scummvm/engines/tinsel/anim.cpp
Jakob Wagner 67c3bce30e TINSEL: Replace TinselV2 checks with comparisons
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.
2022-04-21 20:34:17 +03:00

449 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 3 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, see <http://www.gnu.org/licenses/>.
*
* 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 *)_vm->_handle->LockMem(pAnim->hScript);
while (1) { // repeat until a real image
debugC(DEBUG_DETAILED, kTinselDebugAnimations,
"DoNextFrame %ph index=%d, op=%xh", (const void *)pAnim, pAnim->scriptIndex,
FROM_32(pAni[pAnim->scriptIndex].op));
switch ((int32)FROM_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_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_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_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_32(pAni[pAnim->scriptIndex].op);
// move to y adjustment operand
pAnim->scriptIndex++;
y = (int32)FROM_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 occurrence 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_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, (void *)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 (TinselVersion >= 2)
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 *)_vm->_handle->LockMem(pAnim->hScript);
if ((TinselVersion <= 1) && (numFrames <= 0))
// do nothing
return;
while (1) { // repeat until a real image
switch ((int32)FROM_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 (TinselVersion <= 1)
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_32(pAni[pAnim->scriptIndex].op);
if (TinselVersion >= 2)
// 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_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_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_32(pAni[pAnim->scriptIndex].op);
// move to y adjustment operand
pAnim->scriptIndex++;
y = (int32)FROM_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_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(ANIM *pAnim) {
if (pAnim->aniDelta == 1) {
// get a pointer to the script
ANI_SCRIPT *pAni = (ANI_SCRIPT *)_vm->_handle->LockMem(pAnim->hScript);
int zzz = pAnim->scriptIndex;
for (;;) {
// repeat until a real image
switch (FROM_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