/* Copyright (C) 1994-1998 Revolution Software Ltd. * Copyright (C) 2003-2006 The ScummVM project * * 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. * * $URL$ * $Id$ */ // --------------------------------------------------------------------------- // A more intelligent version of the old ANIMS.C // All this stuff by James // DON'T TOUCH! // --------------------------------------------------------------------------- #include "common/stdafx.h" #include "common/file.h" #include "sword2/sword2.h" #include "sword2/defs.h" #include "sword2/header.h" #include "sword2/screen.h" #include "sword2/interpreter.h" #include "sword2/logic.h" #include "sword2/maketext.h" #include "sword2/resman.h" #include "sword2/router.h" #include "sword2/sound.h" #include "sword2/animation.h" namespace Sword2 { int Router::doAnimate(byte *ob_logic, byte *ob_graph, int32 animRes, bool reverse) { AnimHeader anim_head; byte *anim_file; ObjectLogic obLogic(ob_logic); ObjectGraphic obGraph(ob_graph); if (obLogic.getLooping() == 0) { byte *ptr; // This is the start of the anim - set up the first frame // For testing all anims! // 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 (_vm->_logic->readVar(SYSTEM_TESTING_ANIMS)) { if (!_vm->_resman->checkValid(animRes)) { // Not a valid resource number. Switch off // the sprite. Don't animate - just continue // script next cycle. setSpriteStatus(ob_graph, NO_SPRITE); return IR_STOP; } ptr = _vm->_resman->openResource(animRes); // if it's not an animation file if (_vm->_resman->fetchType(animRes) != ANIMATION_FILE) { _vm->_resman->closeResource(animRes); // switch off the sprite // don't animate - just continue // script next cycle setSpriteStatus(ob_graph, NO_SPRITE); return IR_STOP; } _vm->_resman->closeResource(animRes); // switch on the sprite setSpriteStatus(ob_graph, SORT_SPRITE); } assert(animRes); // open anim file anim_file = _vm->_resman->openResource(animRes); assert(_vm->_resman->fetchType(animRes) == ANIMATION_FILE); // point to anim header anim_head.read(_vm->fetchAnimHeader(anim_file)); // now running an anim, looping back to this call again obLogic.setLooping(1); obGraph.setAnimResource(animRes); if (reverse) obGraph.setAnimPc(anim_head.noAnimFrames - 1); else obGraph.setAnimPc(0); } else if (_vm->_logic->getSync() != -1) { // We've received a sync - return to script immediately debug(5, "**sync stopped %d**", _vm->_logic->readVar(ID)); // If sync received, anim finishes right now (remaining on // last frame). Quit animation, but continue script. obLogic.setLooping(0); return IR_CONT; } else { // Not first frame, and no sync received - set up the next // frame of the anim. // open anim file and point to anim header anim_file = _vm->_resman->openResource(obGraph.getAnimResource()); anim_head.read(_vm->fetchAnimHeader(anim_file)); if (reverse) obGraph.setAnimPc(obGraph.getAnimPc() - 1); else obGraph.setAnimPc(obGraph.getAnimPc() + 1); } // check for end of anim if (reverse) { if (obGraph.getAnimPc() == 0) obLogic.setLooping(0); } else { if (obGraph.getAnimPc() == anim_head.noAnimFrames - 1) obLogic.setLooping(0); } // close the anim file _vm->_resman->closeResource(obGraph.getAnimResource()); // check if we want the script to loop back & call this function again return obLogic.getLooping() ? IR_REPEAT : IR_STOP; } int Router::megaTableAnimate(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *animTable, bool reverse) { int32 animRes = 0; // If this is the start of the anim, read the anim table to get the // appropriate anim resource ObjectLogic obLogic(ob_logic); if (obLogic.getLooping() == 0) { ObjectMega obMega(ob_mega); // Appropriate anim resource is in 'table[direction]' animRes = READ_LE_UINT32(animTable + 4 * obMega.getCurDir()); } return doAnimate(ob_logic, ob_graph, animRes, reverse); } void Router::setSpriteStatus(byte *ob_graph, uint32 type) { ObjectGraphic obGraph(ob_graph); // Remove the previous status, but don't affect the shading upper-word obGraph.setType((obGraph.getType() & 0xffff0000) | type); } void Router::setSpriteShading(byte *ob_graph, uint32 type) { ObjectGraphic obGraph(ob_graph); // Remove the previous shading, but don't affect the status lower-word. // Note that mega frames may still be shaded automatically, even when // not sent 'RDSPR_SHADOW'. obGraph.setType((obGraph.getType() & 0x0000ffff) | type); } void Logic::createSequenceSpeech(MovieTextObject *sequenceText[]) { uint32 line; uint32 local_text; uint32 text_res; byte *text; uint32 wavId; // ie. offical text number (actor text number) bool speechRunning; // for each sequence text line that's been logged for (line = 0; line < _sequenceTextLines; line++) { // allocate this structure sequenceText[line] = new MovieTextObject; sequenceText[line]->startFrame = _sequenceTextList[line].startFrame; sequenceText[line]->endFrame = _sequenceTextList[line].endFrame; // pull out the text line to get the official text number // (for wav id) text_res = _sequenceTextList[line].textNumber / SIZE; local_text = _sequenceTextList[line].textNumber & 0xffff; // open text resource & get the line text = _vm->fetchTextLine(_vm->_resman->openResource(text_res), local_text); wavId = (int32)READ_LE_UINT16(text); // now ok to close the text file _vm->_resman->closeResource(text_res); // 1st word of text line is the official line number debug(5,"(%d) SEQUENCE TEXT: %s", READ_LE_UINT16(text), text + 2); // is it to be speech or subtitles or both? // assume speech is not running until know otherwise speechRunning = false; _sequenceTextList[line].speech_mem = NULL; sequenceText[line]->speech = NULL; if (!_vm->_sound->isSpeechMute()) { _sequenceTextList[line].speechBufferSize = _vm->_sound->preFetchCompSpeech(wavId, &_sequenceTextList[line].speech_mem); if (_sequenceTextList[line].speechBufferSize) { // ok, we've got speech! speechRunning = true; } } // if we want subtitles, or speech failed to load if (_vm->getSubtitles() || !speechRunning) { // open text resource & get the line text = _vm->fetchTextLine(_vm->_resman->openResource(text_res), local_text); // 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! // When rendering text over a sequence we need a // different colour for the border. _sequenceTextList[line].text_mem = _vm->_fontRenderer->makeTextSprite(text + 2, 600, 255, _vm->_speechFontId, 1); // ok to close the text resource now _vm->_resman->closeResource(text_res); } else { _sequenceTextList[line].text_mem = NULL; sequenceText[line]->textSprite = NULL; } } // for drivers: NULL-terminate the array of pointers to // MovieTextObject's sequenceText[_sequenceTextLines] = NULL; for (line = 0; line < _sequenceTextLines; line++) { // if we've made a text sprite for this line... if (_sequenceTextList[line].text_mem) { // now fill out the SpriteInfo structure in the // MovieTextObjectStructure FrameHeader frame; frame.read(_sequenceTextList[line].text_mem); sequenceText[line]->textSprite = new SpriteInfo; // center text at bottom of screen sequenceText[line]->textSprite->x = 320 - frame.width / 2; sequenceText[line]->textSprite->y = 440 - frame.height; sequenceText[line]->textSprite->w = frame.width; sequenceText[line]->textSprite->h = frame.height; sequenceText[line]->textSprite->type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION; sequenceText[line]->textSprite->data = _sequenceTextList[line].text_mem + FrameHeader::size(); } // if we've loaded a speech sample for this line... if (_sequenceTextList[line].speech_mem) { // for drivers: set up pointer to decompressed wav in // memory sequenceText[line]->speechBufferSize = _sequenceTextList[line].speechBufferSize; sequenceText[line]->speech = _sequenceTextList[line].speech_mem; } } } void Logic::clearSequenceSpeech(MovieTextObject *sequenceText[]) { for (uint i = 0; i < _sequenceTextLines; i++) { // free up the memory used by this MovieTextObject delete sequenceText[i]; // free up the mem block containing this text sprite if (_sequenceTextList[i].text_mem) free(_sequenceTextList[i].text_mem); // free up the mem block containing this speech sample if (_sequenceTextList[i].speech_mem) free(_sequenceTextList[i].speech_mem); } // IMPORTANT! Reset the line count ready for the next sequence! _sequenceTextLines = 0; } } // End of namespace Sword2