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/* 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.
*
* $URL$
* $Id$
*
*/
#include "sci/sci.h"
#include "sci/engine/state.h"
#include "sci/graphics/screen.h"
#include "sci/graphics/robot.h"
#include "sci/sound/audio.h"
#include "graphics/surface.h"
#include "sound/audiostream.h"
#include "sound/mixer.h"
#include "common/file.h"
#include "common/system.h"
namespace Sci {
// Some non technical information on robot files, from an interview with
// Greg Tomko-Pavia of Sierra On-Line
// Taken from http://anthonylarme.tripod.com/phantas/phintgtp.html
//
// (...) What we needed was a way of playing video, but have it blend into
// normal room art instead of occupying its own rectangular area. Room art
// consists of a background pic overlaid with various animating cels
// (traditional lingo: sprites). The cels each have a priority that determines
// who is on top and who is behind in the drawing order. Cels are read from
// *.v56 files (another proprietary format). A Robot is video frames with
// transparent background including priority and x,y information. Thus, it is
// like a cel, except it comes from an RBT - not a v56. Because it blends into
// our graphics engine, it looks just like a part of the room. A RBT can move
// around the screen and go behind other objects. (...)
#ifdef ENABLE_SCI32
GfxRobot::GfxRobot(ResourceManager *resMan, GfxScreen *screen, GuiResourceId resourceId)
: _resMan(resMan), _screen(screen), _resourceId(resourceId) {
assert(resourceId != -1);
initData(resourceId);
}
GfxRobot::~GfxRobot() {
delete[] _resourceData;
}
void GfxRobot::initData(GuiResourceId resourceId) {
char fileName[10];
sprintf(fileName, "%d.rbt", resourceId);
Common::File robotFile;
if (robotFile.open(fileName)) {
_resourceData = new byte[robotFile.size()];
robotFile.read(_resourceData, robotFile.size());
robotFile.close();
} else {
warning("Unable to open robot file %s", fileName);
return;
}
// The RBT video starts with a SOL audio file, followed by
// video data which is appended after it
_frameCount = READ_LE_UINT16(_resourceData + 14);
// For some weird reason, the audio size seems to ALWAYS
// be 0xB000, padded with 0x20 and 0x00 at the end
_audioSize = READ_LE_UINT16(_resourceData + 15);
//_frameSize = READ_LE_UINT32(_resourceData + 34);
_hasSound = (_resourceData[25] != 0);
debug("Robot %d, %d frames, sound: %s\n", resourceId, _frameCount, _hasSound ? "yes" : "no");
}
void GfxRobot::draw() {
// Play the audio of the robot file (for debugging)
#if 0
if (_hasSound) {
Audio::SoundHandle _audioHandle;
Audio::AudioStream *audioStream = g_sci->_audio->getRobotAudioStream(_resourceData);
g_system->getMixer()->playStream(Audio::Mixer::kSpeechSoundType, &_audioHandle, audioStream);
}
#endif
return; // TODO: Remove once done
byte *frameData = _resourceData + _audioSize;
uint16 frameWidth, frameHeight;
uint16 maskBlockSize, frameBlockSize;
// TODO: Palette! Where is it?
#if 0
byte dummyPal[256 * 4];
for (int i = 0; i < 256; i++) {
dummyPal[i * 4 + 0] = i;
dummyPal[i * 4 + 1] = i;
dummyPal[i * 4 + 2] = i;
dummyPal[i * 4 + 3] = 0;
}
memset(dummyPal, 255, 256 * 4);
g_system->setPalette(dummyPal, 0, 256);
#endif
// Both the frame and the mask data are uncompressed
// TODO: How are the rectangle dimensions calculated from the block sizes?
Graphics::Surface *screen;
for (uint16 frame = 0; frame < _frameCount; frame++) {
// Read 20 byte header
// First 4 bytes are always 01 00 7f 64
assert(*(frameData + 0) == 0x01);
assert(*(frameData + 1) == 0x00);
assert(*(frameData + 2) == 0x7f);
assert(*(frameData + 3) == 0x64);
frameWidth = READ_LE_UINT16(frameData + 4);
frameHeight = READ_LE_UINT16(frameData + 6);
// 4 bytes, always 0
assert(*(frameData + 8) == 0x00);
assert(*(frameData + 9) == 0x00);
assert(*(frameData + 10) == 0x00);
assert(*(frameData + 11) == 0x00);
// 2 bytes: a small number (x, perhaps? But it doesn't match with the movie dimensions shown by SV...)
// 2 bytes: a small number (y, perhaps? But it doesn't match with the movie dimensions shown by SV...)
// 2 bytes: a small number, 1 or 2 (type, perhaps?)
maskBlockSize = READ_LE_UINT16(frameData + 16);
assert(*(frameData + 18) == 0x01 || *(frameData + 18) == 0x02);
assert(*(frameData + 20) == 0x00);
frameData += 20;
// Process mask(?) data
// FIXME: This isn't correct, we need to use copyRectToScreen() instead
// (but we need to figure out the rectangle dimensions, see TODO above)
screen = g_system->lockScreen();
memcpy(frameData, screen->pixels, maskBlockSize);
g_system->unlockScreen();
g_system->updateScreen();
// Sleep for a second
g_sci->sleep(1000);
warning("Mask %d", frame);
frameData += maskBlockSize;
// Read 12 byte frame data header
frameBlockSize = READ_LE_UINT16(frameData + 8);
frameData += 12;
// Process frame(?) data
// FIXME: This isn't correct, we need to use copyRectToScreen() instead
// (but we need to figure out the rectangle dimensions, see TODO above)
screen = g_system->lockScreen();
memcpy(frameData, screen->pixels, frameBlockSize);
g_system->unlockScreen();
g_system->updateScreen();
// Sleep for a second
g_sci->sleep(1000);
warning("Frame %d", frame);
frameData += frameBlockSize;
}
}
#endif
} // End of namespace Sci
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