/* 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 MADS_ANIMATION_H #define MADS_ANIMATION_H #include "common/scummsys.h" #include "common/array.h" #include "common/rect.h" #include "mads/msurface.h" #include "mads/scene_data.h" #include "mads/font.h" #include "mads/user_interface.h" namespace MADS { enum AnimFlag { ANIMFLAG_LOAD_BACKGROUND = 0x0100, // Load background ANIMFLAG_LOAD_BACKGROUND_ONLY = 0x0200, // Load background only ANIMFLAG_DITHER = 0x0001, // Dither to 16 colors ANIMFLAG_CUSTOM_FONT = 0x2000, // Load custom fonts ANIMFLAG_ANIMVIEW = 0x4000 // Cutscene animation }; enum AnimBgType { ANIMBG_ROOM = 1, ANIMBG_FULL_SIZE = 2, ANIMBG_BLACK_SCREEN = 3, ANIMBG_INTERFACE = 4 }; class MADSEngine; class Scene; class AnimMessage { public: int16 _soundId; Common::String _msg; Common::Point _pos; byte _rgb1[3], _rgb2[3]; int _flags; int _startFrame, _endFrame; int _kernelMsgIndex; /** * Loads data for the message from a stream */ void load(Common::SeekableReadStream *f); }; class AnimFrameEntry { public: int _frameNumber; int _seqIndex; SpriteSlotSubset _spriteSlot; /** * Loads data for the record */ void load(Common::SeekableReadStream *f, bool uiFlag); }; class AnimMiscEntry { public: int _soundId; int _msgIndex; int _numTicks; Common::Point _posAdjust; Common::Point _scroll; /** * Loads data for the record */ void load(Common::SeekableReadStream *f); }; #define ANIM_SPAWN_COUNT 2 class AnimUIEntry { public: int _probability; int _imageCount; int _firstImage; int _lastImage; int _counter; int _spawn[ANIM_SPAWN_COUNT]; int _spawnFrame[ANIM_SPAWN_COUNT]; int _sound; int _soundFrame; /** * Loads the data for the record */ void load(Common::SeekableReadStream *f); }; class AAHeader { public: int _spriteSetsCount; int _miscEntriesCount; int _frameEntriesCount; int _messagesCount; int _loadFlags; int _charSpacing; AnimBgType _bgType; int _roomNumber; bool _manualFlag; int _spritesIndex; Common::Point _scrollPosition; uint32 _scrollTicks; Common::String _backgroundFile; Common::StringArray _spriteSetNames; Common::String _lbmFilename; Common::String _spritesFilename; Common::String _soundName; Common::String _dsrName; Common::String _fontResource; /** * Loads the data for a animation file header */ void load(Common::SeekableReadStream *f); }; class Animation { private: MADSEngine *_vm; Scene *_scene; Common::Array _miscEntries; Common::Array _spriteSets; Font *_font; bool _freeFlag; bool _skipLoad; int _unkIndex; Common::Point _unkList[2]; uint32 _nextFrameTimer; uint32 _nextScrollTimer; int _messageCtr; int _trigger; int _flags; int _rgbResult; int _palIndex1, _palIndex2; TriggerMode _triggerMode; ActionDetails _actionDetails; /** * Load data for a given frame * @param frameNumber Frame number */ void loadFrame(int frameNumber); bool drawFrame(SpriteAsset &spriteSet, const Common::Point &pt, int frameNumber); /** * Load the user interface display or background for an animation */ void loadBackground(MSurface &backSurface, DepthSurface &depthSurface, AAHeader &header, int flags, Common::Array *palCycles, SceneInfo *sceneInfo); /** * Returns true if there is a scroll required */ bool hasScroll() const; protected: Animation(MADSEngine *vm, Scene *scene); public: AAHeader _header; Common::Array _spriteListIndexes; Common::Array _frameEntries; Common::Array _uiEntries; Common::Array _messages; bool _resetFlag; bool _canChangeView; int _currentFrame; int _oldFrameEntry; int _dynamicHotspotIndex; static Animation *init(MADSEngine *vm, Scene *scene); /* * Destructor */ ~Animation(); /** * Loads animation data */ void load(MSurface &backSurface, DepthSurface &depthSurface, const Common::String &resName, int flags, Common::Array *palCycles, SceneInfo *sceneInfo); /** * Preload animation data for the scene */ void preLoad(const Common::String &resName, int level); /** * Setups up a loaded animation for playback */ void startAnimation(int endTrigger); /** * Update the animation */ void update(); /** * Erases any sprites from the previous animation frame */ void eraseSprites(); void setNextFrameTimer(uint32 newTimer); uint32 getNextFrameTimer() const { return _nextFrameTimer; } void setCurrentFrame(int frameNumber); int getCurrentFrame() const { return _currentFrame; } bool freeFlag() const { return _freeFlag; } int roomNumber() const { return _header._roomNumber; } void resetSpriteSetsCount() { _header._spriteSetsCount = 0; } // CHECKME: See if it doesn't leak the memory when the destructor is called SpriteAsset *getSpriteSet(int idx) { return _spriteSets[idx]; } Common::Point getFramePosAdjust(int idx); }; } // End of namespace MADS #endif /* MADS_ANIMATION_H */