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/* 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 ACCESS_ANIMATION_H
#define ACCESS_ANIMATION_H
#include "common/scummsys.h"
#include "common/array.h"
#include "common/memstream.h"
#include "access/data.h"
namespace Access {
class AnimationResource;
class Animation;
class AnimationFrame;
class AnimationFramePart;
class AnimationManager : public Manager {
private:
Common::Array<Animation *> _animationTimers;
AnimationResource *_animation;
public:
Animation *_animStart;
Common::Point _base;
int _frameScale;
public:
AnimationManager(AccessEngine *vm);
~AnimationManager();
void freeAnimationData();
void loadAnimations(const byte *data, int size);
void clearTimers();
Animation *findAnimation(int animId);
Animation *setAnimation(int animId);
void setAnimTimer(Animation *anim);
void animate(int animId);
};
class AnimationResource {
private:
Common::Array<Animation *> _animations;
public:
AnimationResource(AccessEngine *vm, const byte *data, int size);
~AnimationResource();
int getCount() { return _animations.size(); }
Animation *getAnimation(int idx) { return _animations[idx]; }
};
class Animation: public Manager {
private:
Common::Array<AnimationFrame *> _frames;
void anim0();
void anim1();
void anim2();
void anim3();
void anim4();
void animNone();
void anim7();
AnimationFrame *calcFrame();
AnimationFrame *calcFrame1();
void setFrame(AnimationFrame *frame);
void setFrame1(AnimationFrame *frame);
public:
int _type;
int _scaling;
int _frameNumber;
int _initialTicks;
int _loopCount;
int _countdownTicks;
int _currentLoopCount;
int _field10;
public:
Animation(AccessEngine *vm, Common::MemoryReadStream &stream);
~Animation();
void animate();
};
class AnimationFrame {
public:
int _baseX, _baseY;
int _frameDelay;
Common::Array<AnimationFramePart *> _parts;
public:
AnimationFrame(Common::MemoryReadStream &stream, int startOffset);
~AnimationFrame();
};
class AnimationFramePart {
public:
byte _flags;
int _spritesIndex;
int _frameIndex;
Common::Point _position;
int _priority;
public:
AnimationFramePart(Common::MemoryReadStream &stream);
};
} // End of namespace Access
#endif /* ACCESS_ANIMATION_H */
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