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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 "common/scummsys.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"
#include "common/file.h"
#include "audio/decoders/wave.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 = new Common::File();
if (file->open(_fileName)) {
audioStream = Audio::makeWAVStream(file, DisposeAfterUse::YES);
}
} 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;
if ((_flags & DIFFERENT_DIMENSIONS) == DIFFERENT_DIMENSIONS) {
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
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