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Diffstat (limited to 'engines/tinsel/anim.cpp')
-rw-r--r-- | engines/tinsel/anim.cpp | 404 |
1 files changed, 404 insertions, 0 deletions
diff --git a/engines/tinsel/anim.cpp b/engines/tinsel/anim.cpp new file mode 100644 index 0000000000..95d834d88a --- /dev/null +++ b/engines/tinsel/anim.cpp @@ -0,0 +1,404 @@ +/* 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. + * + * $URL$ + * $Id$ + * + * 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 "common/util.h" + +namespace Tinsel { + +/** Animation script commands */ +enum { + ANI_END = 0, //!< end of animation script + ANI_JUMP = 1, //!< animation script jump + ANI_HFLIP = 2, //!< flip animated object horizontally + ANI_VFLIP = 3, //!< flip animated object vertically + ANI_HVFLIP = 4, //!< flip animated object in both directions + ANI_ADJUSTX = 5, //!< adjust animated object x animation point + ANI_ADJUSTY = 6, //!< adjust animated object y animation point + ANI_ADJUSTXY = 7, //!< adjust animated object x & y animation points + ANI_NOSLEEP = 8, //!< do not sleep for this frame + ANI_CALL = 9, //!< call routine + ANI_HIDE = 10 //!< hide animated object +}; + +/** animation script command possibilities */ +union ANI_SCRIPT { + int32 op; //!< treat as an opcode or operand + uint32 hFrame; //!< treat as a animation frame handle +}; + +/** + * 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 + + 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); + + // next opcode + pAnim->scriptIndex++; + + // go fetch a real image + break; + + 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 + + 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; + + // 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 (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 + error("SkipFrames(): formally 'assert(0)!'"); + break; + + 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); + 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) { + // 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; + } + } +} + +} // end of namespace Tinsel |