/* 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. * */ #include "sherlock/animation.h" #include "sherlock/sherlock.h" #include "common/algorithm.h" namespace Sherlock { static const int NO_FRAMES = FRAMES_END; Animation::Animation(SherlockEngine *vm) : _vm(vm) { } /** * Play a full-screen animation */ bool Animation::play(const Common::String &filename, int minDelay, int fade, bool setPalette, int speed) { Events &events = *_vm->_events; Screen &screen = *_vm->_screen; Sound &sound = *_vm->_sound; int soundNumber = 0; sound._playingEpilogue = true; // Check for any any sound frames for the given animation const int *soundFrames = checkForSoundFrames(filename); // Add on the VDX extension Common::String vdxName = filename + ".vdx"; // Load the animation Common::SeekableReadStream *stream; if (!_vm->_titleOverride.empty()) stream = _vm->_res->load(vdxName, _vm->_titleOverride); else if (_vm->_useEpilogue2) stream = _vm->_res->load(vdxName, "epilog2.lib"); else stream = _vm->_res->load(vdxName, "epilogue.lib"); // Load initial image Common::String vdaName = filename + ".vda"; ImageFile images(vdaName, true, true); events.wait(minDelay); if (fade != 0 && fade != 255) screen.fadeToBlack(); if (setPalette) { if (fade != 255) screen.setPalette(images._palette); } int frameNumber = 0; Common::Point pt; bool skipped = false; while (!_vm->shouldQuit()) { // Get the next sprite to display int imageFrame = stream->readSint16LE(); if (imageFrame == -2) { // End of animation reached break; } else if (imageFrame != -1) { // Read position from either animation stream or the sprite frame itself if (imageFrame < 0) { imageFrame += 32768; pt.x = stream->readUint16LE(); pt.y = stream->readUint16LE(); } else { pt = images[imageFrame]._offset; } // Draw the sprite. Note that we explicitly use the raw frame below, rather than the ImageFrame, // since we don't want the offsets in the image file to be used, just the explicit position we specify screen.transBlitFrom(images[imageFrame]._frame, pt); } else { // At this point, either the sprites for the frame has been complete, or there weren't any sprites // at all to draw for the frame if (fade == 255) { // Gradual fade in if (screen.equalizePalette(images._palette) == 0) fade = 0; } // Check if we've reached a frame with sound if (frameNumber++ == *soundFrames) { ++soundNumber; ++soundFrames; Common::String fname = _vm->_soundOverride.empty() ? Common::String::format("%s%01d", filename.c_str(), soundNumber) : Common::String::format("%s%02d", filename.c_str(), soundNumber); if (sound._voices) sound.playSound(fname, WAIT_RETURN_IMMEDIATELY); } events.wait(speed * 3); } if (events.kbHit()) { Common::KeyState keyState = events.getKey(); if (keyState.keycode == Common::KEYCODE_ESCAPE || keyState.keycode == Common::KEYCODE_SPACE) { skipped = true; break; } } else if (events._pressed) { skipped = true; break; } } events.clearEvents(); sound.stopSound(); delete stream; sound._playingEpilogue = false; return !skipped && !_vm->shouldQuit(); } /** * Load the prologue name array */ void Animation::setPrologueNames(const char *const *names, int count) { for (int idx = 0; idx < count; ++idx, names++) { _prologueNames.push_back(*names); } } /** * Load the prologue frame array */ void Animation::setPrologueFrames(const int *frames, int count, int maxFrames) { _prologueFrames.resize(count); for (int idx = 0; idx < count; ++idx, frames += maxFrames) { _prologueFrames[idx].resize(maxFrames); Common::copy(frames, frames + maxFrames, &_prologueFrames[idx][0]); } } /** * Load the title name array */ void Animation::setTitleNames(const char *const *names, int count) { for (int idx = 0; idx < count; ++idx, names++) { _titleNames.push_back(*names); } } /** * Load the title frame array */ void Animation::setTitleFrames(const int *frames, int count, int maxFrames) { _titleFrames.resize(count); for (int idx = 0; idx < count; ++idx, frames += maxFrames) { _titleFrames[idx].resize(maxFrames); Common::copy(frames, frames + maxFrames, &_titleFrames[idx][0]); } } /** * Checks for whether an animation is being played that has associated sound */ const int *Animation::checkForSoundFrames(const Common::String &filename) { const int *frames = &NO_FRAMES; if (_vm->_soundOverride.empty()) { for (Common::Array::size_type idx = 0; idx < _prologueNames.size(); ++idx) { if (filename.equalsIgnoreCase(_prologueNames[idx])) { frames = &_prologueFrames[idx][0]; break; } } } else { for (Common::Array::size_type idx = 0; idx < _titleNames.size(); ++idx) { if (filename.equalsIgnoreCase(_titleNames[idx])) { frames = &_titleFrames[idx][0]; break; } } } return frames; } } // End of namespace Sherlock