aboutsummaryrefslogtreecommitdiff
path: root/engines/sherlock/animation.cpp
blob: a069abef6f9839706c7ef1e590b3f2e5275cb9cc (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
/* 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