/* 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. * * $URL$ * $Id$ * * This file contains utilities to handle object animation. */ #include "tinsel/anim.h" #include "tinsel/handle.h" #include "tinsel/multiobj.h" // multi-part object defintions etc. #include "tinsel/object.h" #include "tinsel/sched.h" #include "common/util.h" namespace Tinsel { /** Animation script commands */ enum { ANI_END = 0, //!< end of animation script ANI_JUMP = 1, //!< animation script jump ANI_HFLIP = 2, //!< flip animated object horizontally ANI_VFLIP = 3, //!< flip animated object vertically ANI_HVFLIP = 4, //!< flip animated object in both directions ANI_ADJUSTX = 5, //!< adjust animated object x animation point ANI_ADJUSTY = 6, //!< adjust animated object y animation point ANI_ADJUSTXY = 7, //!< adjust animated object x & y animation points ANI_NOSLEEP = 8, //!< do not sleep for this frame ANI_CALL = 9, //!< call routine ANI_HIDE = 10 //!< hide animated object }; /** animation script command possibilities */ union ANI_SCRIPT { int32 op; //!< treat as an opcode or operand uint32 hFrame; //!< treat as a animation frame handle }; /** * Advance to next frame routine. * @param pAnim Animation data structure */ SCRIPTSTATE DoNextFrame(ANIM *pAnim) { // get a pointer to the script const ANI_SCRIPT *pAni = (const ANI_SCRIPT *)LockMem(pAnim->hScript); while (1) { // repeat until a real image switch ((int32)FROM_LE_32(pAni[pAnim->scriptIndex].op)) { case ANI_END: // end of animation script // move to next opcode pAnim->scriptIndex++; // indicate script has finished return ScriptFinished; case ANI_JUMP: // do animation jump // move to jump address pAnim->scriptIndex++; // jump to new frame position pAnim->scriptIndex += (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op); // go fetch a real image break; case ANI_HFLIP: // flip animated object horizontally // next opcode pAnim->scriptIndex++; MultiHorizontalFlip(pAnim->pObject); // go fetch a real image break; case ANI_VFLIP: // flip animated object vertically // next opcode pAnim->scriptIndex++; MultiVerticalFlip(pAnim->pObject); // go fetch a real image break; case ANI_HVFLIP: // flip animated object in both directions // next opcode pAnim->scriptIndex++; MultiHorizontalFlip(pAnim->pObject); MultiVerticalFlip(pAnim->pObject); // go fetch a real image break; case ANI_ADJUSTX: // adjust animated object x animation point // move to x adjustment operand pAnim->scriptIndex++; MultiAdjustXY(pAnim->pObject, (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op), 0); // next opcode pAnim->scriptIndex++; // go fetch a real image break; case ANI_ADJUSTY: // adjust animated object y animation point // move to y adjustment operand pAnim->scriptIndex++; MultiAdjustXY(pAnim->pObject, 0, (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op)); // next opcode pAnim->scriptIndex++; // go fetch a real image break; case ANI_ADJUSTXY: // adjust animated object x & y animation points { int x, y; // move to x adjustment operand pAnim->scriptIndex++; x = (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op); // move to y adjustment operand pAnim->scriptIndex++; y = (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op); MultiAdjustXY(pAnim->pObject, x, y); // next opcode pAnim->scriptIndex++; // go fetch a real image break; } case ANI_NOSLEEP: // do not sleep for this frame // next opcode pAnim->scriptIndex++; // indicate not to sleep return ScriptNoSleep; case ANI_CALL: // call routine // move to function address pAnim->scriptIndex++; // make function call // REMOVED BUGGY CODE // pFunc is a function pointer that's part of a union and is assumed to be 32-bits. // There is no known place where a function pointer is stored inside the animation // scripts, something which wouldn't have worked anyway. Having played through the // entire game, there hasn't been any occurence of this case, so just error out here // in case we missed something (highly unlikely though) error("ANI_CALL opcode encountered! Please report this error to the ScummVM team"); //(*pAni[pAnim->scriptIndex].pFunc)(pAnim); // next opcode pAnim->scriptIndex++; // go fetch a real image break; case ANI_HIDE: // hide animated object MultiHideObject(pAnim->pObject); // next opcode pAnim->scriptIndex++; // dont skip a sleep return ScriptSleep; default: // must be an actual animation frame handle // set objects new animation frame pAnim->pObject->hShape = FROM_LE_32(pAni[pAnim->scriptIndex].hFrame); // re-shape the object MultiReshape(pAnim->pObject); // next opcode pAnim->scriptIndex++; // dont skip a sleep return ScriptSleep; } } } /** * Init a ANIM structure for single stepping through a animation script. * @param pAnim Animation data structure * @param pAniObj Object to animate * @param hNewScript Script of multipart frames * @param aniSpeed Sets speed of animation in frames */ void InitStepAnimScript(ANIM *pAnim, OBJECT *pAniObj, SCNHANDLE hNewScript, int aniSpeed) { OBJECT *pObj; // multi-object list iterator pAnim->aniDelta = 1; // will animate on next call to NextAnimRate pAnim->pObject = pAniObj; // set object to animate pAnim->hScript = hNewScript; // set animation script pAnim->scriptIndex = 0; // start of script pAnim->aniRate = aniSpeed; // set speed of animation // reset flip flags for the object - let the script do the flipping for (pObj = pAniObj; pObj != NULL; pObj = pObj->pSlave) { AnimateObjectFlags(pObj, pObj->flags & ~(DMA_FLIPH | DMA_FLIPV), pObj->hImg); } } /** * Execute the next command in a animation script. * @param pAnim Animation data structure */ SCRIPTSTATE StepAnimScript(ANIM *pAnim) { SCRIPTSTATE state; if (--pAnim->aniDelta == 0) { // re-init animation delta counter pAnim->aniDelta = pAnim->aniRate; // move to next frame while ((state = DoNextFrame(pAnim)) == ScriptNoSleep) ; return state; } // indicate calling task should sleep return ScriptSleep; } /** * Skip the specified number of frames. * @param pAnim Animation data structure * @param numFrames Number of frames to skip */ void SkipFrames(ANIM *pAnim, int numFrames) { // get a pointer to the script const ANI_SCRIPT *pAni = (const ANI_SCRIPT *)LockMem(pAnim->hScript); if (numFrames <= 0) // do nothing return; while (1) { // repeat until a real image switch ((int32)FROM_LE_32(pAni[pAnim->scriptIndex].op)) { case ANI_END: // end of animation script // going off the end is probably a error error("SkipFrames(): formally 'assert(0)!'"); break; case ANI_JUMP: // do animation jump // move to jump address pAnim->scriptIndex++; // jump to new frame position pAnim->scriptIndex += (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op); break; case ANI_HFLIP: // flip animated object horizontally // next opcode pAnim->scriptIndex++; MultiHorizontalFlip(pAnim->pObject); break; case ANI_VFLIP: // flip animated object vertically // next opcode pAnim->scriptIndex++; MultiVerticalFlip(pAnim->pObject); break; case ANI_HVFLIP: // flip animated object in both directions // next opcode pAnim->scriptIndex++; MultiHorizontalFlip(pAnim->pObject); MultiVerticalFlip(pAnim->pObject); break; case ANI_ADJUSTX: // adjust animated object x animation point // move to x adjustment operand pAnim->scriptIndex++; MultiAdjustXY(pAnim->pObject, (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op), 0); // next opcode pAnim->scriptIndex++; break; case ANI_ADJUSTY: // adjust animated object y animation point // move to y adjustment operand pAnim->scriptIndex++; MultiAdjustXY(pAnim->pObject, 0, (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op)); // next opcode pAnim->scriptIndex++; break; case ANI_ADJUSTXY: // adjust animated object x & y animation points { int x, y; // move to x adjustment operand pAnim->scriptIndex++; x = (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op); // move to y adjustment operand pAnim->scriptIndex++; y = (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op); MultiAdjustXY(pAnim->pObject, x, y); // next opcode pAnim->scriptIndex++; break; } case ANI_NOSLEEP: // do not sleep for this frame // next opcode pAnim->scriptIndex++; break; case ANI_CALL: // call routine // skip function address pAnim->scriptIndex += 2; break; case ANI_HIDE: // hide animated object // next opcode pAnim->scriptIndex++; break; default: // must be an actual animation frame handle // one less frame if (numFrames-- > 0) { // next opcode pAnim->scriptIndex++; } else { // set objects new animation frame pAnim->pObject->hShape = FROM_LE_32(pAni[pAnim->scriptIndex].hFrame); // re-shape the object MultiReshape(pAnim->pObject); // we have skipped to the correct place return; } break; } } } } // end of namespace Tinsel