/* 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 HOPKINS_ANIM_H #define HOPKINS_ANIM_H #include "common/scummsys.h" #include "common/endian.h" #include "common/str.h" #include "graphics/surface.h" namespace Hopkins { struct BankItem { byte *_data; bool _loadedFl; Common::String _filename; int _fileHeader; int _objDataIdx; }; struct BqeAnimItem { byte *_data; bool _enabledFl; }; class HopkinsEngine; class AnimationManager { private: bool _clearAnimationFl; HopkinsEngine *_vm; void initAnimBqe(); int loadSpriteBank(int idx, const Common::String &filename); void searchAnim(const byte *data, int animIndex, int count); public: BqeAnimItem _animBqe[35]; BankItem Bank[8]; AnimationManager(HopkinsEngine *vm); void clearAll(); void loadAnim(const Common::String &animName); void clearAnim(); void playAnim(const Common::String &hiresName, const Common::String &lowresName, uint32 rate1, uint32 rate2, uint32 rate3, bool skipSeqFl = false); void playAnim2(const Common::String &hiresName, const Common::String &lowresName, uint32 rate1, uint32 rate2, uint32 rate3); void playSequence(const Common::String &file, uint32 rate1, uint32 rate2, uint32 rate3, bool skipEscFl, bool skipSeqFl, bool noColFl = false); void playSequence2(const Common::String &file, uint32 rate1, uint32 rate2, uint32 rate3, bool skipSeqFl = false); void setClearAnimFlag() { _clearAnimationFl = true; } void unsetClearAnimFlag() { _clearAnimationFl = false; } }; } // End of namespace Hopkins #endif /* HOPKINS_ANIM_H */