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+/* 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.
+ *
+ */
+
+#ifndef ACCESS_ANIMATION_H
+#define ACCESS_ANIMATION_H
+
+#include "common/scummsys.h"
+#include "common/array.h"
+#include "common/memstream.h"
+#include "access/data.h"
+#include "access/files.h"
+
+namespace Access {
+
+class AnimationResource;
+class Animation;
+class AnimationFrame;
+class AnimationFramePart;
+
+class AnimationManager : public Manager {
+private:
+ Common::Array<Animation *> _animationTimers;
+ AnimationResource *_animation;
+public:
+ Animation *_animStart;
+ Common::Point _base;
+ int _frameScale;
+public:
+ AnimationManager(AccessEngine *vm);
+ ~AnimationManager();
+ void freeAnimationData();
+ void loadAnimations(Resource *res);
+
+ Animation *findAnimation(int animId);
+ Animation *setAnimation(int animId);
+
+ void animate(int animId);
+
+ /**
+ * Clear the list of currently active animations
+ */
+ void clearTimers();
+
+ /**
+ * Add an animation to the list of currently animating ones
+ */
+ void setAnimTimer(Animation *anim);
+
+ /**
+ * Update the timing of all currently active animation
+ */
+ void updateTimers();
+};
+
+class AnimationResource {
+private:
+ Common::Array<Animation *> _animations;
+public:
+ AnimationResource(AccessEngine *vm, Resource *res);
+ ~AnimationResource();
+
+ int getCount() { return _animations.size(); }
+ Animation *getAnimation(int idx) { return _animations[idx]; }
+};
+
+class Animation : public Manager {
+private:
+ Common::Array<AnimationFrame *> _frames;
+
+ void anim0();
+ void anim1();
+ void anim2();
+ void anim3();
+ void anim4();
+ void animNone();
+ void anim7();
+
+ AnimationFrame *calcFrame();
+ AnimationFrame *calcFrame1();
+ void setFrame(AnimationFrame *frame);
+ void setFrame1(AnimationFrame *frame);
+public:
+ int _type;
+ int _scaling;
+ int _frameNumber;
+ int _initialTicks;
+ int _loopCount;
+ int _countdownTicks;
+ int _currentLoopCount;
+public:
+ Animation(AccessEngine *vm, Common::SeekableReadStream *stream);
+ ~Animation();
+
+ void animate();
+};
+
+class AnimationFrame {
+public:
+ int _baseX, _baseY;
+ int _frameDelay;
+ Common::Array<AnimationFramePart *> _parts;
+public:
+ AnimationFrame(Common::SeekableReadStream *stream, int startOffset);
+ ~AnimationFrame();
+};
+
+class AnimationFramePart {
+public:
+ byte _flags;
+ int _spritesIndex;
+ int _frameIndex;
+ Common::Point _position;
+ int _offsetY;
+public:
+ AnimationFramePart(Common::SeekableReadStream *stream);
+};
+
+} // End of namespace Access
+
+#endif /* ACCESS_ANIMATION_H */