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/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 The ScummVM project
*
* 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.
*
* $Header$
*/
// ---------------------------------------------------------------------------
// A more intelligent version of the old ANIMS.C
// All this stuff by James
// DON'T TOUCH!
// ---------------------------------------------------------------------------
#include "common/stdafx.h"
#include "common/file.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/build_display.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/resman.h"
#include "sword2/router.h"
#include "sword2/sound.h"
#include "sword2/driver/animation.h"
namespace Sword2 {
int Router::doAnimate(ObjectLogic *ob_logic, ObjectGraphic *ob_graphic, int32 animRes, bool reverse) {
byte *anim_file;
AnimHeader *anim_head;
if (ob_logic->looping == 0) {
StandardHeader *head;
// This is the start of the anim - set up the first frame
// For testing all anims!
// A script loop can send every resource number to the anim
// function & it will only run the valid ones. See
// 'testing_routines' object in George's Player Character
// section of linc
if (Logic::_scriptVars[SYSTEM_TESTING_ANIMS]) {
if (!_vm->_resman->checkValid(animRes)) {
// Not a valid resource number. Switch off
// the sprite. Don't animate - just continue
// script next cycle.
setSpriteStatus(ob_graphic, NO_SPRITE);
return IR_STOP;
}
head = (StandardHeader *)_vm->_resman->openResource(animRes);
// if it's not an animation file
if (head->fileType != ANIMATION_FILE) {
_vm->_resman->closeResource(animRes);
// switch off the sprite
// don't animate - just continue
// script next cycle
setSpriteStatus(ob_graphic, NO_SPRITE);
return IR_STOP;
}
_vm->_resman->closeResource(animRes);
// switch on the sprite
setSpriteStatus(ob_graphic, SORT_SPRITE);
}
assert(animRes);
// open anim file
anim_file = _vm->_resman->openResource(animRes);
head = (StandardHeader *)anim_file;
assert(head->fileType == ANIMATION_FILE);
// point to anim header
anim_head = _vm->fetchAnimHeader(anim_file);
// now running an anim, looping back to this call again
ob_logic->looping = 1;
ob_graphic->anim_resource = animRes;
if (reverse)
ob_graphic->anim_pc = anim_head->noAnimFrames - 1;
else
ob_graphic->anim_pc = 0;
} else if (_vm->_logic->getSync() != -1) {
// We've received a sync - return to script immediately
debug(5, "**sync stopped %d**", Logic::_scriptVars[ID]);
// If sync received, anim finishes right now (remaining on
// last frame). Quit animation, but continue script.
ob_logic->looping = 0;
return IR_CONT;
} else {
// Not first frame, and no sync received - set up the next
// frame of the anim.
// open anim file and point to anim header
anim_file = _vm->_resman->openResource(ob_graphic->anim_resource);
anim_head = _vm->fetchAnimHeader(anim_file);
if (reverse)
ob_graphic->anim_pc--;
else
ob_graphic->anim_pc++;
}
// check for end of anim
if (reverse) {
if (ob_graphic->anim_pc == 0)
ob_logic->looping = 0;
} else {
if (ob_graphic->anim_pc == anim_head->noAnimFrames - 1)
ob_logic->looping = 0;
}
// close the anim file
_vm->_resman->closeResource(ob_graphic->anim_resource);
// check if we want the script to loop back & call this function again
return ob_logic->looping ? IR_REPEAT : IR_STOP;
}
int Router::megaTableAnimate(ObjectLogic *ob_logic, ObjectGraphic *ob_graph, ObjectMega *ob_mega, uint32 *animTable, bool reverse) {
int32 animRes = 0;
// If this is the start of the anim, read the anim table to get the
// appropriate anim resource
if (ob_logic->looping == 0) {
// Appropriate anim resource is in 'table[direction]'
animRes = animTable[ob_mega->current_dir];
}
return doAnimate(ob_logic, ob_graph, animRes, reverse);
}
void Router::setSpriteStatus(ObjectGraphic *ob_graph, uint32 type) {
// Remove the previous status, but don't affect the shading upper-word
ob_graph->type = (ob_graph->type & 0xffff0000) | type;
}
void Router::setSpriteShading(ObjectGraphic *ob_graph, uint32 type) {
// Remove the previous shading, but don't affect the status lower-word.
// Note that mega frames may still be shaded automatically, even when
// not sent 'RDSPR_SHADOW'.
ob_graph->type = (ob_graph->type & 0x0000ffff) | type;
}
void Logic::createSequenceSpeech(MovieTextObject *sequenceText[]) {
uint32 line;
FrameHeader *frame;
uint32 local_text;
uint32 text_res;
byte *text;
uint32 wavId; // ie. offical text number (actor text number)
bool speechRunning;
// for each sequence text line that's been logged
for (line = 0; line < _sequenceTextLines; line++) {
// allocate this structure
sequenceText[line] = new MovieTextObject;
sequenceText[line]->startFrame = _sequenceTextList[line].startFrame;
sequenceText[line]->endFrame = _sequenceTextList[line].endFrame;
// pull out the text line to get the official text number
// (for wav id)
text_res = _sequenceTextList[line].textNumber / SIZE;
local_text = _sequenceTextList[line].textNumber & 0xffff;
// open text resource & get the line
text = _vm->fetchTextLine(_vm->_resman->openResource(text_res), local_text);
wavId = (int32) READ_LE_UINT16(text);
// now ok to close the text file
_vm->_resman->closeResource(text_res);
// 1st word of text line is the official line number
debug(5,"(%d) SEQUENCE TEXT: %s", READ_LE_UINT16(text), text + 2);
// is it to be speech or subtitles or both?
// assume speech is not running until know otherwise
speechRunning = false;
_sequenceTextList[line].speech_mem = NULL;
sequenceText[line]->speech = NULL;
if (!_vm->_sound->isSpeechMute()) {
_sequenceTextList[line].speechBufferSize = _vm->_sound->preFetchCompSpeech(wavId, &_sequenceTextList[line].speech_mem);
if (_sequenceTextList[line].speechBufferSize) {
// ok, we've got speech!
speechRunning = true;
}
}
// if we want subtitles, or speech failed to load
if (_vm->getSubtitles() || !speechRunning) {
// open text resource & get the line
text = _vm->fetchTextLine(_vm->_resman->openResource(text_res), local_text);
// make the sprite
// 'text+2' to skip the first 2 bytes which form the
// line reference number
// NB. The mem block containing the text sprite is
// currently FLOATING!
// When rendering text over a sequence we need a
// different colour for the border.
_sequenceTextList[line].text_mem = _vm->_fontRenderer->makeTextSprite(text + 2, 600, 255, _vm->_speechFontId, 1);
// ok to close the text resource now
_vm->_resman->closeResource(text_res);
} else {
_sequenceTextList[line].text_mem = NULL;
sequenceText[line]->textSprite = NULL;
}
}
// for drivers: NULL-terminate the array of pointers to
// MovieTextObject's
sequenceText[_sequenceTextLines] = NULL;
for (line = 0; line < _sequenceTextLines; line++) {
// if we've made a text sprite for this line...
if (_sequenceTextList[line].text_mem) {
// now fill out the SpriteInfo structure in the
// MovieTextObjectStructure
frame = (FrameHeader *)_sequenceTextList[line].text_mem;
sequenceText[line]->textSprite = new SpriteInfo;
// center text at bottom of screen
sequenceText[line]->textSprite->x = 320 - frame->width / 2;
sequenceText[line]->textSprite->y = 440 - frame->height;
sequenceText[line]->textSprite->w = frame->width;
sequenceText[line]->textSprite->h = frame->height;
sequenceText[line]->textSprite->type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION;
sequenceText[line]->textSprite->data = _sequenceTextList[line].text_mem + sizeof(FrameHeader);
}
// if we've loaded a speech sample for this line...
if (_sequenceTextList[line].speech_mem) {
// for drivers: set up pointer to decompressed wav in
// memory
sequenceText[line]->speechBufferSize = _sequenceTextList[line].speechBufferSize;
sequenceText[line]->speech = _sequenceTextList[line].speech_mem;
}
}
}
void Logic::clearSequenceSpeech(MovieTextObject *sequenceText[]) {
for (uint i = 0; i < _sequenceTextLines; i++) {
// free up the memory used by this MovieTextObject
delete sequenceText[i];
// free up the mem block containing this text sprite
if (_sequenceTextList[i].text_mem)
free(_sequenceTextList[i].text_mem);
// free up the mem block containing this speech sample
if (_sequenceTextList[i].speech_mem)
free(_sequenceTextList[i].speech_mem);
}
// IMPORTANT! Reset the line count ready for the next sequence!
_sequenceTextLines = 0;
}
} // End of namespace Sword2
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