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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.
*
*/
#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) {
}
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;
// 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 (!_gfxLibraryFilename.empty())
stream = _vm->_res->load(vdxName, _gfxLibraryFilename);
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 = _soundLibraryFilename.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, 100, _soundLibraryFilename.c_str());
}
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;
return !skipped && !_vm->shouldQuit();
}
bool Animation::play3DO(const Common::String &filename, int minDelay, int fade,
int speed) {
Events &events = *_vm->_events;
Screen &screen = *_vm->_screen;
Sound &sound = *_vm->_sound;
//int soundNumber = 0;
// Check for any any sound frames for the given animation
//const int *soundFrames = checkForSoundFrames(filename);
// Add on the VDX extension
Common::String indexName = "prologue/" + filename + ".3dx";
// Load the animation
Common::File *indexStream = new Common::File();
if (!indexStream->open(indexName)) {
warning("unable to open %s\n", indexName.c_str());
return false;
}
// Load initial image
Common::String graphicsName = "prologue/" + filename + ".3da";
ImageFile3DO images(graphicsName, 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 = indexStream->readSint16BE();
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 = indexStream->readUint16BE();
pt.y = indexStream->readUint16BE();
} 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.transBlitFromUnscaled3DO(images[imageFrame]._frame, pt);
//events.wait(1000);
} else {
#if 0
// 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 = _soundLibraryFilename.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, 100, _soundLibraryFilename.c_str());
}
#endif
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 indexStream;
return !skipped && !_vm->shouldQuit();
}
void Animation::setPrologueNames(const char *const *names, int count) {
for (int idx = 0; idx < count; ++idx, ++names) {
_prologueNames.push_back(*names);
}
}
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]);
}
}
void Animation::setTitleNames(const char *const *names, int count) {
for (int idx = 0; idx < count; ++idx, ++names) {
_titleNames.push_back(*names);
}
}
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]);
}
}
const int *Animation::checkForSoundFrames(const Common::String &filename) {
const int *frames = &NO_FRAMES;
if (_soundLibraryFilename.empty()) {
for (uint idx = 0; idx < _prologueNames.size(); ++idx) {
if (filename.equalsIgnoreCase(_prologueNames[idx])) {
frames = &_prologueFrames[idx][0];
break;
}
}
} else {
for (uint idx = 0; idx < _titleNames.size(); ++idx) {
if (filename.equalsIgnoreCase(_titleNames[idx])) {
frames = &_titleFrames[idx][0];
break;
}
}
}
return frames;
}
} // End of namespace Sherlock
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