/* 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 "common/scummsys.h" #include "common/file.h" #include "audio/decoders/wave.h" #include "zvision/actions.h" #include "zvision/zvision.h" #include "zvision/script_manager.h" #include "zvision/render_manager.h" #include "zvision/action_node.h" #include "zvision/zork_raw.h" namespace ZVision { ////////////////////////////////////////////////////////////////////////////// // ActionAdd ////////////////////////////////////////////////////////////////////////////// ActionAdd::ActionAdd(const Common::String &line) { sscanf(line.c_str(), "%*[^(](%u,%u)", &_key, &_value); } bool ActionAdd::execute(ZVision *engine) { engine->getScriptManager()->addToStateValue(_key, _value); return true; } ////////////////////////////////////////////////////////////////////////////// // ActionAssign ////////////////////////////////////////////////////////////////////////////// ActionAssign::ActionAssign(const Common::String &line) { sscanf(line.c_str(), "%*[^(](%u, %u)", &_key, &_value); } bool ActionAssign::execute(ZVision *engine) { engine->getScriptManager()->setStateValue(_key, _value); return true; } ////////////////////////////////////////////////////////////////////////////// // ActionAttenuate ////////////////////////////////////////////////////////////////////////////// ActionAttenuate::ActionAttenuate(const Common::String &line) { sscanf(line.c_str(), "%*[^(](%u, %d)", &_key, &_attenuation); } bool ActionAttenuate::execute(ZVision *engine) { // TODO: Implement return true; } ////////////////////////////////////////////////////////////////////////////// // ActionChangeLocation ////////////////////////////////////////////////////////////////////////////// ActionChangeLocation::ActionChangeLocation(const Common::String &line) { sscanf(line.c_str(), "%*[^(](%c,%c,%c%c,%u)", &_world, &_room, &_node, &_view, &_x); } bool ActionChangeLocation::execute(ZVision *engine) { // TODO: Implement return true; } ////////////////////////////////////////////////////////////////////////////// // ActionCrossfade ////////////////////////////////////////////////////////////////////////////// ActionCrossfade::ActionCrossfade(const Common::String &line) { sscanf(line.c_str(), "%*[^(](%u %u %u %u %u %u %u)", &_keyOne, &_keyTwo, &_oneStartVolume, &_twoStartVolume, &_oneEndVolume, &_twoEndVolume, &_timeInMillis); } bool ActionCrossfade::execute(ZVision *engine) { // TODO: Implement return true; } ////////////////////////////////////////////////////////////////////////////// // ActionMusic ////////////////////////////////////////////////////////////////////////////// ActionMusic::ActionMusic(const Common::String &line) : _volume(255) { uint type; char fileNameBuffer[25]; uint loop; uint volume = 255; sscanf(line.c_str(), "%*[^:]:%*[^:]:%u(%u %25s %u %u)", &_key, &type, fileNameBuffer, &loop, &volume); // type 4 are midi sound effect files if (type == 4) { _soundType = Audio::Mixer::kSFXSoundType; _fileName = Common::String::format("midi/%s/%u.wav", fileNameBuffer, loop); _loop = false; } else { // TODO: See what the other types are so we can specify the correct Mixer::SoundType. In the meantime use kPlainSoundType _soundType = Audio::Mixer::kPlainSoundType; _fileName = Common::String(fileNameBuffer); _loop = loop == 1 ? true : false; } // Volume is optional. If it doesn't appear, assume full volume if (volume != 255) { // Volume in the script files is mapped to [0, 100], but the ScummVM mixer uses [0, 255] _volume = volume * 255 / 100; } } bool ActionMusic::execute(ZVision *engine) { Audio::RewindableAudioStream *audioStream; if (_fileName.contains(".wav")) { Common::File file; if (file.open(_fileName)) { audioStream = Audio::makeWAVStream(&file, DisposeAfterUse::NO); } } else { audioStream = makeRawZorkStream(_fileName, engine); } if (_loop) { Audio::LoopingAudioStream *loopingAudioStream = new Audio::LoopingAudioStream(audioStream, 0, DisposeAfterUse::YES); engine->_mixer->playStream(_soundType, 0, loopingAudioStream, -1, _volume); } else { engine->_mixer->playStream(_soundType, 0, audioStream, -1, _volume); } return true; } ////////////////////////////////////////////////////////////////////////////// // ActionPreloadAnimation ////////////////////////////////////////////////////////////////////////////// ActionPreloadAnimation::ActionPreloadAnimation(const Common::String &line) { char fileName[25]; // The two %*u are always 0 and dont seem to have a use sscanf(line.c_str(), "%*[^:]:%*[^:]:%u(%25s %*u %*u %u %u)", &_key, fileName, &_mask, &_framerate); _fileName = Common::String(fileName); } bool ActionPreloadAnimation::execute(ZVision *engine) { // TODO: Implement return true; } ////////////////////////////////////////////////////////////////////////////// // ActionPlayAnimation ////////////////////////////////////////////////////////////////////////////// ActionPlayAnimation::ActionPlayAnimation(const Common::String &line) { char fileName[25]; uint loop; // The two %*u are always 0 and dont seem to have a use sscanf(line.c_str(), "%*[^:]:%*[^:]:%u(%25s %u %u %u %u %u %u %u %*u %*u %u %u)", &_key, fileName, &_x, &_y, &_width, &_height, &_start, &_end, &loop, &_mask, &_framerate); _fileName = Common::String(fileName); _loop = loop == 1 ? true : false; } bool ActionPlayAnimation::execute(ZVision *engine) { // TODO: Implement return true; } ////////////////////////////////////////////////////////////////////////////// // ActionRandom ////////////////////////////////////////////////////////////////////////////// ActionRandom::ActionRandom(const Common::String &line) { sscanf(line.c_str(), "%*[^:]:%*[^:]:%u, %u)", &_key, &_max); } bool ActionRandom::execute(ZVision *engine) { uint randNumber = engine->getRandomSource()->getRandomNumber(_max); engine->getScriptManager()->setStateValue(_key, randNumber); return true; } ////////////////////////////////////////////////////////////////////////////// // ActionSetScreen ////////////////////////////////////////////////////////////////////////////// ActionSetScreen::ActionSetScreen(const Common::String &line) { char fileName[25]; sscanf(line.c_str(), "%*[^(](%25[^)])", fileName); _fileName = Common::String(fileName); } bool ActionSetScreen::execute(ZVision *engine) { RenderManager *renderManager = engine->getRenderManager(); renderManager->setBackgroundImage(_fileName); return true; } ////////////////////////////////////////////////////////////////////////////// // ActionTimer ////////////////////////////////////////////////////////////////////////////// ActionTimer::ActionTimer(const Common::String &line) { sscanf(line.c_str(), "%*[^:]:%*[^:]:%u(%u)", &_key, &_time); } bool ActionTimer::execute(ZVision *engine) { engine->getScriptManager()->addActionNode(Common::SharedPtr(new NodeTimer(_key, _time))); return true; } } // End of namespace ZVision