/* 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. * * Additional copyright for this file: * Copyright (C) 1994-1998 Revolution Software Ltd. * * 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. */ // --------------------------------------------------------------------------- // A more intelligent version of the old ANIMS.C // All this stuff by James // DON'T TOUCH! // --------------------------------------------------------------------------- #include "common/file.h" #include "sword2/sword2.h" #include "sword2/defs.h" #include "sword2/header.h" #include "sword2/screen.h" #include "sword2/interpreter.h" #include "sword2/logic.h" #include "sword2/maketext.h" #include "sword2/resman.h" #include "sword2/router.h" #include "sword2/sound.h" #include "sword2/animation.h" namespace Sword2 { int Router::doAnimate(byte *ob_logic, byte *ob_graph, int32 animRes, bool reverse) { AnimHeader anim_head; byte *anim_file; ObjectLogic obLogic(ob_logic); ObjectGraphic obGraph(ob_graph); if (obLogic.getLooping() == 0) { // This is the start of the anim - set up the first frame // For testing all anims! // A script loop can send every resource number to the anim // function & it will only run the valid ones. See // 'testing_routines' object in George's Player Character // section of linc if (_vm->_logic->readVar(SYSTEM_TESTING_ANIMS)) { if (!_vm->_resman->checkValid(animRes)) { // Not a valid resource number. Switch off // the sprite. Don't animate - just continue // script next cycle. setSpriteStatus(ob_graph, NO_SPRITE); return IR_STOP; } // if it's not an animation file if (_vm->_resman->fetchType(animRes) != ANIMATION_FILE) { // switch off the sprite // don't animate - just continue // script next cycle setSpriteStatus(ob_graph, NO_SPRITE); return IR_STOP; } // switch on the sprite setSpriteStatus(ob_graph, SORT_SPRITE); } assert(animRes); // open anim file anim_file = _vm->_resman->openResource(animRes); assert(_vm->_resman->fetchType(animRes) == ANIMATION_FILE); // point to anim header anim_head.read(_vm->fetchAnimHeader(anim_file)); // now running an anim, looping back to this call again obLogic.setLooping(1); obGraph.setAnimResource(animRes); if (reverse) obGraph.setAnimPc(anim_head.noAnimFrames - 1); else obGraph.setAnimPc(0); } else if (_vm->_logic->getSync() != -1) { // We've received a sync - return to script immediately debug(5, "**sync stopped %d**", _vm->_logic->readVar(ID)); // If sync received, anim finishes right now (remaining on // last frame). Quit animation, but continue script. obLogic.setLooping(0); return IR_CONT; } else { // Not first frame, and no sync received - set up the next // frame of the anim. // open anim file and point to anim header anim_file = _vm->_resman->openResource(obGraph.getAnimResource()); anim_head.read(_vm->fetchAnimHeader(anim_file)); if (reverse) obGraph.setAnimPc(obGraph.getAnimPc() - 1); else obGraph.setAnimPc(obGraph.getAnimPc() + 1); } // check for end of anim if (reverse) { if (obGraph.getAnimPc() == 0) obLogic.setLooping(0); } else { if (obGraph.getAnimPc() == anim_head.noAnimFrames - 1) obLogic.setLooping(0); } // close the anim file _vm->_resman->closeResource(obGraph.getAnimResource()); // check if we want the script to loop back & call this function again return obLogic.getLooping() ? IR_REPEAT : IR_STOP; } int Router::megaTableAnimate(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *animTable, bool reverse) { int32 animRes = 0; // If this is the start of the anim, read the anim table to get the // appropriate anim resource ObjectLogic obLogic(ob_logic); if (obLogic.getLooping() == 0) { ObjectMega obMega(ob_mega); // Appropriate anim resource is in 'table[direction]' animRes = READ_LE_UINT32(animTable + 4 * obMega.getCurDir()); } return doAnimate(ob_logic, ob_graph, animRes, reverse); } void Router::setSpriteStatus(byte *ob_graph, uint32 type) { ObjectGraphic obGraph(ob_graph); // Remove the previous status, but don't affect the shading upper-word obGraph.setType((obGraph.getType() & 0xffff0000) | type); } void Router::setSpriteShading(byte *ob_graph, uint32 type) { ObjectGraphic obGraph(ob_graph); // Remove the previous shading, but don't affect the status lower-word. // Note that mega frames may still be shaded automatically, even when // not sent 'RDSPR_SHADOW'. obGraph.setType((obGraph.getType() & 0x0000ffff) | type); } } // End of namespace Sword2