/* 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 // for access() #include // for sprintf #include #include "stdafx.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 _BS2_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 _BS2_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 _BS2_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 _BS2_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 _BS2_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 _BS2_DEBUG _standardHeader *head; // for checking for correct file type #endif //--------------------- #ifdef _BS2_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 _BS2_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 _BS2_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 _BS2_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 = (uint16) 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 _BS2_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) if (g_bs2->_gameId == GID_BS2_DEMO) { strcpy(speechFile,"SPEECH.CLU"); } else { #ifdef _BS2_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 // _BS2_DEBUG { strcpy(speechFile,res_man.GetCdPath()); strcat(speechFile,"CLUSTERS\\SPEECH.CLU"); } } //------------------------------ wavSize = g_bs2->_sound->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 (g_bs2->_sound->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 _BS2_DEBUG _standardHeader *header; #endif leadIn = res_man.Res_open(params[0]); //----------------------------------------- #ifdef _BS2_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 = g_bs2->_sound->PlayFx( 0, leadIn, 0, 0, RDSE_FXLEADIN ); // wav data gets copied to sound memory //----------------------------------------- #ifdef _BS2_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 _BS2_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 _BS2_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 if (g_bs2->_gameId == GID_BS2_DEMO) sprintf(filename,"%s.smk", (char *)params[0]); else sprintf(filename,"%sSMACKS\\%s.smk", res_man.GetCdPath(), (char *)params[0]); //-------------------------------------- // Write to walkthrough file (zebug0.txt) #ifdef _BS2_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 _BS2_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! g_bs2->_sound->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 } */ g_bs2->_sound->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 _BS2_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 } //--------------------------------------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------------------------------------