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67c3bce30e
Until now, the TinselV* defines were used for discerning between engine versions. The define TinselV2 was true for both v2 and v3. Sticking to the old scheme would lead to confusion when more special paths for v3 are implemented.
449 lines
11 KiB
C++
449 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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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 *)_vm->_handle->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", (const void *)pAnim, pAnim->scriptIndex,
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FROM_32(pAni[pAnim->scriptIndex].op));
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switch ((int32)FROM_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_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_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_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_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_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 occurrence 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_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, (void *)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 (TinselVersion >= 2)
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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 *)_vm->_handle->LockMem(pAnim->hScript);
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if ((TinselVersion <= 1) && (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_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 (TinselVersion <= 1)
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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_32(pAni[pAnim->scriptIndex].op);
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if (TinselVersion >= 2)
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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_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_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_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_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_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(ANIM *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 *)_vm->_handle->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_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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