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
|
/* 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 {
// The following are a list of filenames played in the prologue that have
// special effects associated with them at specific frames
#define FRAMES_END 32000
#define PROLOGUE_NAMES_COUNT 6
#define TITLE_NAMES_COUNT 7
static const char *const PROLOGUE_NAMES[6] = {
"subway1", "subway2", "finale2", "suicid", "coff3", "coff4"
};
static const int PROLOGUE_FRAMES[6][9] = {
{ 4, 26, 54, 72, 92, 134, FRAMES_END },
{ 2, 80, 95, 117, 166, FRAMES_END },
{ 1, FRAMES_END },
{ 42, FRAMES_END },
{ FRAMES_END },
{ FRAMES_END }
};
// Title animations file list
static const char *const TITLE_NAMES[7] = {
"27pro1", "14note", "coff1", "coff2", "coff3", "coff4", "14kick"
};
static const int TITLE_FRAMES[7][9] = {
{ 29, 131, FRAMES_END },
{ 55, 80, 95, 117, 166, FRAMES_END },
{ 15, FRAMES_END },
{ 4, 37, 92, FRAMES_END },
{ 2, 43, FRAMES_END },
{ 2, FRAMES_END },
{ 10, 50, FRAMES_END }
};
static const int NO_FRAMES = FRAMES_END;
Animation::Animation(SherlockEngine *vm): _vm(vm) {
}
/**
* Play a full-screen animation
*/
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;
sound._playingEpilogue = true;
// Check for any any sound frames for the given animation
const int *soundFrames = checkForSoundFrames(filename);
// Strip any extension off of the passed filename and add .vdx suffix
Common::String baseName = filename;
const char *p = strchr(baseName.c_str(), '.');
if (p)
baseName = Common::String(filename.c_str(), MIN(p - 1, baseName.c_str() + 7));
Common::String vdxName = baseName + ".vdx";
// Load the animation
Common::SeekableReadStream *stream;
if (!_vm->_titleOverride.empty())
stream = _vm->_res->load(vdxName, _vm->_titleOverride);
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 = baseName + ".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 {
// No sprite to show for this animation 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 = _vm->_soundOverride.empty() ?
Common::String::format("%s%01d", baseName.c_str(), soundNumber) :
Common::String::format("%s%02d", baseName.c_str(), soundNumber);
if (sound._voices)
sound.playSound(fname);
}
events.wait(speed);
}
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;
sound._playingEpilogue = false;
return !skipped && !_vm->shouldQuit();
}
/**
* Checks for whether an animation is being played that has associated sound
*/
const int *Animation::checkForSoundFrames(const Common::String &filename) {
const int *frames = &NO_FRAMES;
if (_vm->_soundOverride.empty()) {
for (int idx = 0; idx < PROLOGUE_NAMES_COUNT; ++idx) {
if (!scumm_stricmp(filename.c_str(), PROLOGUE_NAMES[idx])) {
frames = &PROLOGUE_FRAMES[idx][0];
break;
}
}
} else {
for (int idx = 0; idx < TITLE_NAMES_COUNT; ++idx) {
if (!scumm_stricmp(filename.c_str(), TITLE_NAMES[idx])) {
frames = &TITLE_FRAMES[idx][0];
break;
}
}
}
return frames;
}
} // End of namespace Sherlock
|