Made RenderObject non-abstract so it can be used in some simple cases without the need for subclassing.
186 lines
5.4 KiB
C++
186 lines
5.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "engines/nancy/nancy.h"
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#include "engines/nancy/sound.h"
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#include "engines/nancy/resource.h"
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#include "engines/nancy/util.h"
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#include "engines/nancy/action/staticbitmapanim.h"
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#include "engines/nancy/state/scene.h"
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namespace Nancy {
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namespace Action {
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void PlayStaticBitmapAnimation::init() {
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g_nancy->_resource->loadImage(_imageName, _fullSurface);
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setFrame(0);
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RenderObject::init();
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}
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void PlayStaticBitmapAnimation::readData(Common::SeekableReadStream &stream) {
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readFilename(stream, _imageName);
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stream.skip(0x2);
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_isTransparent = (NancyFlag)(stream.readUint16LE());
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_doNotChangeScene = (NancyFlag)(stream.readUint16LE());
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_isReverse = (NancyFlag)(stream.readUint16LE());
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_isLooping = (NancyFlag)(stream.readUint16LE());
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_firstFrame = stream.readUint16LE();
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_loopFirstFrame = stream.readUint16LE();
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_loopLastFrame = stream.readUint16LE();
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_frameTime = Common::Rational(1000, stream.readUint16LE()).toInt();
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_z = stream.readUint16LE();
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if (_isInterruptible) {
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_interruptCondition.label = stream.readSint16LE();
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_interruptCondition.flag = (NancyFlag)stream.readUint16LE();
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} else {
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_interruptCondition.label = -1;
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_interruptCondition.flag = kFalse;
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}
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_sceneChange.readData(stream);
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_triggerFlags.readData(stream);
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_sound.read(stream, SoundDescription::kNormal);
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uint numViewportFrames = stream.readUint16LE();
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_srcRects.reserve(_loopLastFrame - _firstFrame);
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for (uint i = _firstFrame; i <= _loopLastFrame; ++i) {
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_srcRects.push_back(Common::Rect());
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readRect(stream, _srcRects[i]);
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}
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_bitmaps.reserve(numViewportFrames);
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for (uint i = 0; i < numViewportFrames; ++i) {
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_bitmaps.push_back(BitmapDescription());
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BitmapDescription &rects = _bitmaps.back();
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rects.frameID = stream.readUint16LE();
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readRect(stream, rects.src);
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readRect(stream, rects.dest);
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}
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}
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void PlayStaticBitmapAnimation::execute() {
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uint32 _currentFrameTime = g_nancy->getTotalPlayTime();
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switch (_state) {
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case kBegin:
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init();
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registerGraphics();
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g_nancy->_sound->loadSound(_sound);
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g_nancy->_sound->playSound(_sound);
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_state = kRun;
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// fall through
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case kRun: {
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// Check the timer to see if we need to draw the next animation frame
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if (_nextFrameTime <= _currentFrameTime) {
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// World's worst if statement
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if (NancySceneState.getEventFlag(_interruptCondition) ||
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( (((_currentFrame == _loopLastFrame) && (_isReverse == kFalse) && (_isLooping == kFalse)) ||
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((_currentFrame == _loopFirstFrame) && (_isReverse == kTrue) && (_isLooping == kFalse))) &&
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!g_nancy->_sound->isSoundPlaying(_sound)) ) {
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_state = kActionTrigger;
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// Not sure if hiding when triggered is a hack or the intended behavior, but it's here to fix
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// nancy1's safe lock light not turning off.
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setVisible(false);
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if (!g_nancy->_sound->isSoundPlaying(_sound)) {
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g_nancy->_sound->stopSound(_sound);
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}
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} else {
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// Check if we've moved the viewport
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uint16 newFrame = NancySceneState.getSceneInfo().frameID;
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if (_currentViewportFrame != newFrame) {
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_currentViewportFrame = newFrame;
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for (uint i = 0; i < _bitmaps.size(); ++i) {
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if (_currentViewportFrame == _bitmaps[i].frameID) {
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_screenPosition = _bitmaps[i].dest;
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break;
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}
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}
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}
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_nextFrameTime = _currentFrameTime + _frameTime;
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setFrame(_currentFrame);
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if (_isReverse == kTrue) {
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--_currentFrame;
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_currentFrame = _currentFrame < _loopFirstFrame ? _loopLastFrame : _currentFrame;
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return;
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} else {
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++_currentFrame;
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_currentFrame = _currentFrame > _loopLastFrame ? _loopFirstFrame : _currentFrame;
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return;
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}
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}
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} else {
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// Check if we've moved the viewport
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uint16 newFrame = NancySceneState.getSceneInfo().frameID;
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if (_currentViewportFrame != newFrame) {
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_currentViewportFrame = newFrame;
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for (uint i = 0; i < _bitmaps.size(); ++i) {
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if (_currentViewportFrame == _bitmaps[i].frameID) {
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_screenPosition = _bitmaps[i].dest;
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break;
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}
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}
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}
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}
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break;
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}
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case kActionTrigger:
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_triggerFlags.execute();
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if (_doNotChangeScene == kFalse) {
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NancySceneState.changeScene(_sceneChange);
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finishExecution();
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}
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break;
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}
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}
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void PlayStaticBitmapAnimation::onPause(bool pause) {
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if (!pause) {
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registerGraphics();
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}
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}
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void PlayStaticBitmapAnimation::setFrame(uint frame) {
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_currentFrame = frame;
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_drawSurface.create(_fullSurface, _srcRects[frame]);
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setTransparent(_isTransparent == kTrue);
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_needsRedraw = true;
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}
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} // End of namespace Action
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} // End of namespace Nancy
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