/* 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. * * $URL$ * $Id$ * */ #include "draci/draci.h" #include "draci/animation.h" namespace Draci { Animation::Animation(DraciEngine *vm) : _vm(vm) { _id = kUnused; _z = 0; _relX = 0; _relY = 0; setPlaying(false); _looping = false; _tick = _vm->_system->getMillis(); _currentFrame = 0; } Animation::~Animation() { deleteFrames(); } bool Animation::isLooping() { return _looping; } void Animation::setRelative(int relx, int rely) { // Delete the previous frame Common::Rect frameRect = _frames[_currentFrame]->getRect(); frameRect.translate(_relX, _relY); _vm->_screen->getSurface()->markDirtyRect(frameRect); _relX = relx; _relY = rely; } void Animation::setLooping(bool looping) { _looping = looping; debugC(7, kDraciAnimationDebugLevel, "Setting looping to %d on animation %d", looping, _id); } void Animation::nextFrame(bool force) { // If there's only one or no frames, or if the animation is not playing, return if (getFramesNum() < 2 || !_playing) return; Drawable *frame = _frames[_currentFrame]; Common::Rect frameRect = frame->getRect(); // Translate rectangle to compensate for relative coordinates frameRect.translate(_relX, _relY); if (force || (_tick + frame->getDelay() <= _vm->_system->getMillis())) { // If we are at the last frame and not looping, stop the animation // The animation is also restarted to frame zero if ((_currentFrame == getFramesNum() - 1) && !_looping) { _currentFrame = 0; setPlaying(false); } else { _vm->_screen->getSurface()->markDirtyRect(frameRect); _currentFrame = nextFrameNum(); _tick += frame->getDelay(); } } debugC(6, kDraciAnimationDebugLevel, "anim=%d tick=%d delay=%d tick+delay=%d currenttime=%d frame=%d framenum=%d", _id, _tick, frame->getDelay(), _tick + frame->getDelay(), _vm->_system->getMillis(), _currentFrame, _frames.size()); } uint Animation::nextFrameNum() { if ((_currentFrame == getFramesNum() - 1) && _looping) return 0; else return _currentFrame + 1; } void Animation::drawFrame(Surface *surface) { // If there are no frames or the animation is not playing, return if (_frames.size() == 0 || !_playing) return; if (_id == kOverlayImage) { _frames[_currentFrame]->draw(surface, false); } else { Drawable *ptr = _frames[_currentFrame]; int x = ptr->getX(); int y = ptr->getY(); int newX = x + _relX; int newY = y + _relY; ptr->setX(newX); ptr->setY(newY); ptr->draw(surface, true); ptr->setX(x); ptr->setY(y); } } void Animation::setID(int id) { _id = id; } int Animation::getID() { return _id; } void Animation::setZ(uint z) { _z = z; } uint Animation::getZ() { return _z; } bool Animation::isPlaying() { return _playing; } void Animation::setPlaying(bool playing) { _tick = _vm->_system->getMillis(); _playing = playing; } void Animation::addFrame(Drawable *frame) { _frames.push_back(frame); } Drawable *Animation::getFrame(int frameNum) { // If no argument is passed, return the current frame if (frameNum == kCurrentFrame) { return _frames[_currentFrame]; } else { return _frames[frameNum]; } } uint Animation::getFramesNum() { return _frames.size(); } void Animation::deleteFrames() { for (int i = getFramesNum() - 1; i >= 0; --i) { delete _frames[i]; _frames.pop_back(); } } Animation *AnimationManager::addAnimation(int id, uint z, bool playing) { Animation *anim = new Animation(_vm); anim->setID(id); anim->setZ(z); anim->setPlaying(playing); anim->setLooping(false); insertAnimation(anim); return anim; } void AnimationManager::play(int id) { Animation *anim = getAnimation(id); if (anim) { anim->setPlaying(true); debugC(5, kDraciAnimationDebugLevel, "Playing animation %d...", id); } } void AnimationManager::stop(int id) { Animation *anim = getAnimation(id); // Clean up the last frame that was drawn before stopping Common::Rect frameRect = anim->getFrame()->getRect(); frameRect.translate(anim->_relX, anim->_relY); _vm->_screen->getSurface()->markDirtyRect(frameRect); if (anim) { anim->setPlaying(false); debugC(5, kDraciAnimationDebugLevel, "Stopping animation %d...", id); } } Animation *AnimationManager::getAnimation(int id) { Common::List::iterator it; for (it = _animations.begin(); it != _animations.end(); ++it) { if ((*it)->getID() == id) { return *it; } } return NULL; } void AnimationManager::insertAnimation(Animation *animObj) { Common::List::iterator it; for (it = _animations.begin(); it != _animations.end(); ++it) { if (animObj->getZ() < (*it)->getZ()) break; } _animations.insert(it, animObj); } void AnimationManager::addOverlay(Drawable *overlay, uint z) { Animation *anim = new Animation(_vm); anim->setID(kOverlayImage); anim->setZ(z); anim->setPlaying(true); anim->addFrame(overlay); insertAnimation(anim); } void AnimationManager::drawScene(Surface *surf) { // Fill the screen with colour zero since some rooms may rely on the screen being black _vm->_screen->getSurface()->fill(0); sortAnimations(); Common::List::iterator it; for (it = _animations.begin(); it != _animations.end(); ++it) { if (! ((*it)->isPlaying()) ) { continue; } (*it)->nextFrame(); (*it)->drawFrame(surf); } } void AnimationManager::sortAnimations() { Common::List::iterator cur; Common::List::iterator next; cur = _animations.begin(); // If the list is empty, we're done if (cur == _animations.end()) return; while(1) { next = cur; next++; // If we are at the last element, we're done if (next == _animations.end()) break; // If we find an animation out of order, reinsert it if ((*next)->getZ() < (*cur)->getZ()) { Animation *anim = *cur; _animations.erase(cur); insertAnimation(anim); } // Advance to next animation cur = next; } } void AnimationManager::deleteAnimation(int id) { Common::List::iterator it; for (it = _animations.begin(); it != _animations.end(); ++it) { if ((*it)->getID() == id) { (*it)->deleteFrames(); _animations.erase(it); break; } } } void AnimationManager::deleteOverlays() { Common::List::iterator it; for (it = _animations.begin(); it != _animations.end(); ++it) { if ((*it)->getID() == kOverlayImage) { (*it)->deleteFrames(); _animations.erase(it); } } } void AnimationManager::deleteAll() { Common::List::iterator it; for (it = _animations.begin(); it != _animations.end(); ++it) { (*it)->deleteFrames(); } _animations.clear(); } }