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
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
|
/* 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 "common/scummsys.h"
#include "common/file.h"
#include "audio/decoders/wave.h"
#include "zvision/actions.h"
#include "zvision/zvision.h"
#include "zvision/script_manager.h"
#include "zvision/render_manager.h"
#include "zvision/zork_raw.h"
#include "zvision/zork_avi_decoder.h"
#include "zvision/timer_node.h"
#include "zvision/animation_control.h"
namespace ZVision {
//////////////////////////////////////////////////////////////////////////////
// ActionAdd
//////////////////////////////////////////////////////////////////////////////
ActionAdd::ActionAdd(const Common::String &line) {
sscanf(line.c_str(), "%*[^(](%u,%u)", &_key, &_value);
}
bool ActionAdd::execute(ZVision *engine) {
engine->getScriptManager()->addToStateValue(_key, _value);
return true;
}
//////////////////////////////////////////////////////////////////////////////
// ActionAssign
//////////////////////////////////////////////////////////////////////////////
ActionAssign::ActionAssign(const Common::String &line) {
sscanf(line.c_str(), "%*[^(](%u, %u)", &_key, &_value);
}
bool ActionAssign::execute(ZVision *engine) {
engine->getScriptManager()->setStateValue(_key, _value);
return true;
}
//////////////////////////////////////////////////////////////////////////////
// ActionAttenuate
//////////////////////////////////////////////////////////////////////////////
ActionAttenuate::ActionAttenuate(const Common::String &line) {
sscanf(line.c_str(), "%*[^(](%u, %d)", &_key, &_attenuation);
}
bool ActionAttenuate::execute(ZVision *engine) {
// TODO: Implement
return true;
}
//////////////////////////////////////////////////////////////////////////////
// ActionChangeLocation
//////////////////////////////////////////////////////////////////////////////
ActionChangeLocation::ActionChangeLocation(const Common::String &line) {
sscanf(line.c_str(), "%*[^(](%c,%c,%c%c,%u)", &_world, &_room, &_node, &_view, &_offset);
}
bool ActionChangeLocation::execute(ZVision *engine) {
// We can't directly call ScriptManager::ChangeLocationIntern() because doing so clears all the Puzzles, and thus would corrupt the current puzzle checking
engine->getScriptManager()->changeLocation(_world, _room, _node, _view, _offset);
// Tell the puzzle system to stop checking any more puzzles
return false;
}
//////////////////////////////////////////////////////////////////////////////
// ActionCrossfade
//////////////////////////////////////////////////////////////////////////////
ActionCrossfade::ActionCrossfade(const Common::String &line) {
sscanf(line.c_str(),
"%*[^(](%u %u %u %u %u %u %u)",
&_keyOne, &_keyTwo, &_oneStartVolume, &_twoStartVolume, &_oneEndVolume, &_twoEndVolume, &_timeInMillis);
}
bool ActionCrossfade::execute(ZVision *engine) {
// TODO: Implement
return true;
}
//////////////////////////////////////////////////////////////////////////////
// ActionDisableControl
//////////////////////////////////////////////////////////////////////////////
ActionDisableControl::ActionDisableControl(const Common::String &line) {
sscanf(line.c_str(), "%*[^(](%u)", &_key);
}
bool ActionDisableControl::execute(ZVision *engine) {
debug("Disabling control %u", _key);
engine->getScriptManager()->disableControl(_key);
return true;
}
//////////////////////////////////////////////////////////////////////////////
// ActionEnableControl
//////////////////////////////////////////////////////////////////////////////
ActionEnableControl::ActionEnableControl(const Common::String &line) {
sscanf(line.c_str(), "%*[^(](%u)", &_key);
}
bool ActionEnableControl::execute(ZVision *engine) {
debug("Enabling control %u", _key);
engine->getScriptManager()->enableControl(_key);
return true;
}
//////////////////////////////////////////////////////////////////////////////
// ActionMusic
//////////////////////////////////////////////////////////////////////////////
ActionMusic::ActionMusic(const Common::String &line) : _volume(255) {
uint type;
char fileNameBuffer[25];
uint loop;
uint volume = 255;
sscanf(line.c_str(), "%*[^:]:%*[^:]:%u(%u %25s %u %u)", &_key, &type, fileNameBuffer, &loop, &volume);
// type 4 are midi sound effect files
if (type == 4) {
_soundType = Audio::Mixer::kSFXSoundType;
_fileName = Common::String::format("midi/%s/%u.wav", fileNameBuffer, loop);
_loop = false;
} else {
// TODO: See what the other types are so we can specify the correct Mixer::SoundType. In the meantime use kPlainSoundType
_soundType = Audio::Mixer::kPlainSoundType;
_fileName = Common::String(fileNameBuffer);
_loop = loop == 1 ? true : false;
}
// Volume is optional. If it doesn't appear, assume full volume
if (volume != 255) {
// Volume in the script files is mapped to [0, 100], but the ScummVM mixer uses [0, 255]
_volume = volume * 255 / 100;
}
}
bool ActionMusic::execute(ZVision *engine) {
Audio::RewindableAudioStream *audioStream;
if (_fileName.contains(".wav")) {
Common::File file;
if (file.open(_fileName)) {
audioStream = Audio::makeWAVStream(&file, DisposeAfterUse::NO);
}
} else {
audioStream = makeRawZorkStream(_fileName, engine);
}
if (_loop) {
Audio::LoopingAudioStream *loopingAudioStream = new Audio::LoopingAudioStream(audioStream, 0, DisposeAfterUse::YES);
engine->_mixer->playStream(_soundType, 0, loopingAudioStream, -1, _volume);
} else {
engine->_mixer->playStream(_soundType, 0, audioStream, -1, _volume);
}
return true;
}
//////////////////////////////////////////////////////////////////////////////
// ActionPreloadAnimation
//////////////////////////////////////////////////////////////////////////////
ActionPreloadAnimation::ActionPreloadAnimation(const Common::String &line) {
char fileName[25];
// The two %*u are always 0 and dont seem to have a use
sscanf(line.c_str(), "%*[^:]:%*[^:]:%u(%25s %*u %*u %u %u)", &_key, fileName, &_mask, &_framerate);
_fileName = Common::String(fileName);
}
bool ActionPreloadAnimation::execute(ZVision *engine) {
// TODO: We ignore the mask and framerate atm. Mask refers to a key color used for binary alpha. We assume the framerate is the default framerate embedded in the videos
// TODO: Check if the Control already exists
// Create the control, but disable it until PlayPreload is called
engine->getScriptManager()->addControl(new AnimationControl(engine, _key, _fileName));
engine->getScriptManager()->disableControl(_key);
return true;
}
//////////////////////////////////////////////////////////////////////////////
// ActionPlayAnimation
//////////////////////////////////////////////////////////////////////////////
ActionPlayAnimation::ActionPlayAnimation(const Common::String &line) {
char fileName[25];
// The two %*u are always 0 and dont seem to have a use
sscanf(line.c_str(),
"%*[^:]:%*[^:]:%u(%25s %u %u %u %u %u %u %u %*u %*u %u %u)",
&_key, fileName, &_x, &_y, &_width, &_height, &_start, &_end, &_loopCount, &_mask, &_framerate);
_fileName = Common::String(fileName);
}
bool ActionPlayAnimation::execute(ZVision *engine) {
// TODO: Implement
return true;
}
//////////////////////////////////////////////////////////////////////////////
// ActionPlayPreloadAnimation
//////////////////////////////////////////////////////////////////////////////
ActionPlayPreloadAnimation::ActionPlayPreloadAnimation(const Common::String &line) {
sscanf(line.c_str(),
"%*[^:]:%*[^:]:%u(%u %u %u %u %u %u %u %u)",
&_animationKey, &_controlKey, &_x1, &_y1, &_x2, &_y2, &_startFrame, &_endFrame, &_loopCount);
}
bool ActionPlayPreloadAnimation::execute(ZVision *engine) {
// Find the control
AnimationControl *control = (AnimationControl *)engine->getScriptManager()->getControl(_controlKey);
// Set the needed values within the control
control->setAnimationKey(_animationKey);
control->setLoopCount(_loopCount);
control->setXPos(_x1);
control->setYPost(_y1);
// Enable the control. ScriptManager will take care of the rest
control->enable();
return true;
}
//////////////////////////////////////////////////////////////////////////////
// ActionQuit
//////////////////////////////////////////////////////////////////////////////
bool ActionQuit::execute(ZVision *engine) {
engine->quitGame();
return true;
}
//////////////////////////////////////////////////////////////////////////////
// ActionRandom
//////////////////////////////////////////////////////////////////////////////
ActionRandom::ActionRandom(const Common::String &line) {
sscanf(line.c_str(), "%*[^:]:%*[^:]:%u, %u)", &_key, &_max);
}
bool ActionRandom::execute(ZVision *engine) {
uint randNumber = engine->getRandomSource()->getRandomNumber(_max);
engine->getScriptManager()->setStateValue(_key, randNumber);
return true;
}
//////////////////////////////////////////////////////////////////////////////
// ActionSetPartialScreen
//////////////////////////////////////////////////////////////////////////////
ActionSetPartialScreen::ActionSetPartialScreen(const Common::String &line) {
char fileName[25];
uint color;
sscanf(line.c_str(), "%*[^(](%u %u %25s %*u %u)", &_x, &_y, fileName, &color);
_fileName = Common::String(fileName);
if (color > 0xFFFF) {
warning("Background color for ActionSetPartialScreen is bigger than a uint16");
}
_backgroundColor = color;
}
bool ActionSetPartialScreen::execute(ZVision *engine) {
RenderManager *renderManager = engine->getRenderManager();
if (_backgroundColor > 0) {
renderManager->clearWorkingWindowTo555Color(_backgroundColor);
}
renderManager->renderImageToScreen(_fileName, _x, _y);
return true;
}
//////////////////////////////////////////////////////////////////////////////
// ActionSetScreen
//////////////////////////////////////////////////////////////////////////////
ActionSetScreen::ActionSetScreen(const Common::String &line) {
char fileName[25];
sscanf(line.c_str(), "%*[^(](%25[^)])", fileName);
_fileName = Common::String(fileName);
}
bool ActionSetScreen::execute(ZVision *engine) {
engine->getRenderManager()->setBackgroundImage(_fileName);
return true;
}
//////////////////////////////////////////////////////////////////////////////
// ActionStreamVideo
//////////////////////////////////////////////////////////////////////////////
ActionStreamVideo::ActionStreamVideo(const Common::String &line) {
char fileName[25];
uint skippable;
sscanf(line.c_str(), "%*[^(](%25s %u %u %u %u %u %u)", fileName, &_x1, &_y1, &_x2, &_y2, &_flags, &skippable);
_fileName = Common::String(fileName);
_skippable = (skippable == 0) ? false : true;
}
bool ActionStreamVideo::execute(ZVision *engine) {
ZorkAVIDecoder decoder;
if (!decoder.loadFile(_fileName)) {
return true;
}
Common::Rect destRect;
// 0x1 flags that the destRect dimensions are different from the original video dimensions
if ((_flags & 0x1) == 0x1) {
destRect = Common::Rect(_x1, _y1, _x2, _y2);
}
engine->playVideo(decoder, destRect, _skippable);
return true;
}
//////////////////////////////////////////////////////////////////////////////
// ActionTimer
//////////////////////////////////////////////////////////////////////////////
ActionTimer::ActionTimer(const Common::String &line) {
sscanf(line.c_str(), "%*[^:]:%*[^:]:%u(%u)", &_key, &_time);
}
bool ActionTimer::execute(ZVision *engine) {
engine->getScriptManager()->addControl(new TimerNode(engine, _key, _time));
return true;
}
} // End of namespace ZVision
|