1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * Additional copyright for this file:
8 * Copyright (C) 1994-1998 Revolution Software Ltd.
9 *
10 * This program is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU General Public License
12 * as published by the Free Software Foundation; either version 2
13 * of the License, or (at your option) any later version.
14 *
15 * This program is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
18 * GNU General Public License for more details.
19 *
20 * You should have received a copy of the GNU General Public License
21 * along with this program; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
23 */
24
25 // ---------------------------------------------------------------------------
26 // A more intelligent version of the old ANIMS.C
27 // All this stuff by James
28 // DON'T TOUCH!
29 // ---------------------------------------------------------------------------
30
31
32 #include "common/file.h"
33
34 #include "sword2/sword2.h"
35 #include "sword2/defs.h"
36 #include "sword2/header.h"
37 #include "sword2/screen.h"
38 #include "sword2/interpreter.h"
39 #include "sword2/logic.h"
40 #include "sword2/maketext.h"
41 #include "sword2/resman.h"
42 #include "sword2/router.h"
43 #include "sword2/sound.h"
44 #include "sword2/animation.h"
45
46 namespace Sword2 {
47
doAnimate(byte * ob_logic,byte * ob_graph,int32 animRes,bool reverse)48 int Router::doAnimate(byte *ob_logic, byte *ob_graph, int32 animRes, bool reverse) {
49 AnimHeader anim_head;
50 byte *anim_file;
51
52 ObjectLogic obLogic(ob_logic);
53 ObjectGraphic obGraph(ob_graph);
54
55 if (obLogic.getLooping() == 0) {
56 // This is the start of the anim - set up the first frame
57
58 // For testing all anims!
59 // A script loop can send every resource number to the anim
60 // function & it will only run the valid ones. See
61 // 'testing_routines' object in George's Player Character
62 // section of linc
63
64 if (_vm->_logic->readVar(SYSTEM_TESTING_ANIMS)) {
65 if (!_vm->_resman->checkValid(animRes)) {
66 // Not a valid resource number. Switch off
67 // the sprite. Don't animate - just continue
68 // script next cycle.
69 setSpriteStatus(ob_graph, NO_SPRITE);
70 return IR_STOP;
71 }
72
73 // if it's not an animation file
74 if (_vm->_resman->fetchType(animRes) != ANIMATION_FILE) {
75 // switch off the sprite
76 // don't animate - just continue
77 // script next cycle
78 setSpriteStatus(ob_graph, NO_SPRITE);
79 return IR_STOP;
80 }
81
82 // switch on the sprite
83 setSpriteStatus(ob_graph, SORT_SPRITE);
84 }
85
86 assert(animRes);
87
88 // open anim file
89 anim_file = _vm->_resman->openResource(animRes);
90
91 assert(_vm->_resman->fetchType(animRes) == ANIMATION_FILE);
92
93 // point to anim header
94 anim_head.read(_vm->fetchAnimHeader(anim_file));
95
96 // now running an anim, looping back to this call again
97 obLogic.setLooping(1);
98 obGraph.setAnimResource(animRes);
99
100 if (reverse)
101 obGraph.setAnimPc(anim_head.noAnimFrames - 1);
102 else
103 obGraph.setAnimPc(0);
104 } else if (_vm->_logic->getSync() != -1) {
105 // We've received a sync - return to script immediately
106 debug(5, "**sync stopped %d**", _vm->_logic->readVar(ID));
107
108 // If sync received, anim finishes right now (remaining on
109 // last frame). Quit animation, but continue script.
110 obLogic.setLooping(0);
111 return IR_CONT;
112 } else {
113 // Not first frame, and no sync received - set up the next
114 // frame of the anim.
115
116 // open anim file and point to anim header
117 anim_file = _vm->_resman->openResource(obGraph.getAnimResource());
118 anim_head.read(_vm->fetchAnimHeader(anim_file));
119
120 if (reverse)
121 obGraph.setAnimPc(obGraph.getAnimPc() - 1);
122 else
123 obGraph.setAnimPc(obGraph.getAnimPc() + 1);
124 }
125
126 // check for end of anim
127
128 if (reverse) {
129 if (obGraph.getAnimPc() == 0)
130 obLogic.setLooping(0);
131 } else {
132 if (obGraph.getAnimPc() == anim_head.noAnimFrames - 1)
133 obLogic.setLooping(0);
134 }
135
136 // close the anim file
137 _vm->_resman->closeResource(obGraph.getAnimResource());
138
139 // check if we want the script to loop back & call this function again
140 return obLogic.getLooping() ? IR_REPEAT : IR_STOP;
141 }
142
megaTableAnimate(byte * ob_logic,byte * ob_graph,byte * ob_mega,byte * animTable,bool reverse)143 int Router::megaTableAnimate(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *animTable, bool reverse) {
144 int32 animRes = 0;
145
146 // If this is the start of the anim, read the anim table to get the
147 // appropriate anim resource
148
149 ObjectLogic obLogic(ob_logic);
150
151 if (obLogic.getLooping() == 0) {
152 ObjectMega obMega(ob_mega);
153
154 // Appropriate anim resource is in 'table[direction]'
155 animRes = READ_LE_UINT32(animTable + 4 * obMega.getCurDir());
156 }
157
158 return doAnimate(ob_logic, ob_graph, animRes, reverse);
159 }
160
setSpriteStatus(byte * ob_graph,uint32 type)161 void Router::setSpriteStatus(byte *ob_graph, uint32 type) {
162 ObjectGraphic obGraph(ob_graph);
163
164 // Remove the previous status, but don't affect the shading upper-word
165 obGraph.setType((obGraph.getType() & 0xffff0000) | type);
166 }
167
setSpriteShading(byte * ob_graph,uint32 type)168 void Router::setSpriteShading(byte *ob_graph, uint32 type) {
169 ObjectGraphic obGraph(ob_graph);
170
171 // Remove the previous shading, but don't affect the status lower-word.
172 // Note that mega frames may still be shaded automatically, even when
173 // not sent 'RDSPR_SHADOW'.
174 obGraph.setType((obGraph.getType() & 0x0000ffff) | type);
175 }
176
177 } // End of namespace Sword2
178