scummvm/engines/tinsel/anim.cpp
Filippos Karapetis c6cf4827d7 TINSEL: Revert most of the engine BE resource handling code
This was added in commit 3fdddd53b2.
However, having handling for both BE and LE resource complicates
the engine code unnecessarily. Thus, a different approach will be
done.
2012-12-10 17:38:22 +02:00

450 lines
11 KiB
C++

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