aboutsummaryrefslogtreecommitdiff
path: root/sword2/anims.cpp
blob: a48da08a5a07f96198ab2149968660d4fcfd173b (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
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
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
/* Copyright (C) 1994-2003 Revolution Software Ltd
 *
 * 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * $Header$
 */

// ---------------------------------------------------------------------------
// A more intelligent version of the old ANIMS.C
// All this stuff by James
// DON'T TOUCH!
// ---------------------------------------------------------------------------

#include "stdafx.h"
#include "bs2/sword2.h"
#include "bs2/driver/driver96.h"
#include "bs2/driver/d_draw.h"
#include "bs2/anims.h"
#include "bs2/console.h"
#include "bs2/controls.h"		// for 'speechSelected' & 'subtitles'
#include "bs2/defs.h"
#include "bs2/header.h"
#include "bs2/interpreter.h"
#include "bs2/logic.h"
#include "bs2/maketext.h"		// for makeTextSprite used by fnPlaySequence ultimately
#include "bs2/object.h"
#include "bs2/protocol.h"
#include "bs2/resman.h"
#include "bs2/sword2.h"
#include "bs2/sync.h"
#include "bs2/sound.h"			// for Speech stuff.

namespace Sword2 {

// stores resource id of wav to use as lead-out from smacker
static uint32 smackerLeadOut = 0;

int32 Animate(int32 *params, uint8 reverse_flag);
int32 Mega_table_animate(int32 *params, uint8 reverse_flag);

int32 Logic::fnAnim(int32 *params) {
	// params:	0 pointer to object's logic structure
	//		1 pointer to object's graphic structure
	//		2 resource id of animation file

	// 0 means normal forward anim
	return Animate(params, 0);
}

int32 Logic::fnReverseAnim(int32 *params) {
	// params:	0 pointer to object's logic structure
	//		1 pointer to object's graphic structure
	//		2 resource id of animation file

	// 1 means reverse anim
	return Animate(params, 1);
}

int32 Logic::fnMegaTableAnim(int32 *params) {
	// params:	0 pointer to object's logic structure
	//		1 pointer to object's graphic structure
	//		2 pointer to object's mega structure
	//		3 pointer to animation table

	// 0 means normal forward anim
	return Mega_table_animate(params, 0);
}

int32 Logic::fnReverseMegaTableAnim(int32 *params) {
	// params:	0 pointer to object's logic structure
	//		1 pointer to object's graphic structure
	//		2 pointer to object's mega structure
	//		3 pointer to animation table

	// 1 means reverse anim
	return Mega_table_animate(params, 1);
}

int32 Animate(int32 *params, uint8 reverse_flag) {
	// params:	0 pointer to object's logic structure
	//		1 pointer to object's graphic structure
	//		2 resource id of animation file

 	Object_logic *ob_logic;
 	Object_graphic *ob_graphic;
	uint8 *anim_file;
	_animHeader *anim_head;
 	int32 res = params[2];

#ifdef _SWORD2_DEBUG
	// for animation testing & checking for correct file type
	_standardHeader	*head;
#endif

	// read the main parameters

	ob_logic = (Object_logic *) params[0];
	ob_graphic = (Object_graphic *) params[1];
	
	if (ob_logic->looping == 0) {
		// This is the start of the anim - set up the first frame

#ifdef _SWORD2_DEBUG
		// 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 (SYSTEM_TESTING_ANIMS) {
			// if the resource number is within range & it's not
			// a null resource

			if (res_man.Res_check_valid(res)) {
				// Open the resource. Can close it immediately.
				// We've got a pointer to the header.
				head = (_standardHeader *) res_man.open(res);
				res_man.close(res);

				// if it's not an animation file
				if (head->fileType != ANIMATION_FILE) {
					// switch off the sprite
					// don't animate - just continue
					// script next cycle
					fnNoSprite(params + 1);
					return IR_STOP;
				}
			} else {
				// Not a valid resource number. Switch off
				// the sprite. Don't animate - just continue
				// script next cycle.
				fnNoSprite(params + 1);
				return IR_STOP;
			}

			// switch on the sprite
			fnSortSprite(params + 1);
		}
#endif

#ifdef _SWORD2_DEBUG
		// check that we haven't been passed a zero resource number
		if (res == 0)
			Con_fatal_error("Animate: %s (id %d) passed zero anim resource", FetchObjectName(ID), ID);
#endif

		// open anim file
		anim_file = res_man.open(res);

#ifdef _SWORD2_DEBUG
		// check this this resource is actually an animation file!
		head = (_standardHeader *) anim_file;
		if (head->fileType != ANIMATION_FILE)
			Con_fatal_error("Animate: %s (%d) is not an anim!", FetchObjectName(res), res);
#endif

		// point to anim header
		anim_head = FetchAnimHeader(anim_file);

/* #ifdef _SWORD2_DEBUG
		// check there's at least one frame
		if (anim_head->noAnimFrames == 0)
 			Con_fatal_error("Animate: %s (%d) has zero frame count!", FetchObjectName(res), res);
#endif */

		// now running an anim, looping back to this 'FN' call again
		ob_logic->looping = 1;
		ob_graphic->anim_resource = res;

		if (reverse_flag)
			ob_graphic->anim_pc = anim_head->noAnimFrames - 1;
		else
			ob_graphic->anim_pc = 0;
 	} else if (Get_sync()) {
		// We've received a sync - return to script immediately
		debug(5, "**sync stopped %d**", 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 = res_man.open(ob_graphic->anim_resource);
		anim_head = FetchAnimHeader(anim_file);

		if (reverse_flag)
			ob_graphic->anim_pc--;
		else
			ob_graphic->anim_pc++;
	}

	// check for end of anim

	if (reverse_flag) {
		if (ob_graphic->anim_pc == 0)
			ob_logic->looping = 0;
	} else {
		if (ob_graphic->anim_pc == (int32) (anim_head->noAnimFrames - 1))
			ob_logic->looping = 0;
	}

	// close the anim file
	res_man.close(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;
}

int32 Mega_table_animate(int32 *params, uint8 reverse_flag) {
	// params:	0 pointer to object's logic structure
	//		1 pointer to object's graphic structure
	//		2 pointer to object's mega structure
	//		3 pointer to animation table

 	Object_logic *ob_logic;
 	Object_mega *ob_mega;
	uint32 *anim_table;
	int32 pars[5];

	// if this is the start of the anim, read the anim table to get the
	// appropriate anim resource

	ob_logic = (Object_logic *) params[0];

	if (ob_logic->looping == 0) {
	 	ob_mega = (Object_mega *) params[2];
		anim_table = (uint32 *) params[3];

		// appropriate anim resource is in 'table[direction]'
		pars[2] = anim_table[ob_mega->current_dir];
	}

	// set up the rest of the parameters for fnAnim()

	pars[0] = params[0];
	pars[1] = params[1];

	// pars[2] only needed setting at the start of the anim

	// call Animate() with these params
	return Animate(pars, reverse_flag);
}

int32 Logic::fnSetFrame(int32 *params) {
	// params:	0 pointer to object's graphic structure
	//		1 resource id of animation file
	//		2 frame flag (0=first 1=last)

 	Object_graphic *ob_graphic;
	uint8 *anim_file;
	_animHeader *anim_head;
	int32 res = params[1];

#ifdef _SWORD2_DEBUG
	// for checking for correct file type
	_standardHeader	*head;
#endif

#ifdef _SWORD2_DEBUG
	// check that we haven't been passed a zero resource number
	if (res == 0)
		Con_fatal_error("fnSetFrame: %s (id %d) passed zero anim resource", FetchObjectName(ID), ID);
#endif

	// open the resource (& check it's valid)

	anim_file = res_man.open(res);

#ifdef _SWORD2_DEBUG
	// check this this resource is actually an animation file!
	head = (_standardHeader *) anim_file;
	if (head->fileType != ANIMATION_FILE)
		Con_fatal_error("fnSetFrame: %s (%d) is not an anim!", FetchObjectName(res), res);
#endif

	// set up pointer to the animation header
	anim_head = FetchAnimHeader(anim_file);

/* #ifdef _SWORD2_DEBUG
	// check there's at least one frame
	if (anim_head->noAnimFrames == 0)
		Con_fatal_error("fnSetFrame: %s (%d) has zero frame count!", FetchObjectName(res), res);
#endif */

	// set up anim resource in graphic object

	ob_graphic = (Object_graphic *) params[0];
	ob_graphic->anim_resource = res;

	if (params[2])
		ob_graphic->anim_pc = anim_head->noAnimFrames - 1;
	else
		ob_graphic->anim_pc = 0;

	// Close the anim file and drop out of script

	res_man.close(ob_graphic->anim_resource);
	return IR_CONT;
}

int32 Logic::fnNoSprite(int32 *params) {
	// params:	0 pointer to object's graphic structure

 	Object_graphic	*ob_graphic = (Object_graphic *) params[0];

	// remove previous status (but don't affect the shading upper-word)
	ob_graphic->type &= 0xffff0000;
	ob_graphic->type |= NO_SPRITE;

	// continue script
	return IR_CONT;
}

int32 Logic::fnBackPar0Sprite(int32 *params) {
	// params:	0 pointer to object's graphic structure

 	Object_graphic	*ob_graphic = (Object_graphic *) params[0];

	// remove previous status (but don't affect the shading upper-word)
	ob_graphic->type &= 0xffff0000;
	ob_graphic->type |= BGP0_SPRITE;

	// continue script
	return IR_CONT;
}

int32 Logic::fnBackPar1Sprite(int32 *params) {
	// params:	0 pointer to object's graphic structure

 	Object_graphic	*ob_graphic = (Object_graphic *) params[0];

	// remove previous status (but don't affect the shading upper-word)
	ob_graphic->type &= 0xffff0000;
	ob_graphic->type |= BGP1_SPRITE;

	// continue script
	return IR_CONT;
}

int32 Logic::fnBackSprite(int32 *params) {
	// params:	0 pointer to object's graphic structure

 	Object_graphic	*ob_graphic = (Object_graphic *) params[0];

	// remove previous status (but don't affect the shading upper-word)
	ob_graphic->type &= 0xffff0000;
	ob_graphic->type |= BACK_SPRITE;

	// continue script
	return IR_CONT;
}

int32 Logic::fnSortSprite(int32 *params) {
	// params:	0 pointer to object's graphic structure

 	Object_graphic	*ob_graphic = (Object_graphic *) params[0];

	// remove previous status (but don't affect the shading upper-word)
	ob_graphic->type &= 0xffff0000;
	ob_graphic->type |= SORT_SPRITE;

	// continue script
	return IR_CONT;
}

int32 Logic::fnForeSprite(int32 *params) {
	// params:	0 pointer to object's graphic structure

 	Object_graphic	*ob_graphic = (Object_graphic *) params[0];

	// remove previous status (but don't affect the shading upper-word)
	ob_graphic->type &= 0xffff0000;
	ob_graphic->type |= FORE_SPRITE;

	// continue script
	return IR_CONT;
}

int32 Logic::fnForePar0Sprite(int32 *params) {
	// params:	0 pointer to object's graphic structure

 	Object_graphic	*ob_graphic = (Object_graphic *) params[0];

	// remove previous status (but don't affect the shading upper-word)
	ob_graphic->type &= 0xffff0000;
	ob_graphic->type |= FGP0_SPRITE;

	// continue script
	return IR_CONT;
}

int32 Logic::fnForePar1Sprite(int32 *params) {
	// params:	0 pointer to object's graphic structure

	Object_graphic	*ob_graphic = (Object_graphic *) params[0];

	// remove previous status (but don't affect the shading upper-word)
	ob_graphic->type &= 0xffff0000;
	ob_graphic->type |= FGP1_SPRITE;

	// continue script
	return IR_CONT;
}

int32 Logic::fnShadedSprite(int32 *params) {
	// params:	0 pointer to object's graphic structure

	Object_graphic	*ob_graphic = (Object_graphic *) params[0];

	// remove previous status (but don't affect the shading upper-word)
	ob_graphic->type &= 0x0000ffff;
	ob_graphic->type |= SHADED_SPRITE;

	// note that drivers may still shade mega frames automatically, even
	// when not sent 'RDSPR_SHADOW'

	// continue script
	return IR_CONT;
}

int32 Logic::fnUnshadedSprite(int32 *params) {
	// params:	0 pointer to object's graphic structure

	Object_graphic	*ob_graphic = (Object_graphic *) params[0];

	// remove previous status (but don't affect the shading upper-word)
	ob_graphic->type &= 0x0000ffff;
	ob_graphic->type |= UNSHADED_SPRITE;

	// continue script
	return IR_CONT;
}

// Notes on PlaySmacker()

// 1st param is filename of sequence file
// 2nd param is a pointer to a null-terminated array of pointers to
// _movieTextObject structures

//int32 PlaySmacker(char *filename, _movieTextObject *textObjects[]);

//	typedef struct {
//		uint16 startFrame;
//		uint16 endFrame;
//		_spriteInfo *textSprite;
//		_wavHeader *speech;
//	} _movieTextObject;

// FOR TEXT LINES IN SEQUENCE PLAYER

#define MAX_SEQUENCE_TEXT_LINES 15

typedef struct {
	uint32 textNumber;
	uint16 startFrame;
	uint16 endFrame;
	mem *text_mem;
	uint32 speechBufferSize;
	uint16 *speech_mem;
} _sequenceTextInfo;

// keeps count of number of text lines to disaply during the sequence
static uint32 sequenceTextLines = 0;

static _sequenceTextInfo sequence_text_list[MAX_SEQUENCE_TEXT_LINES];

int32 Logic::fnAddSequenceText(int32 *params) {
// params:	0 text number
//		1 frame number to start the text displaying
//		2 frame number to stop the text dispalying

#ifdef _SWORD2_DEBUG
	if (sequenceTextLines == MAX_SEQUENCE_TEXT_LINES)
		Con_fatal_error("fnAddSequenceText ran out of lines");
#endif

	sequence_text_list[sequenceTextLines].textNumber = params[0];
	sequence_text_list[sequenceTextLines].startFrame = params[1];
	sequence_text_list[sequenceTextLines].endFrame = (uint16) params[2];
	sequenceTextLines++;

	// continue script
	return IR_CONT;
}

void CreateSequenceSpeech(_movieTextObject *sequenceText[]) {
	uint32 line;
 	_frameHeader *frame;
 	uint32 local_text;
	uint32 text_res;
	uint8 *text;
	uint32 wavId;	// ie. offical text number (actor text number)
	uint8 speechRunning;
 	char speechFile[256];

	// 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 = sequence_text_list[line].startFrame;
		sequenceText[line]->endFrame = sequence_text_list[line].endFrame;

		// pull out the text line to get the official text number
		// (for wav id)

  		text_res = sequence_text_list[line].textNumber / SIZE;
		local_text = sequence_text_list[line].textNumber & 0xffff;

		// open text resource & get the line
		text = FetchTextLine(res_man.open(text_res), local_text);
		wavId = (int32) READ_LE_UINT16(text);

		// now ok to close the text file
		res_man.close(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 = 0;
		sequence_text_list[line].speech_mem = NULL;
		sequenceText[line]->speech = NULL;

		if (gui._speechSelected) {
			// speech is selected, so try that first

			// set up path to speech cluster
			// first checking if we have speech1.clu or
			// speech2.clu in current directory (for translators
			// to test)

			File fp;

			sprintf(speechFile, "speech%d.clu", res_man.whichCd());
			if (fp.open(speechFile))
				fp.close();
			else
				strcpy(speechFile, "speech.clu");

			sequence_text_list[line].speechBufferSize = g_sound->preFetchCompSpeech((char *) speechFile, wavId, &sequence_text_list[line].speech_mem);
			if (sequence_text_list[line].speechBufferSize) {
				// ok, we've got speech!
				speechRunning = 1;
			}
		}

		// if we want subtitles, or speech failed to load

		if (gui._subtitles || !speechRunning) {
			// open text resource & get the line
			text = FetchTextLine(res_man.open(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.

			sequence_text_list[line].text_mem = fontRenderer.makeTextSprite(text + 2, 600, 255, g_sword2->_speechFontId, 1);

			// ok to close the text resource now
			res_man.close(text_res);
		} else {
			sequence_text_list[line].text_mem = NULL;
			sequenceText[line]->textSprite = NULL;
		}
	}

	// for drivers: NULL-terminate the array of pointers to
	// _movieTextObject's
	sequenceText[sequenceTextLines] = NULL;

  	// now lock all the memory blocks containing text sprites & speech
	// samples and set up the pointers to them, etc, for the drivers

	for (line = 0; line < sequenceTextLines; line++) {
		// if we've made a text sprite for this line...

		if (sequence_text_list[line].text_mem) {
			memory.lockMemory(sequence_text_list[line].text_mem);

			// now fill out the _spriteInfo structure in the
			// _movieTextObjectStructure

			frame = (_frameHeader *) sequence_text_list[line].text_mem->ad;

			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 = sequence_text_list[line].text_mem->ad + sizeof(_frameHeader);
		}

		// if we've loaded a speech sample for this line...

 		if (sequence_text_list[line].speech_mem) {
			// for drivers: set up pointer to decompressed wav in
			// memory

			sequenceText[line]->speechBufferSize = sequence_text_list[line].speechBufferSize;
			sequenceText[line]->speech = sequence_text_list[line].speech_mem;
		}
	}
}

void ClearSequenceSpeech(_movieTextObject *textSprites[]) {
	uint32 line;

	for (line = 0; line < sequenceTextLines; line++) {
		// free up the memory used by this _movieTextObject
		delete textSprites[line];

		// free up the mem block containing this text sprite
		if (sequence_text_list[line].text_mem)
			memory.freeMemory(sequence_text_list[line].text_mem);

		// free up the mem block containing this speech sample
		if (sequence_text_list[line].speech_mem)
			free(sequence_text_list[line].speech_mem);
	}

	// IMPORTANT! Reset the line count ready for the next sequence!
	sequenceTextLines = 0;
}

int32 Logic::fnSmackerLeadIn(int32 *params) {
	uint8 *leadIn;
	uint32 rv;
#ifdef _SWORD2_DEBUG
	_standardHeader *header;
#endif

	// params:	0 id of lead-in music

	leadIn = res_man.open(params[0]);

#ifdef _SWORD2_DEBUG
	header = (_standardHeader *) leadIn;
	if (header->fileType != WAV_FILE)
		Con_fatal_error("fnSmackerLeadIn() given invalid resource");
#endif

	leadIn += sizeof(_standardHeader);
	// wav data gets copied to sound memory
	rv = g_sound->playFx(0, leadIn, 0, 0, RDSE_FXLEADIN);

	if (rv)
		debug(5, "SFX ERROR: playFx() returned %.8x", rv);

	res_man.close(params[0]);

	// fade out any music that is currently playing
	fnStopMusic(NULL);

	// continue script
	return IR_CONT;
}

int32 Logic::fnSmackerLeadOut(int32 *params) {
	// params:	0 id of lead-out music

	// ready for use in fnPlaySequence
	smackerLeadOut = params[0];

	// continue script
	return IR_CONT;
}

int32 Logic::fnPlaySequence(int32 *params) {
	// params:	0 pointer to null-terminated ascii filename
	// 		1 number of frames in the sequence, used for PSX.

	char filename[30];
 	uint32 rv;
	_movieTextObject *sequenceSpeechArray[MAX_SEQUENCE_TEXT_LINES + 1];
	uint8 *leadOut = NULL;

#ifdef _SWORD2_DEBUG
	_standardHeader *header;
#endif

	// The original code had some #ifdef blocks for skipping or muting the
	// cutscenes - fondly described as "the biggest fudge in the history
	// of computer games" - but at the very least we want to show the
	// cutscene subtitles, so I removed them.

	debug(5, "fnPlaySequence(\"%s\");", params[0]);

#ifdef _SWORD2_DEBUG
	// check that the name paseed from script is 8 chars or less
	if (strlen((char *) params[0]) > 8)
		Con_fatal_error("Sequence filename too long");
#endif

	// add the appropriate file extension & play it

	sprintf(filename, "%s.smk", (char *) params[0]);

	// Write to walkthrough file (zebug0.txt)
 	debug(5, "PLAYING SEQUENCE \"%s\"", filename);

	// now create the text sprites, if any

	if (sequenceTextLines)
		CreateSequenceSpeech(sequenceSpeechArray);

	// open the lead-out music resource, if there is one

	if (smackerLeadOut) {
		leadOut = res_man.open(smackerLeadOut);

#ifdef _SWORD2_DEBUG
		header = (_standardHeader *)leadOut;
		if (header->fileType != WAV_FILE)
			error("fnSmackerLeadOut() given invalid resource");
#endif

		leadOut += sizeof(_standardHeader);
	}

	// play the smacker

	// don't want to carry on streaming game music when smacker starts!
	fnStopMusic(NULL);

	// pause sfx during sequence, except the one used for lead-in music
	g_sound->pauseFxForSequence();

	MoviePlayer player; 

	if (sequenceTextLines && g_sword2->_gameId == GID_SWORD2)
		rv = player.play(filename, sequenceSpeechArray, leadOut);
	else
		rv = player.play(filename, NULL, leadOut);

	// unpause sound fx again, in case we're staying in same location
	g_sound->unpauseFx();

	// close the lead-out music resource

 	if (smackerLeadOut) {
		res_man.close(smackerLeadOut);
		smackerLeadOut = 0;
	}

	// check the error return-value
	if (rv)
		debug(5, "MoviePlayer.play(\"%s\") returned 0x%.8x", filename, rv);

	// now clear the text sprites, if any

	if (sequenceTextLines)
		ClearSequenceSpeech(sequenceSpeechArray);

	// now clear the screen in case the Sequence was quitted (using ESC)
	// rather than fading down to black

	g_display->clearScene();

	// zero the entire palette in case we're about to fade up!

	_palEntry pal[256];

	memset(pal, 0, 256 * sizeof(_palEntry));
	g_display->setPalette(0, 256, (uint8 *) pal, RDPAL_INSTANT);

	debug(5, "fnPlaySequence FINISHED");

	// continue script
	return IR_CONT;
}

} // End of namespace Sword2