aboutsummaryrefslogtreecommitdiff
path: root/engines/access/animation.h
blob: 8a393337643d45a0aac0fbd8eaa521a5a687304b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
/* 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"
#include "access/files.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(Resource *res);
	
	Animation *findAnimation(int animId);
	Animation *setAnimation(int animId);

	void animate(int animId);

	/**
	 * Clear the list of currently active animations
	 */
	void clearTimers();

	/**
	 * Add an animation to the list of currently animating ones
	 */
	void setAnimTimer(Animation *anim);

	/**
	 * Update the timing of all currently active animation
	 */
	void updateTimers();
};

class AnimationResource {
private:
	Common::Array<Animation *> _animations;
public:
	AnimationResource(AccessEngine *vm, Resource *res);
	~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::SeekableReadStream *stream);
	~Animation();

	void animate();
};

class AnimationFrame {
public:
	int _baseX, _baseY;
	int _frameDelay;
	Common::Array<AnimationFramePart *> _parts;
public:
	AnimationFrame(Common::SeekableReadStream *stream, int startOffset);
	~AnimationFrame();
};

class AnimationFramePart {
public:
	byte _flags;
	int _spritesIndex;
	int _frameIndex;
	Common::Point _position;
	int _offsetY;
public:
	AnimationFramePart(Common::SeekableReadStream *stream);
};

} // End of namespace Access

#endif /* ACCESS_ANIMATION_H */