void MultiHideObject(OBJECT *pMultiObj) { // validate object pointer assert(pMultiObj >= objectList && pMultiObj <= objectList + NUM_OBJECTS - 1); // set master shape to null animation frame pMultiObj->hShape = 0; // change all objects MultiReshape(pMultiObj); }
void MultiHideObject(OBJECT *pMultiObj) { // validate object pointer assert(isValidObject(pMultiObj)); // set master shape to null animation frame pMultiObj->hShape = 0; // change all objects MultiReshape(pMultiObj); }
/** * Advance to next frame routine. * @param pAnim Animation data structure */ SCRIPTSTATE DoNextFrame(ANIM *pAnim) { // get a pointer to the script const ANI_SCRIPT *pAni = (const ANI_SCRIPT *)LockMem(pAnim->hScript); while (1) { // repeat until a real image debugC(DEBUG_DETAILED, kTinselDebugAnimations, "DoNextFrame %ph index=%d, op=%xh", (byte *)pAnim, pAnim->scriptIndex, FROM_LE_32(pAni[pAnim->scriptIndex].op)); switch ((int32)FROM_LE_32(pAni[pAnim->scriptIndex].op)) { case ANI_END: // end of animation script // move to next opcode pAnim->scriptIndex++; // indicate script has finished return ScriptFinished; case ANI_JUMP: // do animation jump // move to jump address pAnim->scriptIndex++; // jump to new frame position pAnim->scriptIndex += (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op); // go fetch a real image break; case ANI_HFLIP: // flip animated object horizontally // next opcode pAnim->scriptIndex++; MultiHorizontalFlip(pAnim->pObject); // go fetch a real image break; case ANI_VFLIP: // flip animated object vertically // next opcode pAnim->scriptIndex++; MultiVerticalFlip(pAnim->pObject); // go fetch a real image break; case ANI_HVFLIP: // flip animated object in both directions // next opcode pAnim->scriptIndex++; MultiHorizontalFlip(pAnim->pObject); MultiVerticalFlip(pAnim->pObject); // go fetch a real image break; case ANI_ADJUSTX: // adjust animated object x animation point // move to x adjustment operand pAnim->scriptIndex++; MultiAdjustXY(pAnim->pObject, (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op), 0); // next opcode pAnim->scriptIndex++; // go fetch a real image break; case ANI_ADJUSTY: // adjust animated object y animation point // move to y adjustment operand pAnim->scriptIndex++; MultiAdjustXY(pAnim->pObject, 0, (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op)); // next opcode pAnim->scriptIndex++; // go fetch a real image break; case ANI_ADJUSTXY: // adjust animated object x & y animation points { int x, y; // move to x adjustment operand pAnim->scriptIndex++; x = (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op); // move to y adjustment operand pAnim->scriptIndex++; y = (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op); MultiAdjustXY(pAnim->pObject, x, y); // next opcode pAnim->scriptIndex++; // go fetch a real image break; } case ANI_NOSLEEP: // do not sleep for this frame // next opcode pAnim->scriptIndex++; // indicate not to sleep return ScriptNoSleep; case ANI_CALL: // call routine // move to function address pAnim->scriptIndex++; // make function call // REMOVED BUGGY CODE // pFunc is a function pointer that's part of a union and is assumed to be 32-bits. // There is no known place where a function pointer is stored inside the animation // scripts, something which wouldn't have worked anyway. Having played through the // entire game, there hasn't been any occurence of this case, so just error out here // in case we missed something (highly unlikely though) error("ANI_CALL opcode encountered! Please report this error to the ScummVM team"); //(*pAni[pAnim->scriptIndex].pFunc)(pAnim); return ScriptSleep; // for compilers that don't support NORETURN #if 0 // next opcode pAnim->scriptIndex++; // go fetch a real image break; #endif case ANI_HIDE: // hide animated object MultiHideObject(pAnim->pObject); // next opcode pAnim->scriptIndex++; // dont skip a sleep return ScriptSleep; default: // must be an actual animation frame handle // set objects new animation frame pAnim->pObject->hShape = FROM_LE_32(pAni[pAnim->scriptIndex].hFrame); // re-shape the object MultiReshape(pAnim->pObject); // next opcode pAnim->scriptIndex++; // dont skip a sleep return ScriptSleep; } } }
/** * Skip the specified number of frames. * @param pAnim Animation data structure * @param numFrames Number of frames to skip */ void SkipFrames(ANIM *pAnim, int numFrames) { // get a pointer to the script const ANI_SCRIPT *pAni = (const ANI_SCRIPT *)LockMem(pAnim->hScript); if (!TinselV2 && (numFrames <= 0)) // do nothing return; while (1) { // repeat until a real image switch ((int32)FROM_LE_32(pAni[pAnim->scriptIndex].op)) { case ANI_END: // end of animation script // going off the end is probably a error, but only in Tinsel 1 if (!TinselV2) error("SkipFrames(): formally 'assert(0)!'"); return; case ANI_JUMP: // do animation jump // move to jump address pAnim->scriptIndex++; // jump to new frame position pAnim->scriptIndex += (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op); if (TinselV2) // Done if skip to jump return; break; case ANI_HFLIP: // flip animated object horizontally // next opcode pAnim->scriptIndex++; MultiHorizontalFlip(pAnim->pObject); break; case ANI_VFLIP: // flip animated object vertically // next opcode pAnim->scriptIndex++; MultiVerticalFlip(pAnim->pObject); break; case ANI_HVFLIP: // flip animated object in both directions // next opcode pAnim->scriptIndex++; MultiHorizontalFlip(pAnim->pObject); MultiVerticalFlip(pAnim->pObject); break; case ANI_ADJUSTX: // adjust animated object x animation point // move to x adjustment operand pAnim->scriptIndex++; MultiAdjustXY(pAnim->pObject, (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op), 0); // next opcode pAnim->scriptIndex++; break; case ANI_ADJUSTY: // adjust animated object y animation point // move to y adjustment operand pAnim->scriptIndex++; MultiAdjustXY(pAnim->pObject, 0, (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op)); // next opcode pAnim->scriptIndex++; break; case ANI_ADJUSTXY: // adjust animated object x & y animation points { int x, y; // move to x adjustment operand pAnim->scriptIndex++; x = (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op); // move to y adjustment operand pAnim->scriptIndex++; y = (int32)FROM_LE_32(pAni[pAnim->scriptIndex].op); MultiAdjustXY(pAnim->pObject, x, y); // next opcode pAnim->scriptIndex++; break; } case ANI_NOSLEEP: // do not sleep for this frame // next opcode pAnim->scriptIndex++; break; case ANI_CALL: // call routine // skip function address pAnim->scriptIndex += 2; break; case ANI_HIDE: // hide animated object // next opcode pAnim->scriptIndex++; break; default: // must be an actual animation frame handle // one less frame if (numFrames == 0) return; if (numFrames == -1 || numFrames-- > 0) { // next opcode pAnim->scriptIndex++; } else { // set objects new animation frame pAnim->pObject->hShape = FROM_LE_32(pAni[pAnim->scriptIndex].hFrame); // re-shape the object MultiReshape(pAnim->pObject); // we have skipped to the correct place return; } break; } } }