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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 MADS_ANIMATION_H
#define MADS_ANIMATION_H
#include "common/scummsys.h"
#include "common/array.h"
#include "common/rect.h"
#include "mads/msurface.h"
#include "mads/scene_data.h"
#include "mads/font.h"
#include "mads/user_interface.h"
namespace MADS {
enum AnimFlag {
ANIMFLAG_DITHER = 0x1000, // Dither to 16 colors
ANIMFLAG_CUSTOM_FONT = 0x2000, // Load ccustom font
ANIMFLAG_LOAD_BACKGROUND = 0x0100, // Load background
ANIMFLAG_LOAD_BACKGROUND_ONLY = 0x0200, // Load background only
ANIMFLAG_ANIMVIEW = 0x8000 // Cutscene animation
};
enum AnimBgType {
ANIMBG_ROOM = 1, ANIMBG_FULL_SIZE = 2, ANIMBG_BLACK_SCREEN = 3,
ANIMBG_INTERFACE = 4
};
class MADSEngine;
class Scene;
class AnimMessage {
public:
int16 _soundId;
Common::String _msg;
Common::Point _pos;
byte _rgb1[3], _rgb2[3];
int _flags;
int _startFrame, _endFrame;
int _kernelMsgIndex;
/**
* Loads data for the message from a stream
*/
void load(Common::SeekableReadStream *f);
};
class AnimFrameEntry {
public:
int _frameNumber;
int _seqIndex;
SpriteSlotSubset _spriteSlot;
/**
* Loads data for the record
*/
void load(Common::SeekableReadStream *f, bool uiFlag);
};
class AnimMiscEntry {
public:
int _soundId;
int _msgIndex;
int _numTicks;
Common::Point _posAdjust;
Common::Point _scroll;
/**
* Loads data for the record
*/
void load(Common::SeekableReadStream *f);
};
#define ANIM_SPAWN_COUNT 2
class AnimUIEntry {
public:
int _probability;
int _imageCount;
int _firstImage;
int _lastImage;
int _counter;
int _spawn[ANIM_SPAWN_COUNT];
int _spawnFrame[ANIM_SPAWN_COUNT];
int _sound;
int _soundFrame;
/**
* Loads the data for the record
*/
void load(Common::SeekableReadStream *f);
};
class AAHeader {
public:
int _spriteSetsCount;
int _miscEntriesCount;
int _frameEntriesCount;
int _messagesCount;
int _loadFlags;
int _charSpacing;
AnimBgType _bgType;
int _roomNumber;
bool _manualFlag;
int _spritesIndex;
Common::Point _scrollPosition;
uint32 _scrollTicks;
Common::String _backgroundFile;
Common::StringArray _spriteSetNames;
Common::String _lbmFilename;
Common::String _spritesFilename;
Common::String _soundName;
Common::String _dsrName;
Common::String _fontResource;
/**
* Loads the data for a animation file header
*/
void load(Common::SeekableReadStream *f);
};
class Animation {
private:
MADSEngine *_vm;
Scene *_scene;
Common::Array<AnimMiscEntry> _miscEntries;
Common::Array<SpriteAsset *> _spriteSets;
Font *_font;
bool _freeFlag;
bool _skipLoad;
int _unkIndex;
Common::Point _unkList[2];
uint32 _nextFrameTimer;
uint32 _nextScrollTimer;
int _messageCtr;
int _trigger;
int _flags;
int _rgbResult;
int _palIndex1, _palIndex2;
TriggerMode _triggerMode;
ActionDetails _actionDetails;
/**
* Load data for a given frame
* @param frameNumber Frame number
*/
void loadFrame(int frameNumber);
bool drawFrame(SpriteAsset &spriteSet, const Common::Point &pt, int frameNumber);
/**
* Load the user interface display or background for an animation
*/
void loadBackground(MSurface &backSurface, DepthSurface &depthSurface,
AAHeader &header, int flags, Common::Array<PaletteCycle> *palCycles, SceneInfo *sceneInfo);
/**
* Returns true if there is a scroll required
*/
bool hasScroll() const;
protected:
Animation(MADSEngine *vm, Scene *scene);
public:
AAHeader _header;
Common::Array<int> _spriteListIndexes;
Common::Array<AnimFrameEntry> _frameEntries;
Common::Array<AnimUIEntry> _uiEntries;
Common::Array<AnimMessage> _messages;
bool _resetFlag;
int _currentFrame;
int _oldFrameEntry;
static Animation *init(MADSEngine *vm, Scene *scene);
/*
* Destructor
*/
~Animation();
/**
* Loads animation data
*/
void load(MSurface &backSurface, DepthSurface &depthSurface, const Common::String &resName,
int flags, Common::Array<PaletteCycle> *palCycles, SceneInfo *sceneInfo);
/**
* Preload animation data for the scene
*/
void preLoad(const Common::String &resName, int level);
/**
* Setups up a loaded animation for playback
*/
void startAnimation(int endTrigger);
/**
* Update the animation
*/
void update();
void setNextFrameTimer(int frameNumber);
int getNextFrameTimer() const { return _nextFrameTimer; }
void setCurrentFrame(int frameNumber);
int getCurrentFrame() const { return _currentFrame; }
bool freeFlag() const { return _freeFlag; }
int roomNumber() const { return _header._roomNumber; }
void resetSpriteSetsCount() { _header._spriteSetsCount = 0; } // CHECKME: See if it doesn't leak the memory when the destructor is called
SpriteAsset *getSpriteSet(int idx) { return _spriteSets[idx]; }
};
} // End of namespace MADS
#endif /* MADS_ANIMATION_H */
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