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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 HOPKINS_ANIM_H
#define HOPKINS_ANIM_H
#include "common/scummsys.h"
#include "common/endian.h"
#include "common/str.h"
#include "graphics/surface.h"
namespace Hopkins {
struct BankItem {
byte *_data;
bool _loadedFl;
Common::String _filename;
int _fileHeader;
int _objDataIdx;
};
struct BqeAnimItem {
byte *_data;
bool _enabledFl;
};
class HopkinsEngine;
class AnimationManager {
private:
bool _clearAnimationFl;
HopkinsEngine *_vm;
void initAnimBqe();
int loadSpriteBank(int idx, const Common::String &filename);
void searchAnim(const byte *data, int animIndex, int count);
public:
BqeAnimItem _animBqe[35];
BankItem Bank[8];
AnimationManager(HopkinsEngine *vm);
void clearAll();
void loadAnim(const Common::String &animName);
void clearAnim();
void playAnim(const Common::String &hiresName, const Common::String &lowresName, uint32 rate1, uint32 rate2, uint32 rate3, bool skipSeqFl = false);
void playAnim2(const Common::String &hiresName, const Common::String &lowresName, uint32 rate1, uint32 rate2, uint32 rate3);
void playSequence(const Common::String &file, uint32 rate1, uint32 rate2, uint32 rate3, bool skipEscFl, bool skipSeqFl, bool noColFl = false);
void playSequence2(const Common::String &file, uint32 rate1, uint32 rate2, uint32 rate3, bool skipSeqFl = false);
void setClearAnimFlag() { _clearAnimationFl = true; }
void unsetClearAnimFlag() { _clearAnimationFl = false; }
};
} // End of namespace Hopkins
#endif /* HOPKINS_ANIM_H */
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