aboutsummaryrefslogtreecommitdiff
path: root/engines/tinsel/anim.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/tinsel/anim.cpp')
-rw-r--r--engines/tinsel/anim.cpp404
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..266c39bca8
--- /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(PANIM 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(PANIM 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(PANIM 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(PANIM 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