scummvm/sword2/anims.cpp
Torbjörn Andersson b3b0118292 The resource and memory managers are now created dynamically.
Renamed the resource manager's open/close methods openResource() and
closeResource() to avoid confusion. (It was I who originally shortened
their names to open() and close(), but I've changed my mind now.)

Moved more stuff into Sword2Engine.

svn-id: r11088
2003-11-03 07:47:42 +00:00

773 lines
21 KiB
C++

/* 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 "sword2/sword2.h"
#include "sword2/driver/driver96.h"
#include "sword2/driver/d_draw.h"
#include "sword2/anims.h"
#include "sword2/console.h"
#include "sword2/controls.h" // for 'subtitles'
#include "sword2/defs.h"
#include "sword2/header.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/maketext.h" // for makeTextSprite used by fnPlaySequence ultimately
#include "sword2/object.h"
#include "sword2/protocol.h"
#include "sword2/resman.h"
#include "sword2/sword2.h"
#include "sword2/sync.h"
#include "sword2/sound.h" // for Speech stuff.
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
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->openResource(res);
res_man->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);
}
#endif
#ifdef _SWORD2_DEBUG
// check that we haven't been passed a zero resource number
if (res == 0)
error("animate: %s (id %d) passed zero anim resource", FetchObjectName(ID), ID);
#endif
// open anim file
anim_file = res_man->openResource(res);
#ifdef _SWORD2_DEBUG
// check this this resource is actually an animation file!
head = (_standardHeader *) anim_file;
if (head->fileType != ANIMATION_FILE)
error("animate: %s (%d) is not an anim!", FetchObjectName(res), res);
#endif
// point to anim header
anim_head = g_sword2->fetchAnimHeader(anim_file);
/* #ifdef _SWORD2_DEBUG
// check there's at least one frame
if (anim_head->noAnimFrames == 0)
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)
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->openResource(ob_graphic->anim_resource);
anim_head = g_sword2->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
res_man->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
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);
}
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)
error("fnSetFrame: %s (id %d) passed zero anim resource", FetchObjectName(ID), ID);
#endif
// open the resource (& check it's valid)
anim_file = res_man->openResource(res);
#ifdef _SWORD2_DEBUG
// check this this resource is actually an animation file!
head = (_standardHeader *) anim_file;
if (head->fileType != ANIMATION_FILE)
error("fnSetFrame: %s (%d) is not an anim!", FetchObjectName(res), res);
#endif
// set up pointer to the animation header
anim_head = g_sword2->fetchAnimHeader(anim_file);
/* #ifdef _SWORD2_DEBUG
// check there's at least one frame
if (anim_head->noAnimFrames == 0)
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->closeResource(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;
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 = (uint16) params[2];
_sequenceTextLines++;
// continue script
return IR_CONT;
}
void Logic::createSequenceSpeech(_movieTextObject *sequenceText[]) {
uint32 line;
_frameHeader *frame;
uint32 local_text;
uint32 text_res;
uint8 *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 = g_sword2->fetchTextLine(res_man->openResource(text_res), local_text);
wavId = (int32) READ_LE_UINT16(text);
// now ok to close the text file
res_man->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 (!g_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", res_man->whichCd());
if (fp.open(speechFile))
fp.close();
else
strcpy(speechFile, "speech.clu");
_sequenceTextList[line].speechBufferSize = g_sound->preFetchCompSpeech((char *) 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 (gui->_subtitles || !speechRunning) {
// open text resource & get the line
text = g_sword2->fetchTextLine(res_man->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 = fontRenderer.makeTextSprite(text + 2, 600, 255, g_sword2->_speechFontId, 1);
// ok to close the text resource now
res_man->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;
// 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 (_sequenceTextList[line].text_mem) {
memory->lockMemory(_sequenceTextList[line].text_mem);
// now fill out the _spriteInfo structure in the
// _movieTextObjectStructure
frame = (_frameHeader *) _sequenceTextList[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 = _sequenceTextList[line].text_mem->ad + 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[]) {
uint32 line;
for (line = 0; line < _sequenceTextLines; line++) {
// free up the memory used by this _movieTextObject
delete sequenceText[line];
// free up the mem block containing this text sprite
if (_sequenceTextList[line].text_mem)
memory->freeMemory(_sequenceTextList[line].text_mem);
// free up the mem block containing this speech sample
if (_sequenceTextList[line].speech_mem)
free(_sequenceTextList[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->openResource(params[0]);
#ifdef _SWORD2_DEBUG
header = (_standardHeader *) leadIn;
if (header->fileType != WAV_FILE)
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->closeResource(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)
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->openResource(_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->_features & GF_DEMO))
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->closeResource(_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