scummvm/sword2/anims.cpp
Torbjörn Andersson 0426d38aa5 Cleaned up the palette handling a bit. Renamed _palCopy to _palette since I
found the old name misleading (there is only one array that stores the
palette in the engine, though it could be argued that it's a copy of the
one used by the backend), and removed some code that I'm almost certain was
never used. (I've added assert()s to trigger in the cases where it would
have been used.)

svn-id: r13949
2004-06-09 06:33:29 +00:00

601 lines
17 KiB
C++

/* 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/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;
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 = _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()) {
// 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", _vm->_resman->whichCd());
if (fp.open(speechFile))
fp.close();
else
strcpy(speechFile, "speech.clu");
_sequenceTextList[line].speechBufferSize = _vm->_sound->preFetchCompSpeech(speechFile, 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