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/* Copyright (C) 1994-2004 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 "common/stdafx.h"
#include "common/file.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/controls.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/memory.h"
#include "sword2/resman.h"
#include "sword2/driver/animation.h"
#include "sword2/driver/d_draw.h"
#include "sword2/driver/d_sound.h"
namespace Sword2 {
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, false);
}
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, true);
}
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 megaTableAnimate(params, false);
}
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 megaTableAnimate(params, true);
}
int32 Logic::animate(int32 *params, bool reverse) {
// params: 0 pointer to object's logic structure
// 1 pointer to object's graphic structure
// 2 resource id of animation file
ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->decodePtr(params[1]);
byte *anim_file;
AnimHeader *anim_head;
int32 res = params[2];
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 (_scriptVars[SYSTEM_TESTING_ANIMS]) {
// if the resource number is within range & it's not
// a null resource
if (_vm->_resman->checkValid(res)) {
// Open the resource. Can close it immediately.
// We've got a pointer to the header.
head = (StandardHeader *) _vm->_resman->openResource(res);
_vm->_resman->closeResource(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);
}
assert(res);
// open anim file
anim_file = _vm->_resman->openResource(res);
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 'FN' call again
ob_logic->looping = 1;
ob_graphic->anim_resource = res;
if (reverse)
ob_graphic->anim_pc = anim_head->noAnimFrames - 1;
else
ob_graphic->anim_pc = 0;
} else if (getSync() != -1) {
// We've received a sync - return to script immediately
debug(5, "**sync stopped %d**", _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 == (int32) (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;
}
int32 Logic::megaTableAnimate(int32 *params, bool reverse) {
// 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
int32 pars[3];
// Set up the parameters for animate().
pars[0] = params[0];
pars[1] = params[1];
// If this is the start of the anim, read the anim table to get the
// appropriate anim resource
ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
if (ob_logic->looping == 0) {
ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[2]);
uint32 *anim_table = (uint32 *) _vm->_memory->decodePtr(params[3]);
// appropriate anim resource is in 'table[direction]'
pars[2] = anim_table[ob_mega->current_dir];
}
return animate(pars, reverse);
}
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)
int32 res = params[1];
assert(res);
// open the resource (& check it's valid)
byte *anim_file = _vm->_resman->openResource(res);
StandardHeader *head = (StandardHeader *) anim_file;
assert(head->fileType == ANIMATION_FILE);
// set up pointer to the animation header
AnimHeader *anim_head = _vm->fetchAnimHeader(anim_file);
// set up anim resource in graphic object
ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->decodePtr(params[0]);
ob_graphic->anim_resource = res;
ob_graphic->anim_pc = params[2] ? anim_head->noAnimFrames - 1 : 0;
// Close the anim file and drop out of script
_vm->_resman->closeResource(ob_graphic->anim_resource);
return IR_CONT;
}
void Logic::setSpriteStatus(uint32 sprite, uint32 type) {
ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->decodePtr(sprite);
// Remove the previous status, but don't affect the shading upper-word
ob_graphic->type = (ob_graphic->type & 0xffff0000) | type;
}
void Logic::setSpriteShading(uint32 sprite, uint32 type) {
ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->decodePtr(sprite);
// Remove the previous shading, but don't affect the status lower-word.
// Note that drivers may still shade mega frames automatically, even
// when not sent 'RDSPR_SHADOW'.
ob_graphic->type = (ob_graphic->type & 0x0000ffff) | type;
}
int32 Logic::fnNoSprite(int32 *params) {
// params: 0 pointer to object's graphic structure
setSpriteStatus(params[0], NO_SPRITE);
return IR_CONT;
}
int32 Logic::fnBackPar0Sprite(int32 *params) {
// params: 0 pointer to object's graphic structure
setSpriteStatus(params[0], BGP0_SPRITE);
return IR_CONT;
}
int32 Logic::fnBackPar1Sprite(int32 *params) {
// params: 0 pointer to object's graphic structure
setSpriteStatus(params[0], BGP1_SPRITE);
return IR_CONT;
}
int32 Logic::fnBackSprite(int32 *params) {
// params: 0 pointer to object's graphic structure
setSpriteStatus(params[0], BACK_SPRITE);
return IR_CONT;
}
int32 Logic::fnSortSprite(int32 *params) {
// params: 0 pointer to object's graphic structure
setSpriteStatus(params[0], SORT_SPRITE);
return IR_CONT;
}
int32 Logic::fnForeSprite(int32 *params) {
// params: 0 pointer to object's graphic structure
setSpriteStatus(params[0], FORE_SPRITE);
return IR_CONT;
}
int32 Logic::fnForePar0Sprite(int32 *params) {
// params: 0 pointer to object's graphic structure
setSpriteStatus(params[0], FGP0_SPRITE);
return IR_CONT;
}
int32 Logic::fnForePar1Sprite(int32 *params) {
// params: 0 pointer to object's graphic structure
setSpriteStatus(params[0], FGP1_SPRITE);
return IR_CONT;
}
int32 Logic::fnShadedSprite(int32 *params) {
// params: 0 pointer to object's graphic structure
setSpriteShading(params[0], SHADED_SPRITE);
return IR_CONT;
}
int32 Logic::fnUnshadedSprite(int32 *params) {
// params: 0 pointer to object's graphic structure
setSpriteShading(params[0], UNSHADED_SPRITE);
return IR_CONT;
}
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
assert(_sequenceTextLines < MAX_SEQUENCE_TEXT_LINES);
_sequenceTextList[_sequenceTextLines].textNumber = params[0];
_sequenceTextList[_sequenceTextLines].startFrame = params[1];
_sequenceTextList[_sequenceTextLines].endFrame = params[2];
_sequenceTextLines++;
return IR_CONT;
}
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->_gui->_subtitles || !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;
}
int32 Logic::fnSmackerLeadIn(int32 *params) {
byte *leadIn;
uint32 rv;
// params: 0 id of lead-in music
leadIn = _vm->_resman->openResource(params[0]);
StandardHeader *header = (StandardHeader *) leadIn;
assert(header->fileType == WAV_FILE);
leadIn += sizeof(StandardHeader);
// wav data gets copied to sound memory
rv = _vm->_sound->playFx(0, leadIn, 0, 0, RDSE_FXLEADIN);
if (rv)
debug(5, "SFX ERROR: playFx() returned %.8x", rv);
_vm->_resman->closeResource(params[0]);
// fade out any music that is currently playing
fnStopMusic(NULL);
return IR_CONT;
}
int32 Logic::fnSmackerLeadOut(int32 *params) {
// params: 0 id of lead-out music
// ready for use in fnPlaySequence
_smackerLeadOut = params[0];
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];
MovieTextObject *sequenceSpeechArray[MAX_SEQUENCE_TEXT_LINES + 1];
byte *leadOut = NULL;
// 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\");", (const char *) _vm->_memory->decodePtr(params[0]));
// add the appropriate file extension & play it
strcpy(filename, (const char *) _vm->_memory->decodePtr(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 = _vm->_resman->openResource(_smackerLeadOut);
StandardHeader *header = (StandardHeader *) leadOut;
assert(header->fileType == WAV_FILE);
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
_vm->_sound->pauseFxForSequence();
MoviePlayer player(_vm);
uint32 rv;
if (_sequenceTextLines && !_scriptVars[DEMO])
rv = player.play(filename, sequenceSpeechArray, leadOut);
else
rv = player.play(filename, NULL, leadOut);
// check the error return-value
if (rv)
debug(5, "MoviePlayer.play(\"%s\") returned 0x%.8x", filename, rv);
// unpause sound fx again, in case we're staying in same location
_vm->_sound->unpauseFx();
// close the lead-out music resource
if (_smackerLeadOut) {
_vm->_resman->closeResource(_smackerLeadOut);
_smackerLeadOut = 0;
}
// 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
_vm->_graphics->clearScene();
// zero the entire palette in case we're about to fade up!
byte pal[4 * 256];
memset(pal, 0, sizeof(pal));
_vm->_graphics->setPalette(0, 256, pal, RDPAL_INSTANT);
debug(5, "fnPlaySequence FINISHED");
return IR_CONT;
}
} // End of namespace Sword2
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