/* 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 GOB_ANIFILE_H #define GOB_ANIFILE_H #include "common/system.h" #include "common/str.h" #include "common/array.h" #include "common/list.h" namespace Common { class SeekableSubReadStreamEndian; } namespace Gob { class GobEngine; class Surface; class CMPFile; /** An ANI file, describing an animation. * * Used in hardcoded "actiony" parts of gob games. * The principle is similar to an Anim in Scenery (see scenery.cpp), but * instead of referencing indices in the sprites array, ANIs reference sprites * directly by filename. */ class ANIFile { public: /** The relative area a frame sprite occupies. */ struct FrameArea { int16 left; int16 top; int16 right; int16 bottom; }; /** An animation within an ANI file. */ struct Animation { Common::String name; ///< The name of the animation. uint16 frameCount; ///< The number of frames in this animation. int16 x; ///< The default x position for this animation. int16 y; ///< The default y position for this animation. bool transp; ///< Should the animation frames be drawn with transparency? int16 deltaX; ///< # of pixels to advance in X direction after each cycle. int16 deltaY; ///< # of pixels to advance in Y direction after each cycle. /** The relative area each frame sprite occupies. */ Common::Array frameAreas; uint16 width; ///< The maximum width of this animation's frames. uint16 height; ///< The maximum height of this animation's frames. }; ANIFile(GobEngine *vm, const Common::String &fileName, uint16 width = 320, uint8 bpp = 1); ~ANIFile(); /** Return the number of animations in this ANI file. */ uint16 getAnimationCount() const; /** Return the maximum size of all animation frames. */ void getMaxSize(uint16 &width, uint16 &height) const; /** Get this animation's properties. */ const Animation &getAnimationInfo(uint16 animation) const; /** Draw an animation frame. */ void draw(Surface &dest, uint16 animation, uint16 frame, int16 x, int16 y) const; /** Recolor the animation sprites. */ void recolor(uint8 from, uint8 to); private: typedef Common::Array LayerArray; typedef Common::Array AnimationArray; /** A "chunk" of an animation frame. */ struct AnimationChunk { int16 x; ///< The relative x offset of this chunk. int16 y; ///< The relative y offset of this chunk. uint16 layer; ///< The layer the chunk's sprite is on. uint16 part; ///< The layer part the chunk's sprite is. }; typedef Common::List ChunkList; typedef Common::Array FrameArray; typedef Common::Array AnimationFrameArray; GobEngine *_vm; uint16 _width; ///< The width of a sprite layer. uint8 _bpp; ///< Number of bytes per pixel in a sprite layer. byte _hasPadding; LayerArray _layers; ///< The animation sprite layers. AnimationArray _animations; ///< The animations. AnimationFrameArray _frames; ///< The animation frames. uint16 _maxWidth; uint16 _maxHeight; // Loading helpers void load(Common::SeekableSubReadStreamEndian &ani, const Common::String &fileName); CMPFile *loadLayer(Common::SeekableSubReadStreamEndian &ani); void loadAnimation(Animation &animation, FrameArray &frames, Common::SeekableSubReadStreamEndian &ani); void loadFrames(FrameArray &frames, Common::SeekableSubReadStreamEndian &ani); // Drawing helpers bool getCoordinates(uint16 layer, uint16 part, uint16 &left, uint16 &top, uint16 &right, uint16 &bottom) const; void drawLayer(Surface &dest, uint16 layer, uint16 part, int16 x, int16 y, int32 transp) const; }; } // End of namespace Gob #endif // GOB_ANIFILE_H