scummvm/sword2/anims.cpp
Torbjörn Andersson 10fee205e1 Some renaming (ironic in the light of Fingolfin's recent namespace
suggestion, but I prepared the patch long before reading the mail :-).

Also, the remaining parts of the control panel etc. have been moved into a
class of their own.

This is still work in progress. I'm well aware that some of the classes
aren't as well separated as they ought to be, and that using global
variables to keep track of the different classes probably isn't pretty.

svn-id: r10561
2003-10-03 06:54:44 +00:00

796 lines
22 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 <stdio.h> // for sprintf
#ifdef _SWORD2_DEBUG
#include <string.h> // for strlen
#endif
#include "stdafx.h"
#include "common/scummsys.h"
#include "driver/driver96.h"
#include "anims.h"
#include "console.h"
#include "controls.h" // for 'speechSelected' & 'subtitles'
#include "defs.h"
#include "header.h"
#include "interpreter.h"
#include "maketext.h" // for MakeTextSprite used by FN_play_sequence ultimately
#include "object.h"
#include "protocol.h"
#include "resman.h"
#include "sword2.h"
#include "sync.h"
#include "sound.h" // for Speech stuff.
// stores resource id of wav to use as lead-out from smacker
uint32 smackerLeadOut = 0;
int32 Animate(int32 *params, uint8 reverse_flag);
int32 Mega_table_animate(int32 *params, uint8 reverse_flag);
int32 FN_anim(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 FN_reverse_anim(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 FN_mega_table_anim(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 FN_reverse_mega_table_anim(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! (James18apr97)
// 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
FN_no_sprite(params + 1);
return IR_STOP;
}
} else {
// Not a valid resource number. Switch off
// the sprite. Don't animate - just continue
// script next cycle.
FN_no_sprite(params + 1);
return IR_STOP;
}
// switch on the sprite
FN_sort_sprite(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 FN_anim()
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 FN_set_frame(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("FN_set_frame: %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("FN_set_frame: %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("FN_set_frame: %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 FN_no_sprite(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 FN_back_par0_sprite(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 FN_back_par1_sprite(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 FN_back_sprite(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 FN_sort_sprite(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 FN_fore_sprite(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 FN_fore_par0_sprite(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 FN_fore_par1_sprite(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 FN_shaded_sprite(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 FN_unshaded_sprite(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
// FIXME: At the moment, the subtitle sprites and voice-overs are pre-cached.
// The code would be much simpler if we simply stored the text/speech ids and
// decoded them while the movie is playing. On the other hand, it might slow
// down the video playback too much. We'll need to investigate...
//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
uint32 sequenceTextLines = 0;
static _sequenceTextInfo sequence_text_list[MAX_SEQUENCE_TEXT_LINES];
int32 FN_add_sequence_text(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("FN_add_sequence_text 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", *(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!
sequence_text_list[line].text_mem = MakeTextSprite(text + 2, 600, 255, speech_font_id);
// 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 FN_smacker_lead_in(int32 *params) {
uint8 *leadIn;
uint32 rv;
#ifdef _SWORD2_DEBUG
_standardHeader *header;
#endif
leadIn = res_man.open(params[0]);
#ifdef _SWORD2_DEBUG
header = (_standardHeader *) leadIn;
if (header->fileType != WAV_FILE)
Con_fatal_error("FN_smacker_lead_in() 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
FN_stop_music(NULL);
// continue script
return IR_CONT;
}
int32 FN_smacker_lead_out(int32 *params) {
// ready for use in FN_play_sequence
smackerLeadOut = params[0];
// continue script
return IR_CONT;
}
int32 FN_play_sequence(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, "FN_play_sequence(\"%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 (James27may97)
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("FN_smacker_lead_out() given invalid resource");
#endif
leadOut += sizeof(_standardHeader);
}
// play the smacker
// don't want to carry on streaming game music when smacker starts!
FN_stop_music(NULL);
// pause sfx during sequence, except the one used for lead-in music
g_sound->pauseFxForSequence();
if (sequenceTextLines && g_sword2->_gameId == GID_SWORD2)
rv = PlaySmacker(filename, sequenceSpeechArray, leadOut);
else
rv = PlaySmacker(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, "PlaySmacker(\"%s\") returned 0x%.8x", filename, rv);
// now clear the text sprites, if any (James27may97)
if (sequenceTextLines)
ClearSequenceSpeech(sequenceSpeechArray);
// now clear the screen in case the Sequence was quitted (using ESC)
// rather than fading down to black
EraseBackBuffer();
// zero the entire palette in case we're about to fade up!
_palEntry pal[256];
memset(pal, 0, 256 * sizeof(_palEntry));
BS2_SetPalette(0, 256, (uint8 *) pal, RDPAL_INSTANT);
debug(5, "FN_play_sequence FINISHED");
// continue script
return IR_CONT;
}