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diff --git a/sword2/anims.cpp b/sword2/anims.cpp
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+/* Copyright (C) 1994-2003 Revolution Software Ltd
+ *
+ * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * $Header$
+ */
+
+//-------------------------------------------------------------------------------------------------------------
+// A more intelligent version of the old ANIMS.C
+// All this stuff by James
+// DON'T TOUCH!
+//-------------------------------------------------------------------------------------------------------------
+
+//#include <io.h> // for access()
+#include <stdio.h> // for sprintf
+#include <string.h>
+
+#include "common/scummsys.h"
+#include "driver/driver96.h"
+#include "anims.h"
+#include "build_display.h" // for DisplayMsg()
+#include "console.h"
+#include "controls.h" // for 'speechSelected' & 'subtitles'
+#include "debug.h"
+#include "defs.h"
+#include "header.h"
+#include "interpreter.h"
+#include "layers.h" // for 'this_screen' structure - for restoring palette in FN_play_sequence
+#include "maketext.h" // for MakeTextSprite used by FN_play_sequence ultimately
+#include "object.h"
+#include "protocol.h"
+#include "resman.h"
+#include "sword2.h" // for Close_game()
+#include "sync.h"
+#include "sound.h" // for Speech stuff.
+
+//-------------------------------------------------------------------------------------------------------------
+uint32 smackerLeadOut=0; // stores resource id of wav to use as lead-out from smacker
+
+//-------------------------------------------------------------------------------------------------------------
+// local function prototypes
+
+int32 Animate(int32 *params, uint8 reverse_flag);
+int32 Mega_table_animate(int32 *params, uint8 reverse_flag);
+
+//-------------------------------------------------------------------------------------------------------------
+int32 FN_anim(int32 *params)
+{
+ // params: 0 pointer to object's logic structure
+ // 1 pointer to object's graphic structure
+ // 2 resource id of animation file
+
+ return Animate(params,0); // 0 means normal forward anim
+}
+//-------------------------------------------------------------------------------------------------------------
+int32 FN_reverse_anim(int32 *params)
+{
+ // params: 0 pointer to object's logic structure
+ // 1 pointer to object's graphic structure
+ // 2 resource id of animation file
+
+ return Animate(params,1); // 1 means reverse anim
+}
+//-------------------------------------------------------------------------------------------------------------
+int32 FN_mega_table_anim(int32 *params)
+{
+ // params: 0 pointer to object's logic structure
+ // 1 pointer to object's graphic structure
+ // 2 pointer to object's mega structure
+ // 3 pointer to animation table
+
+ return Mega_table_animate(params,0); // 0 means normal forward anim
+}
+//-------------------------------------------------------------------------------------------------------------
+int32 FN_reverse_mega_table_anim(int32 *params)
+{
+ // params: 0 pointer to object's logic structure
+ // 1 pointer to object's graphic structure
+ // 2 pointer to object's mega structure
+ // 3 pointer to animation table
+
+ return Mega_table_animate(params,1); // 1 means reverse anim
+}
+//-------------------------------------------------------------------------------------------------------------
+int32 Animate(int32 *params, uint8 reverse_flag)
+{
+ // params: 0 pointer to object's logic structure
+ // 1 pointer to object's graphic structure
+ // 2 resource id of animation file
+
+ Object_logic *ob_logic;
+ Object_graphic *ob_graphic;
+ uint8 *anim_file;
+ _animHeader *anim_head;
+ int32 res = params[2];
+
+ #ifdef _DEBUG
+ _standardHeader *head; // for animation testing & checking for correct file type
+ #endif
+
+ //----------------------------------------------------------------------------------------
+ // read the main parameters
+
+ ob_logic = (Object_logic *) params[0]; // param 0 is pointer to normal structure
+ ob_graphic = (Object_graphic *) params[1]; // param 1 is pointer to graphic structure
+
+ //----------------------------------------------------------------------------------------
+ // if this is the start of the anim, set up the first frame
+
+ if (ob_logic->looping==0)
+ {
+ //-----------------------------------------------------------
+ #ifdef _DEBUG
+ // For testing all anims! (James18apr97)
+ // A script loop can send every resource number to the anim function
+ // & it will only run the valid ones
+ // See 'testing_routines' object in George's Player Character section of linc
+ if (SYSTEM_TESTING_ANIMS)
+ {
+ if (res_man.Res_check_valid(res)) // if the resource number is within range & it's not a null resource
+ {
+ head = (_standardHeader*) res_man.Res_open(res); // open the resource
+ res_man.Res_close(res); // can close immediately - we've got a pointer to the header
+
+ if (head->fileType!=ANIMATION_FILE) // if it's not an animation file
+ {
+ FN_no_sprite(params+1); // switch off the sprite
+ return(IR_STOP); // don't animate - just continue script next cycle
+ }
+ }
+ else
+ { // not a valid resource number
+ FN_no_sprite(params+1); // switch off the sprite
+ return(IR_STOP); // don't animate - just continue script next cycle
+ }
+
+ FN_sort_sprite(params+1); // switch on the sprite
+ }
+ #endif
+ //-----------------------------------------------------------
+
+ //---------------------
+ #ifdef _DEBUG
+ // check that we haven't been passed a zero resource number
+ if (res==0)
+ Con_fatal_error("Animate: %s (id %d) passed zero anim resource (%s line %u)", FetchObjectName(ID), ID, __FILE__, __LINE__);
+ #endif
+ //---------------------
+
+ anim_file = res_man.Res_open(res); // open anim file
+
+ //---------------------
+ #ifdef _DEBUG
+ // check this this resource is actually an animation file!
+ head = (_standardHeader*) anim_file;
+ if (head->fileType!=ANIMATION_FILE) // if it's not an animation file
+ Con_fatal_error("Animate: %s (%d) is not an anim! (%s line %u)", FetchObjectName(res), res, __FILE__, __LINE__);
+ #endif
+ //---------------------
+
+ anim_head = FetchAnimHeader( anim_file ); // point to anim header
+
+ //---------------------
+ /*
+ #ifdef _DEBUG
+ // check there's at least one frame
+ if (anim_head->noAnimFrames==0)
+ Con_fatal_error("Animate: %s (%d) has zero frame count! (%s line %u)", FetchObjectName(res), res, __FILE__, __LINE__);
+ #endif
+ */
+ //---------------------
+
+ ob_logic->looping = 1; // now running an anim, looping back to this 'FN' call again
+ ob_graphic->anim_resource = res; // param 2 is id of animation resource
+
+ if (reverse_flag) // if a reverse anim
+ ob_graphic->anim_pc = anim_head->noAnimFrames-1; // start on last frame
+ else // forward anim
+ ob_graphic->anim_pc = 0; // start on first frame
+ }
+ //-------------------------------------------------------------------------------------------------------
+ // otherwise, if we've received a sync, return to script immediately
+
+ else if (Get_sync()) // returns sync value if one has been sent to current 'id', otherwise 0
+ {
+// Zdebug("**sync stopped %d**", ID);
+ ob_logic->looping = 0; // if sync received, anim finishes right now (remaining on last frame)
+ return(IR_CONT); // quit anim but continue script
+ }
+ //-------------------------------------------------------------------------------------------------------
+ // otherwise (not first frame & not received a sync), set up the next frame of the anim
+ else
+ {
+ anim_file = res_man.Res_open(ob_graphic->anim_resource); // open anim file
+ anim_head = FetchAnimHeader( anim_file ); // point to anim header
+
+ if (reverse_flag) // if a reverse anim
+ ob_graphic->anim_pc--; // decrement the anim frame number
+ else // normal forward anim
+ ob_graphic->anim_pc++; // increment the anim frame number
+ }
+ //-------------------------------------------------------------------------------------------------------
+ // check for end of anim
+
+ if (reverse_flag) // if a reverse anim
+ {
+ if (ob_graphic->anim_pc == 0) // reached the first frame of the anim
+ ob_logic->looping = 0; // anim finishes on this frame
+ }
+ else // normal forward anim
+ {
+ if (ob_graphic->anim_pc == (int32)(anim_head->noAnimFrames-1)) // reached the last frame of the anim
+ ob_logic->looping = 0; // anim finishes on this frame
+ }
+ //-------------------------------------------------------------------------------------------------------
+ // close the anim file
+
+ res_man.Res_close(ob_graphic->anim_resource); // close anim file
+
+ //-------------------------------------------------------------------------------------------------------
+ // check if we want the script to loop back & call this function again
+
+ if (ob_logic->looping)
+ return(IR_REPEAT); // drop out of script, but call this function again next cycle
+ else
+ return(IR_STOP); // drop out of script
+
+ //-------------------------------------------------------------------------------------------------------
+}
+//-------------------------------------------------------------------------------------------------------------
+int32 Mega_table_animate(int32 *params, uint8 reverse_flag)
+{
+ // params: 0 pointer to object's logic structure
+ // 1 pointer to object's graphic structure
+ // 2 pointer to object's mega structure
+ // 3 pointer to animation table
+
+ Object_logic *ob_logic;
+ Object_mega *ob_mega;
+ uint32 *anim_table;
+ int32 pars[5];
+
+ //----------------------------------------------------------------------------------------
+ // if this is the start of the anim, read the anim table to get the appropriate anim resource
+
+ ob_logic = (Object_logic *) params[0]; // param 0 is pointer to logic structure
+
+ if (ob_logic->looping==0)
+ {
+ ob_mega = (Object_mega *) params[2]; // param 2 is pointer to mega structure
+
+ anim_table = (uint32*)params[3];
+ pars[2] = anim_table[ob_mega->current_dir]; // appropriate anim resource is in 'table[direction]'
+ }
+
+ //-------------------------------------------------------------------------------------------------------
+ // set up the rest of the parameters for FN_anim()
+
+ pars[0] = params[0];
+ pars[1] = params[1];
+ // pars[2] only needed setting at the start of the anim
+
+ //-------------------------------------------------------------------------------------------------------
+
+ return Animate(pars, reverse_flag); // call Animate() with these params
+}
+//-------------------------------------------------------------------------------------------------------------
+int32 FN_set_frame(int32 *params)
+{
+ // params: 0 pointer to object's graphic structure
+ // 1 resource id of animation file
+ // 2 frame flag (0=first 1=last)
+
+ Object_graphic *ob_graphic;
+ uint8 *anim_file;
+ _animHeader *anim_head;
+ int32 res = params[1];
+
+ #ifdef _DEBUG
+ _standardHeader *head; // for checking for correct file type
+ #endif
+
+ //---------------------
+ #ifdef _DEBUG
+ // check that we haven't been passed a zero resource number
+ if (res==0)
+ Con_fatal_error("FN_set_frame: %s (id %d) passed zero anim resource (%s line %u)", FetchObjectName(ID), ID, __FILE__, __LINE__);
+ #endif
+ //---------------------
+
+ //----------------------------------------------------------------------------------------
+ // open the resource (& check it's valid)
+
+ anim_file = res_man.Res_open(res); // open anim file
+
+ //---------------------
+ #ifdef _DEBUG
+ // check this this resource is actually an animation file!
+ head = (_standardHeader*) anim_file;
+ if (head->fileType!=ANIMATION_FILE) // if it's not an animation file
+ Con_fatal_error("FN_set_frame: %s (%d) is not an anim! (%s line %u)", FetchObjectName(res), res, __FILE__, __LINE__);
+ #endif
+ //---------------------
+
+ anim_head = FetchAnimHeader( anim_file ); // set up pointer to the animation header
+
+ //---------------------
+ /*
+ #ifdef _DEBUG
+ // check there's at least one frame
+ if (anim_head->noAnimFrames==0)
+ Con_fatal_error("FN_set_frame: %s (%d) has zero frame count! (%s line %u)", FetchObjectName(res), res, __FILE__, __LINE__);
+ #endif
+ */
+ //---------------------
+
+ //----------------------------------------------------------------------------------------
+ // set up anim resource in graphic object
+
+ ob_graphic = (Object_graphic *) params[0]; // param 0 is pointer to the object's graphic structure
+
+ ob_graphic->anim_resource = res; // param 2 is id of animation resource
+
+ //----------------------------------------------------------------------------------------
+
+ if (params[2]) // frame flag is non-zero
+ ob_graphic->anim_pc = anim_head->noAnimFrames-1; // last frame
+ else // frame flag is 0
+ ob_graphic->anim_pc = 0; // first frame
+
+ //-------------------------------------------------------------------------------------------------------
+ // close the anim file
+
+ res_man.Res_close(ob_graphic->anim_resource); // close anim file
+
+ //-------------------------------------------------------------------------------------------------------
+
+ return(IR_CONT); // drop out of script
+}
+
+//---------------------------------------------------------------------------------------------------------------------
+int32 FN_no_sprite(int32 *params)
+{
+ // params 0 pointer to object's graphic structure
+
+ Object_graphic *ob_graphic = (Object_graphic *) params[0];
+
+ ob_graphic->type &= 0xffff0000; // remove previous status (but don't affect the shading upper-word)
+ ob_graphic->type |= NO_SPRITE;
+
+ return(IR_CONT); // continue script
+}
+//---------------------------------------------------------------------------------------------------------------------
+int32 FN_back_par0_sprite(int32 *params)
+{
+ // params 0 pointer to object's graphic structure
+
+ Object_graphic *ob_graphic = (Object_graphic *) params[0];
+
+ ob_graphic->type &= 0xffff0000; // remove previous status (but don't affect the shading upper-word)
+ ob_graphic->type |= BGP0_SPRITE;
+
+ return(IR_CONT); // continue script
+}
+//---------------------------------------------------------------------------------------------------------------------
+int32 FN_back_par1_sprite(int32 *params)
+{
+ // params 0 pointer to object's graphic structure
+
+ Object_graphic *ob_graphic = (Object_graphic *) params[0];
+
+ ob_graphic->type &= 0xffff0000; // remove previous status (but don't affect the shading upper-word)
+ ob_graphic->type |= BGP1_SPRITE;
+
+ return(IR_CONT); // continue script
+}
+//---------------------------------------------------------------------------------------------------------------------
+int32 FN_back_sprite(int32 *params)
+{
+ // params 0 pointer to object's graphic structure
+
+ Object_graphic *ob_graphic = (Object_graphic *) params[0];
+
+ ob_graphic->type &= 0xffff0000; // remove previous status (but don't affect the shading upper-word)
+ ob_graphic->type |= BACK_SPRITE;
+
+ return(IR_CONT); // continue script
+}
+//---------------------------------------------------------------------------------------------------------------------
+int32 FN_sort_sprite(int32 *params)
+{
+ // params 0 pointer to object's graphic structure
+
+ Object_graphic *ob_graphic = (Object_graphic *) params[0];
+
+ ob_graphic->type &= 0xffff0000; // remove previous status (but don't affect the shading upper-word)
+ ob_graphic->type |= SORT_SPRITE;
+
+ return(IR_CONT); // continue script
+}
+//---------------------------------------------------------------------------------------------------------------------
+int32 FN_fore_sprite(int32 *params)
+{
+ // params 0 pointer to object's graphic structure
+
+ Object_graphic *ob_graphic = (Object_graphic *) params[0];
+
+ ob_graphic->type &= 0xffff0000; // remove previous status (but don't affect the shading upper-word)
+ ob_graphic->type |= FORE_SPRITE;
+
+ return(IR_CONT); // continue script
+}
+//---------------------------------------------------------------------------------------------------------------------
+int32 FN_fore_par0_sprite(int32 *params)
+{
+ // params 0 pointer to object's graphic structure
+
+ Object_graphic *ob_graphic = (Object_graphic *) params[0];
+
+ ob_graphic->type &= 0xffff0000; // remove previous status (but don't affect the shading upper-word)
+ ob_graphic->type |= FGP0_SPRITE;
+
+ return(IR_CONT); // continue script
+}
+//---------------------------------------------------------------------------------------------------------------------
+int32 FN_fore_par1_sprite(int32 *params)
+{
+ // params 0 pointer to object's graphic structure
+
+ Object_graphic *ob_graphic = (Object_graphic *) params[0];
+
+ ob_graphic->type &= 0xffff0000; // remove previous status (but don't affect the shading upper-word)
+ ob_graphic->type |= FGP1_SPRITE;
+
+ return(IR_CONT); // continue script
+}
+//---------------------------------------------------------------------------------------------------------------------
+int32 FN_shaded_sprite(int32 *params)
+{
+ // params 0 pointer to object's graphic structure
+
+ Object_graphic *ob_graphic = (Object_graphic *) params[0];
+
+ ob_graphic->type &= 0x0000ffff; // remove previous status (but don't affect the shading upper-word)
+ ob_graphic->type |= SHADED_SPRITE;
+
+ // note that drivers may still shade mega frames automatically, even when not sent 'RDSPR_SHADOW'
+
+ return(IR_CONT); // continue script
+}
+//---------------------------------------------------------------------------------------------------------------------
+int32 FN_unshaded_sprite(int32 *params)
+{
+ // params 0 pointer to object's graphic structure
+
+ Object_graphic *ob_graphic = (Object_graphic *) params[0];
+
+ ob_graphic->type &= 0x0000ffff; // remove previous status (but don't affect the shading upper-word)
+ ob_graphic->type |= UNSHADED_SPRITE;
+
+ return(IR_CONT); // continue script
+}
+//---------------------------------------------------------------------------------------------------------------------
+// Notes on PlaySmacker()
+
+// 1st param is filename of sequence file
+// 2nd param is a pointer to a null-terminated array of pointers to _movieTextObject structures
+
+
+//int32 PlaySmacker(char *filename, _movieTextObject *textObjects[]);
+
+// typedef struct
+// {
+// uint16 startFrame;
+// uint16 endFrame;
+// _spriteInfo *textSprite;
+// _wavHeader *speech;
+// } _movieTextObject;
+
+//---------------------------------------------------------------------------------------------------------------------
+// FOR TEXT LINES IN SEQUENCE PLAYER (James22may97)
+
+#define MAX_SEQUENCE_TEXT_LINES 15
+
+typedef struct
+{
+ uint32 textNumber;
+ uint16 startFrame;
+ uint16 endFrame;
+ mem *text_mem;
+ mem *speech_mem;
+} _sequenceTextInfo;
+
+static _sequenceTextInfo sequence_text_list[MAX_SEQUENCE_TEXT_LINES];
+uint32 sequenceTextLines=0; // keeps count of number of text lines to disaply during the sequence
+
+//-------------------------------------------------------------------------------------------------------------
+
+int32 FN_add_sequence_text(int32 *params) // (James22may97)
+{
+// params 0 text number
+// 1 frame number to start the text displaying
+// 2 frame number to stop the text dispalying
+
+ #ifdef _DEBUG
+ if (sequenceTextLines == MAX_SEQUENCE_TEXT_LINES)
+ Con_fatal_error("FN_add_sequence_text ran out of lines (%s line %u)",__FILE__,__LINE__);
+ #endif
+
+ sequence_text_list[sequenceTextLines].textNumber = params[0];
+ sequence_text_list[sequenceTextLines].startFrame = params[1];
+ sequence_text_list[sequenceTextLines].endFrame = params[2];
+ sequenceTextLines++;
+
+ return(IR_CONT); // continue script
+}
+//---------------------------------------------------------------------------------------------------------------------
+
+// speech sample code added by James on 16july97
+void CreateSequenceSpeech(_movieTextObject *sequenceText[]) // (James23may97)
+{
+ uint32 line;
+ _frameHeader *frame;
+ uint32 local_text;
+ uint32 text_res;
+ uint8 *text;
+ int16 wavId; // ie. offical text number (actor text number)
+ uint8 speechRunning;
+ char speechFile[256];
+ int32 wavSize;
+
+
+ for (line=0; line < sequenceTextLines; line++) // for each sequence text line that's been logged
+ {
+ sequenceText[line] = new _movieTextObject; // allocate this structure
+
+ sequenceText[line]->startFrame = sequence_text_list[line].startFrame;
+ sequenceText[line]->endFrame = sequence_text_list[line].endFrame;
+
+ //-----------------------------------------------------------
+ // pull out the text line to get the official text number (for wav id)
+
+ text_res = sequence_text_list[line].textNumber/SIZE;
+ local_text = sequence_text_list[line].textNumber&0xffff;
+
+ text = FetchTextLine( res_man.Res_open(text_res), local_text ); // open text resource & get the line
+ memcpy(&wavId, text, 2); // this works on PSX & PC
+
+ res_man.Res_close(text_res); // now ok to close the text file
+
+ //--------------------------------------
+ // Write to walkthrough file (zebug0.txt)
+ #ifdef _DEBUG
+ Zdebug(0,"(%d) SEQUENCE TEXT: %s", *(uint16*)text, text+2); // 1st word of text line is the official line number
+ #endif
+ //--------------------------------------
+ // is it to be speech or subtitles or both?
+
+ speechRunning=0; // assume not running until know otherwise
+ sequence_text_list[line].speech_mem = NULL;
+ sequenceText[line]->speech = NULL;
+
+ if (speechSelected) // speech is selected, so try that first
+ {
+ //------------------------------
+ // set up path to speech cluster
+ // first checking if we have speech1.clu or speech2.clu in current directory (for translators to test)
+
+ #ifdef _WEBDEMO // (James 03oct97)
+ strcpy(speechFile,"SPEECH.CLU");
+ #else
+
+ #ifdef _DEBUG
+ if ((res_man.WhichCd()==1) && (!access("speech1.clu",0))) // if 0 ie. if it's there
+ {
+ strcpy(speechFile,"speech1.clu");
+ }
+ else if ((res_man.WhichCd()==2) && (!access("speech2.clu",0))) // if 0 ie. if it's there
+ {
+ strcpy(speechFile,"speech2.clu");
+ }
+ else
+ #endif // _DEBUG
+ {
+ strcpy(speechFile,res_man.GetCdPath());
+ strcat(speechFile,"CLUSTERS\\SPEECH.CLU");
+ }
+
+ #endif // _WEBDEMO
+ //------------------------------
+
+ wavSize = GetCompSpeechSize(speechFile, wavId); // returns size of decompressed wav, or 0 if wav not found
+ if (wavSize) // if we've got the wav
+ {
+ // allocate memory for speech buffer
+ sequence_text_list[line].speech_mem = Twalloc( wavSize, MEM_locked, UID_temp ); // last param is an optional id for type of mem block
+
+ if (sequence_text_list[line].speech_mem) // if mem allocated ok (should be fine, but worth checking)
+ {
+ if (PreFetchCompSpeech(speechFile, wavId, sequence_text_list[line].speech_mem->ad) == RD_OK) // Load speech & decompress to our buffer
+ {
+ Float_mem (sequence_text_list[line].speech_mem); // now float this buffer so we can make space for the next text sprites and/or speech samples
+ speechRunning=1; // ok, we've got speech!
+ }
+ else // whoops, sample didn't load & decompress for some reason...
+ {
+ Free_mem (sequence_text_list[line].speech_mem); // may as well free up this speech buffer now, rather than in ClearSequenceSpeech();
+ sequence_text_list[line].speech_mem = NULL; // so we know that it's free'd
+ }
+ }
+ }
+ }
+
+ if (subtitles || (speechRunning==0)) // if we want subtitles, or speech failed to load
+ {
+ text = FetchTextLine( res_man.Res_open(text_res), local_text ); // open text resource & get the line
+ // mem* MakeTextSprite( uint8 *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes );
+ sequence_text_list[line].text_mem = MakeTextSprite( text+2, 600, 255, speech_font_id ); // make the sprite
+ // 'text+2' to skip the first 2 bytes which form the line reference number
+ // NB. The mem block containing the text sprite is currently FLOATING!
+
+ res_man.Res_close(text_res); // ok to close the text resource now
+ }
+ else
+ {
+ sequence_text_list[line].text_mem = NULL;
+ sequenceText[line]->textSprite = NULL;
+ }
+ //--------------------------------------
+ }
+
+ sequenceText[sequenceTextLines] = NULL; // for drivers: NULL-terminate the array of pointers to _movieTextObject's
+
+ //---------------------------------------
+ // now lock all the memory blocks containing text sprites & speech samples
+ // and set up the pointers to them, etc, for the drivers
+
+ for (line=0; line < sequenceTextLines; line++)
+ {
+ // text sprites:
+ if (sequence_text_list[line].text_mem) // if we've made a text sprite for this line...
+ {
+ Lock_mem (sequence_text_list[line].text_mem);
+ // now fill out the _spriteInfo structure in the _movieTextObjectStructure
+
+ frame = (_frameHeader*) sequence_text_list[line].text_mem->ad;
+
+ sequenceText[line]->textSprite = new _spriteInfo;
+
+ sequenceText[line]->textSprite->x = 320 - frame->width/2; // centred
+ sequenceText[line]->textSprite->y = 440 - frame->height; // at bottom of screen
+ sequenceText[line]->textSprite->w = frame->width;
+ sequenceText[line]->textSprite->h = frame->height;
+ sequenceText[line]->textSprite->scale = 0;
+ sequenceText[line]->textSprite->scaledWidth = 0;
+ sequenceText[line]->textSprite->scaledHeight= 0;
+ sequenceText[line]->textSprite->type = RDSPR_DISPLAYALIGN+RDSPR_TRANS+RDSPR_NOCOMPRESSION;
+ sequenceText[line]->textSprite->blend = 0;
+ sequenceText[line]->textSprite->data = sequence_text_list[line].text_mem->ad+sizeof(_frameHeader);
+ sequenceText[line]->textSprite->colourTable = 0;
+ }
+
+ // speech samples:
+ if (sequence_text_list[line].speech_mem) // if we've loaded a speech sample for this line...
+ {
+ Lock_mem (sequence_text_list[line].speech_mem);
+ sequenceText[line]->speech = (_wavHeader *)sequence_text_list[line].speech_mem->ad; // for drivers: set up pointer to decompressed wav in memory
+ }
+ }
+ //---------------------------------------
+}
+//---------------------------------------------------------------------------------------------------------------------
+
+// speech sample code added by James on 16july97
+void ClearSequenceSpeech(_movieTextObject *textSprites[]) // (James27may97)
+{
+ uint32 line;
+
+ for (line=0; line < sequenceTextLines; line++)
+ {
+ delete (textSprites[line]); // free up the memory used by this _movieTextObject
+
+ if (sequence_text_list[line].text_mem)
+ Free_mem (sequence_text_list[line].text_mem); // free up the mem block containing this text sprite
+
+ if (sequence_text_list[line].speech_mem)
+ Free_mem (sequence_text_list[line].speech_mem); // free up the mem block containing this speech sample
+ }
+
+ sequenceTextLines=0; // IMPORTANT! Reset the line count ready for the next sequence!
+}
+//---------------------------------------------------------------------------------------------------------------------
+int32 FN_smacker_lead_in(int32 *params) // James(21july97)
+{
+ uint8 *leadIn;
+ uint32 rv;
+#ifdef _DEBUG
+ _standardHeader *header;
+#endif
+
+
+ leadIn = res_man.Res_open(params[0]);
+
+ //-----------------------------------------
+ #ifdef _DEBUG
+ header = (_standardHeader*)leadIn;
+ if (header->fileType != WAV_FILE)
+ Con_fatal_error("FN_smacker_lead_in() given invalid resource (%s line %u)",__FILE__,__LINE__);
+ #endif
+ //-----------------------------------------
+
+ leadIn += sizeof(_standardHeader);
+ rv = PlayFx( 0, leadIn, 0, 0, RDSE_FXLEADIN ); // wav data gets copied to sound memory
+
+ //-----------------------------------------
+ #ifdef _DEBUG
+ if (rv)
+ Zdebug("SFX ERROR: PlayFx() returned %.8x (%s line %u)", rv, __FILE__, __LINE__);
+ #endif
+ //-----------------------------------------
+
+ res_man.Res_close(params[0]);
+
+ FN_stop_music(NULL); // fade out any music that is currently playing (James22july97)
+
+ return(IR_CONT); // continue script
+}
+//---------------------------------------------------------------------------------------------------------------------
+int32 FN_smacker_lead_out(int32 *params) // James(21july97)
+{
+ smackerLeadOut = params[0]; // ready for use in FN_play_sequence
+
+ return(IR_CONT); // continue script
+}
+//---------------------------------------------------------------------------------------------------------------------
+
+int32 FN_play_sequence(int32 *params) // James(09apr97)
+{
+ // params 0 pointer to null-terminated ascii filename
+ // params 1 number of frames in the sequence, used for PSX.
+
+ char filename[30];
+ uint32 rv; // drivers return value
+ _movieTextObject *sequenceSpeechArray[MAX_SEQUENCE_TEXT_LINES+1];
+ uint8 *leadOut = NULL;
+#ifdef _DEBUG
+ _standardHeader *header;
+#endif
+
+#ifdef _MUTE_SMACKERS
+ uint32 musicMuteStatus;
+#endif
+
+ //----------------------------------
+ // In the case where smackers are crashing but the rest of the game is fine,
+ // the "Skip Smackers" executable will display a message giving the smacker
+ // file name rather than actually playing it.
+ // Then the user can switch tasks & view the smacker using the stand-alone player!
+ // This has got to be the biggest fudge in the history of computer games.
+
+ #ifdef _SKIP_SMACKERS
+ uint8 message[30];
+
+ sprintf((char*)message,"SKIPPING SMACKER: \"%s.smk\"", (char *)params[0]);
+ DisplayMsg(message, 3); // 3 is duration in seconds
+ RemoveMsg();
+ sequenceTextLines=0; // IMPORTANT - clear this so it doesn't overflow!
+ return(IR_CONT); // continue script now; don't play smacker!
+ #endif
+ //----------------------------------
+ // Another attempt to prevent the smacker crash
+ // This time muting the music during the smacker
+ // - in case that's what's causing the crash
+
+ #ifdef _MUTE_SMACKERS
+ musicMuteStatus = IsMusicMute(); // keep note of what mute status was to start with
+ MuteMusic(1); // mute the music - we'll set it back to 'musicMuteStatus' later
+ #endif
+ //----------------------------------
+
+ Zdebug("FN_play_sequence(\"%s\");", params[0]);
+
+ //--------------------------------------------------
+ // check that the name paseed from script is 8 chars or less
+ #ifdef _DEBUG
+ if (strlen((char *)params[0]) > 8)
+ Con_fatal_error("Sequence filename too long (%s line %u)",__FILE__,__LINE__);
+ #endif
+ //--------------------------------------------------
+ // add the appropriate file extension & play it
+
+ #ifdef _WEBDEMO // (James 01oct97)
+ sprintf(filename,"%s.smk", (char *)params[0]);
+ #else
+ sprintf(filename,"%sSMACKS\\%s.smk", res_man.GetCdPath(), (char *)params[0]);
+ #endif // _WEBDEMO
+
+ //--------------------------------------
+ // Write to walkthrough file (zebug0.txt)
+
+ #ifdef _DEBUG
+ Zdebug(0,"PLAYING SEQUENCE \"%s\"", filename);
+ #endif
+ //--------------------------------------
+ // now create the text sprites, if any (James27may97)
+
+ if (sequenceTextLines) // if we have some text to accompany this sequence
+ CreateSequenceSpeech(sequenceSpeechArray);
+
+ //--------------------------------------
+ // open the lead-out music resource, if there is one
+
+ if (smackerLeadOut)
+ {
+ leadOut = res_man.Res_open(smackerLeadOut);
+
+ //---------------------------
+ #ifdef _DEBUG
+ header = (_standardHeader*)leadOut;
+ if (header->fileType != WAV_FILE)
+ Con_fatal_error("FN_smacker_lead_out() given invalid resource (%s line %u)",__FILE__,__LINE__);
+ #endif
+ //---------------------------
+
+ leadOut += sizeof(_standardHeader);
+ }
+
+ //--------------------------------------
+ // play the smacker
+
+ FN_stop_music(NULL); // don't want to carry on streaming game music when smacker starts!
+ PauseFxForSequence(); // pause sfx during sequence, except the one used for lead-in music
+
+ if (sequenceTextLines) // if we have some text to accompany this sequence
+ rv = PlaySmacker(filename, sequenceSpeechArray, leadOut);
+ else
+ rv = PlaySmacker(filename, NULL, leadOut);
+
+/* we don't have this call - khalek
+ if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q during the smacker
+ {
+ Close_game(); //close engine systems down
+ RestoreDisplay();
+ CloseAppWindow();
+ exit(0); //quit the game
+ }
+*/
+
+ UnpauseFx(); // unpause sound fx again, in case we're staying in same location
+
+ //--------------------------------------
+ // close the lead-out music resource
+
+ if (smackerLeadOut)
+ {
+ res_man.Res_close(smackerLeadOut);
+ smackerLeadOut=0;
+ }
+ //--------------------------
+ // check the error return-value
+ #ifdef _DEBUG
+ if (rv)
+ Zdebug("PlaySmacker(\"%s\") returned 0x%.8x", filename, rv);
+ #endif
+ //--------------------------
+ // now clear the text sprites, if any (James27may97)
+
+ if (sequenceTextLines) // if we have some text/speech to accompany this sequence
+ ClearSequenceSpeech(sequenceSpeechArray);
+
+ //--------------------------
+ // now clear the screen in case the Sequence was quitted (using ESC) rather than fading down to black
+
+ EraseBackBuffer(); // for hardware rendering
+ EraseSoftwareScreenBuffer(); // for software rendering
+ FlipScreens(); // to get the new blank screen visible
+
+ //--------------------------------------------------
+ // zero the entire palette in case we're about to fade up!
+
+ _palEntry pal[256];
+
+ memset(pal, 0, 256*sizeof(_palEntry));
+ SetPalette(0, 256, (uint8 *) pal, RDPAL_INSTANT);
+ //--------------------------------------------------
+
+ Zdebug("FN_play_sequence FINISHED");
+
+ //--------------------------------------------------
+ #ifdef _MUTE_SMACKERS
+ MuteMusic(musicMuteStatus); // set mute status back to what it was before the sequence
+ #endif
+ //----------------------------------
+
+
+ return(IR_CONT); // continue script
+}
+//---------------------------------------------------------------------------------------------------------------------
+//---------------------------------------------------------------------------------------------------------------------