene._spriteSlots.size(); ++idx) {
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if (scene._spriteSlots[idx]._seqIndex >= 0x80)
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scene._spriteSlots[idx]._flags = IMG_ERASE;
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}
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// Validate the current frame
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if (_currentFrame >= (int)_miscEntries.size()) {
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// Is the animation allowed to be repeated?
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if (_resetFlag) {
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_currentFrame = 0;
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_oldFrameEntry = 0;
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} else {
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_freeFlag = true;
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return;
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}
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}
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// Handle executing any sound command for this frame
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AnimMiscEntry &misc = _miscEntries[_currentFrame];
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if (misc._soundId)
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_vm->_sound->command(misc._soundId);
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// Handle any screen scrolling
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if (hasScroll()) {
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scene._backgroundSurface.scrollX(_header._scrollPosition.x);
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scene._backgroundSurface.scrollY(_header._scrollPosition.y);
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scene._spriteSlots.fullRefresh();
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}
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// Handle any offset adjustment for sprites as of this frame
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bool paChanged = false;
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if (scene._posAdjust.x != misc._posAdjust.x) {
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scene._posAdjust.x = misc._posAdjust.x;
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paChanged = true;
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}
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if (scene._posAdjust.y != misc._posAdjust.y) {
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scene._posAdjust.y = misc._posAdjust.y;
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paChanged = true;
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}
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if (paChanged) {
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int newIndex = scene._spriteSlots.add();
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scene._spriteSlots[newIndex]._seqIndex = -1;
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scene._spriteSlots[newIndex]._flags = IMG_REFRESH;
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}
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// Main frame animation loop - frames get animated by being placed, as necessary, into the
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// main sprite slot array
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while ((uint)_oldFrameEntry < _frameEntries.size()) {
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if (_frameEntries[_oldFrameEntry]._frameNumber > _currentFrame)
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break;
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else if (_frameEntries[_oldFrameEntry]._frameNumber == _currentFrame) {
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// Found the correct frame
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int spriteSlotIndex = 0;
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int index = 0;
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for (;;) {
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if ((spriteSlotIndex == 0) && (index < (int)scene._spriteSlots.size())) {
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int seqIndex = _frameEntries[_oldFrameEntry]._seqIndex - scene._spriteSlots[index]._seqIndex;
|
|
if (seqIndex == 0x80) {
|
|
if (scene._spriteSlots[index] == _frameEntries[_oldFrameEntry]._spriteSlot) {
|
|
scene._spriteSlots[index]._flags = IMG_STATIC;
|
|
spriteSlotIndex = -1;
|
|
}
|
|
}
|
|
++index;
|
|
continue;
|
|
}
|
|
|
|
if (spriteSlotIndex == 0) {
|
|
int slotIndex = scene._spriteSlots.add();
|
|
SpriteSlot &slot = scene._spriteSlots[slotIndex];
|
|
slot.copy(_frameEntries[_oldFrameEntry]._spriteSlot);
|
|
slot._seqIndex = _frameEntries[_oldFrameEntry]._seqIndex + 0x80;
|
|
|
|
SpriteAsset &spriteSet = *scene._sprites[
|
|
scene._spriteSlots[slotIndex]._spritesIndex];
|
|
slot._flags = spriteSet.isBackground() ? IMG_DELTA : IMG_UPDATE;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
++_oldFrameEntry;
|
|
}
|
|
|
|
// Handle the display of any messages
|
|
for (uint idx = 0; idx < _messages.size(); ++idx) {
|
|
if (_messages[idx]._kernelMsgIndex >= 0) {
|
|
// Handle currently active message
|
|
if ((_currentFrame < _messages[idx]._startFrame) || (_currentFrame > _messages[idx]._endFrame)) {
|
|
scene._kernelMessages.remove(_messages[idx]._kernelMsgIndex);
|
|
_messages[idx]._kernelMsgIndex = -1;
|
|
--_messageCtr;
|
|
}
|
|
} else if ((_currentFrame >= _messages[idx]._startFrame) && (_currentFrame <= _messages[idx]._endFrame)) {
|
|
// Start displaying the message
|
|
AnimMessage &me = _messages[idx];
|
|
|
|
// The color index to use is dependant on how many messages are currently on-screen
|
|
uint8 colIndex;
|
|
switch (_messageCtr) {
|
|
case 1:
|
|
colIndex = 252;
|
|
break;
|
|
case 2:
|
|
colIndex = 16;
|
|
break;
|
|
default:
|
|
colIndex = 250;
|
|
break;
|
|
}
|
|
|
|
_vm->_palette->setEntry(colIndex, me._rgb1[0], me._rgb1[1], me._rgb1[2]);
|
|
_vm->_palette->setEntry(colIndex + 1, me._rgb2[0], me._rgb2[1], me._rgb2[2]);
|
|
|
|
// Add a kernel message to display the given text
|
|
me._kernelMsgIndex = scene._kernelMessages.add(me._pos, colIndex * 0x101 + 0x100,
|
|
0, 0, INDEFINITE_TIMEOUT, me._msg);
|
|
assert(me._kernelMsgIndex >= 0);
|
|
++_messageCtr;
|
|
}
|
|
}
|
|
|
|
// Move to the next frame
|
|
_currentFrame++;
|
|
if (_currentFrame >= (int)_miscEntries.size()) {
|
|
// Animation is complete
|
|
if (_trigger != 0) {
|
|
_vm->_game->_trigger = _trigger;
|
|
_vm->_game->_triggerMode = _triggerMode;
|
|
|
|
if (_triggerMode != SEQUENCE_TRIGGER_DAEMON) {
|
|
// Copy the noun list
|
|
scene._action._activeAction = _actionDetails;
|
|
}
|
|
}
|
|
}
|
|
|
|
int frameNum = MIN(_currentFrame, (int)_miscEntries.size() - 1);
|
|
_nextFrameTimer = _vm->_game->_scene._frameStartTime + _miscEntries[frameNum]._numTicks;
|
|
}
|
|
|
|
void Animation::setCurrentFrame(int frameNumber) {
|
|
_currentFrame = frameNumber;
|
|
_oldFrameEntry = 0;
|
|
_freeFlag = false;
|
|
|
|
_nextScrollTimer = _nextFrameTimer = _vm->_game->_scene._frameStartTime;
|
|
}
|
|
|
|
void Animation::setNextFrameTimer(int frameNumber) {
|
|
_nextFrameTimer = frameNumber;
|
|
}
|
|
|
|
} // End of namespace MADS
|