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
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
|
/* 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.
*
* $URL$
* $Id$
*
*/
// Background animation management module private header
#ifndef SAGA_ANIMATION_H
#define SAGA_ANIMATION_H
#include "saga/stream.h"
namespace Saga {
#define MAX_ANIMATIONS 10
#define DEFAULT_FRAME_TIME 140
#define SAGA_FRAME_START 0xF
#define SAGA_FRAME_END 0x3F
#define SAGA_FRAME_NOOP 0x1F
#define SAGA_FRAME_REPOSITION 0x30
#define SAGA_FRAME_ROW_END 0x2F
#define SAGA_FRAME_LONG_COMPRESSED_RUN 0x20
#define SAGA_FRAME_LONG_UNCOMPRESSED_RUN 0x10
#define SAGA_FRAME_COMPRESSED_RUN 0x80
#define SAGA_FRAME_UNCOMPRESSED_RUN 0x40
#define SAGA_FRAME_EMPTY_RUN 0xC0
enum AnimationState {
ANIM_PLAYING = 0x01,
ANIM_PAUSE = 0x02,
ANIM_STOPPING = 0x03
};
enum AnimationFlags {
ANIM_FLAG_NONE = 0x00,
ANIM_FLAG_ENDSCENE = 0x01 // When animation ends, dispatch scene end event
};
// Cutaway info array member. Cutaways are basically animations with a really
// bad attitude.
struct Cutaway {
uint16 backgroundResourceId;
uint16 animResourceId;
int16 cycles;
int16 frameRate;
};
// Animation info array member
struct AnimationData {
byte *resourceData;
size_t resourceLength;
uint16 magic;
uint16 screenWidth;
uint16 screenHeight;
byte unknown06;
byte unknown07;
int16 maxFrame;
int16 loopFrame;
int16 start;
int16 currentFrame;
size_t *frameOffsets;
uint16 completed;
uint16 cycles;
int frameTime;
AnimationState state;
int16 linkId;
uint16 flags;
AnimationData(const byte *animResourceData, size_t animResourceLength) {
memset(this, 0, sizeof(*this));
resourceLength = animResourceLength;
resourceData = (byte*)malloc(animResourceLength);
memcpy(resourceData, animResourceData, animResourceLength);
}
~AnimationData() {
free(frameOffsets);
free(resourceData);
}
};
class Anim {
public:
Anim(SagaEngine *vm);
~Anim(void);
void loadCutawayList(const byte *resourcePointer, size_t resourceLength);
void freeCutawayList(void);
void playCutaway(int cut, bool fade);
void endCutaway(void);
void returnFromCutaway(void);
void clearCutaway(void);
void startVideo(int vid, bool fade);
void endVideo(void);
void returnFromVideo(void);
void load(uint16 animId, const byte *animResourceData, size_t animResourceLength);
void freeId(uint16 animId);
void play(uint16 animId, int vectorTime, bool playing = true);
void link(int16 animId1, int16 animId2);
void setFlag(uint16 animId, uint16 flag);
void clearFlag(uint16 animId, uint16 flag);
void setFrameTime(uint16 animId, int time);
void reset(void);
void animInfo(void);
void cutawayInfo(void);
void setCycles(uint16 animId, int cycles);
void stop(uint16 animId);
void finish(uint16 animId);
void resume(uint16 animId, int cycles);
void resumeAll();
int16 getCurrentFrame(uint16 animId);
bool hasCutaway(void) {
return _cutawayActive;
}
void setCutAwayMode(int mode) {
_cutAwayMode = mode;
}
bool hasAnimation(uint16 animId) {
if (animId >= MAX_ANIMATIONS) {
if (animId < MAX_ANIMATIONS + ARRAYSIZE(_cutawayAnimations))
return (_cutawayAnimations[animId - MAX_ANIMATIONS] != NULL);
return false;
}
return (_animations[animId] != NULL);
}
int cutawayResourceID(int cutaway) { return _cutawayList[cutaway].animResourceId; }
private:
void decodeFrame(AnimationData *anim, size_t frameOffset, byte *buf, size_t bufLength);
void fillFrameOffsets(AnimationData *anim);
void validateAnimationId(uint16 animId) {
if (animId >= MAX_ANIMATIONS) {
if (animId >= MAX_ANIMATIONS + ARRAYSIZE(_cutawayAnimations))
error("validateAnimationId: animId out of range");
if (_cutawayAnimations[animId - MAX_ANIMATIONS] == NULL) {
error("validateAnimationId: animId=%i unassigned", animId);
}
}
if (_animations[animId] == NULL) {
error("validateAnimationId: animId=%i unassigned", animId);
}
}
bool isLongData() const {
if ((_vm->getGameType() == GType_ITE) && (_vm->getPlatform() != Common::kPlatformMacintosh)) {
return false;
}
return true;
}
AnimationData* getAnimation(uint16 animId) {
validateAnimationId(animId);
if (animId > MAX_ANIMATIONS)
return _cutawayAnimations[animId - MAX_ANIMATIONS];
return _animations[animId];
}
uint16 getAnimationCount() const {
uint16 i = 0;
for (; i < MAX_ANIMATIONS; i++) {
if (_animations[i] == NULL) {
break;
}
}
return i;
}
SagaEngine *_vm;
AnimationData *_animations[MAX_ANIMATIONS];
AnimationData *_cutawayAnimations[2];
Cutaway *_cutawayList;
PalEntry saved_pal[PAL_ENTRIES];
int _cutawayListLength;
bool _cutawayActive;
int _cutAwayMode;
bool _cutAwayFade;
};
} // End of namespace Saga
#endif /* ANIMATION_H_ */
|