aboutsummaryrefslogtreecommitdiff
path: root/engines/gob/anifile.h
blob: c930aafc6bdd980d30194e52ab3d7ab1d9ddd43a (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
141
142
143
144
145
146
147
148
149
150
151
152
/* 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 GOB_ANIFILE_H
#define GOB_ANIFILE_H

#include "common/system.h"
#include "common/str.h"
#include "common/array.h"
#include "common/list.h"

namespace Common {
	class SeekableSubReadStreamEndian;
}

namespace Gob {

class GobEngine;
class Surface;
class CMPFile;

/** An ANI file, describing an animation.
 *
 *  Used in hardcoded "actiony" parts of gob games.
 *  The principle is similar to an Anim in Scenery (see scenery.cpp), but
 *  instead of referencing indices in the sprites array, ANIs reference sprites
 *  directly by filename.
 */
class ANIFile {
public:
	/** The relative area a frame sprite occupies. */
	struct FrameArea {
		int16 left;
		int16 top;
		int16 right;
		int16 bottom;
	};

	/** An animation within an ANI file. */
	struct Animation {
		Common::String name; ///< The name of the animation.

		uint16 frameCount; ///< The number of frames in this animation.

		int16 x;     ///< The default x position for this animation.
		int16 y;     ///< The default y position for this animation.
		bool transp; ///< Should the animation frames be drawn with transparency?

		int16 deltaX; ///< # of pixels to advance in X direction after each cycle.
		int16 deltaY; ///< # of pixels to advance in Y direction after each cycle.

		/** The relative area each frame sprite occupies. */
		Common::Array<FrameArea> frameAreas;

		uint16 width;  ///< The maximum width of this animation's frames.
		uint16 height; ///< The maximum height of this animation's frames.
	};


	ANIFile(GobEngine *vm, const Common::String &fileName,
	        uint16 width = 320, uint8 bpp = 1);
	~ANIFile();

	/** Return the number of animations in this ANI file. */
	uint16 getAnimationCount() const;

	/** Return the maximum size of all animation frames. */
	void getMaxSize(uint16 &width, uint16 &height) const;

	/** Get this animation's properties. */
	const Animation &getAnimationInfo(uint16 animation) const;

	/** Draw an animation frame. */
	void draw(Surface &dest, uint16 animation, uint16 frame, int16 x, int16 y) const;

	/** Recolor the animation sprites. */
	void recolor(uint8 from, uint8 to);

private:
	typedef Common::Array<CMPFile *> LayerArray;
	typedef Common::Array<Animation> AnimationArray;

	/** A "chunk" of an animation frame. */
	struct AnimationChunk {
		int16 x; ///< The relative x offset of this chunk.
		int16 y; ///< The relative y offset of this chunk.

		uint16 layer; ///< The layer the chunk's sprite is on.
		uint16 part;  ///< The layer part the chunk's sprite is.
	};

	typedef Common::List<AnimationChunk> ChunkList;
	typedef Common::Array<ChunkList>     FrameArray;
	typedef Common::Array<FrameArray>    AnimationFrameArray;


	GobEngine *_vm;

	uint16 _width; ///< The width of a sprite layer.
	uint8  _bpp;   ///< Number of bytes per pixel in a sprite layer.

	byte _hasPadding;

	LayerArray          _layers;     ///< The animation sprite layers.
	AnimationArray      _animations; ///< The animations.
	AnimationFrameArray _frames;     ///< The animation frames.

	uint16 _maxWidth;
	uint16 _maxHeight;


	// Loading helpers

	void load(Common::SeekableSubReadStreamEndian &ani, const Common::String &fileName);

	CMPFile *loadLayer(Common::SeekableSubReadStreamEndian &ani);

	void loadAnimation(Animation &animation, FrameArray &frames,
	                   Common::SeekableSubReadStreamEndian &ani);
	void loadFrames(FrameArray &frames, Common::SeekableSubReadStreamEndian &ani);

	// Drawing helpers

	bool getCoordinates(uint16 layer, uint16 part,
	                    uint16 &left, uint16 &top, uint16 &right, uint16 &bottom) const;

	void drawLayer(Surface &dest, uint16 layer, uint16 part,
	              int16 x, int16 y, int32 transp) const;
};

} // End of namespace Gob

#endif // GOB_ANIFILE_H