mirror of
https://github.com/libretro/scummvm.git
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0cfd573951
svn-id: r15810
586 lines
17 KiB
C++
586 lines
17 KiB
C++
/* Copyright (C) 1994-2004 Revolution Software Ltd
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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// ---------------------------------------------------------------------------
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// A more intelligent version of the old ANIMS.C
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// All this stuff by James
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// DON'T TOUCH!
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// ---------------------------------------------------------------------------
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#include "common/stdafx.h"
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#include "common/file.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/controls.h"
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#include "sword2/interpreter.h"
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#include "sword2/logic.h"
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#include "sword2/maketext.h"
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#include "sword2/memory.h"
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#include "sword2/resman.h"
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#include "sword2/driver/animation.h"
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#include "sword2/driver/d_draw.h"
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#include "sword2/driver/d_sound.h"
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namespace Sword2 {
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int32 Logic::fnAnim(int32 *params) {
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// params: 0 pointer to object's logic structure
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// 1 pointer to object's graphic structure
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// 2 resource id of animation file
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// 0 means normal forward anim
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return animate(params, false);
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}
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int32 Logic::fnReverseAnim(int32 *params) {
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// params: 0 pointer to object's logic structure
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// 1 pointer to object's graphic structure
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// 2 resource id of animation file
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// 1 means reverse anim
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return animate(params, true);
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}
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int32 Logic::fnMegaTableAnim(int32 *params) {
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// params: 0 pointer to object's logic structure
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// 1 pointer to object's graphic structure
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// 2 pointer to object's mega structure
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// 3 pointer to animation table
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// 0 means normal forward anim
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return megaTableAnimate(params, false);
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}
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int32 Logic::fnReverseMegaTableAnim(int32 *params) {
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// params: 0 pointer to object's logic structure
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// 1 pointer to object's graphic structure
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// 2 pointer to object's mega structure
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// 3 pointer to animation table
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// 1 means reverse anim
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return megaTableAnimate(params, true);
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}
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int32 Logic::animate(int32 *params, bool reverse) {
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// params: 0 pointer to object's logic structure
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// 1 pointer to object's graphic structure
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// 2 resource id of animation file
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ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
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ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->decodePtr(params[1]);
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byte *anim_file;
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AnimHeader *anim_head;
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int32 res = params[2];
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if (ob_logic->looping == 0) {
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StandardHeader *head;
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// This is the start of the anim - set up the first frame
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// For testing all anims!
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// A script loop can send every resource number to the anim
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// function & it will only run the valid ones. See
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// 'testing_routines' object in George's Player Character
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// section of linc
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if (_scriptVars[SYSTEM_TESTING_ANIMS]) {
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// if the resource number is within range & it's not
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// a null resource
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if (_vm->_resman->checkValid(res)) {
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// Open the resource. Can close it immediately.
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// We've got a pointer to the header.
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head = (StandardHeader *) _vm->_resman->openResource(res);
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_vm->_resman->closeResource(res);
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// if it's not an animation file
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if (head->fileType != ANIMATION_FILE) {
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// switch off the sprite
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// don't animate - just continue
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// script next cycle
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fnNoSprite(params + 1);
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return IR_STOP;
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}
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} else {
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// Not a valid resource number. Switch off
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// the sprite. Don't animate - just continue
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// script next cycle.
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fnNoSprite(params + 1);
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return IR_STOP;
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}
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// switch on the sprite
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fnSortSprite(params + 1);
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}
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assert(res);
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// open anim file
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anim_file = _vm->_resman->openResource(res);
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head = (StandardHeader *) anim_file;
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assert(head->fileType == ANIMATION_FILE);
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// point to anim header
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anim_head = _vm->fetchAnimHeader(anim_file);
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// now running an anim, looping back to this 'FN' call again
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ob_logic->looping = 1;
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ob_graphic->anim_resource = res;
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if (reverse)
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ob_graphic->anim_pc = anim_head->noAnimFrames - 1;
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else
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ob_graphic->anim_pc = 0;
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} else if (getSync() != -1) {
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// We've received a sync - return to script immediately
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debug(5, "**sync stopped %d**", _scriptVars[ID]);
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// If sync received, anim finishes right now (remaining on
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// last frame). Quit animation, but continue script.
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ob_logic->looping = 0;
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return IR_CONT;
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} else {
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// Not first frame, and no sync received - set up the next
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// frame of the anim.
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// open anim file and point to anim header
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anim_file = _vm->_resman->openResource(ob_graphic->anim_resource);
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anim_head = _vm->fetchAnimHeader(anim_file);
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if (reverse)
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ob_graphic->anim_pc--;
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else
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ob_graphic->anim_pc++;
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}
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// check for end of anim
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if (reverse) {
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if (ob_graphic->anim_pc == 0)
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ob_logic->looping = 0;
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} else {
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if (ob_graphic->anim_pc == (int32) (anim_head->noAnimFrames - 1))
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ob_logic->looping = 0;
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}
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// close the anim file
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_vm->_resman->closeResource(ob_graphic->anim_resource);
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// check if we want the script to loop back & call this function again
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return ob_logic->looping ? IR_REPEAT : IR_STOP;
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}
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int32 Logic::megaTableAnimate(int32 *params, bool reverse) {
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// params: 0 pointer to object's logic structure
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// 1 pointer to object's graphic structure
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// 2 pointer to object's mega structure
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// 3 pointer to animation table
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int32 pars[3];
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// Set up the parameters for animate().
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pars[0] = params[0];
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pars[1] = params[1];
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// If this is the start of the anim, read the anim table to get the
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// appropriate anim resource
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ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
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if (ob_logic->looping == 0) {
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ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[2]);
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uint32 *anim_table = (uint32 *) _vm->_memory->decodePtr(params[3]);
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// appropriate anim resource is in 'table[direction]'
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pars[2] = anim_table[ob_mega->current_dir];
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}
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return animate(pars, reverse);
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}
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int32 Logic::fnSetFrame(int32 *params) {
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// params: 0 pointer to object's graphic structure
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// 1 resource id of animation file
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// 2 frame flag (0=first 1=last)
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int32 res = params[1];
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assert(res);
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// open the resource (& check it's valid)
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byte *anim_file = _vm->_resman->openResource(res);
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StandardHeader *head = (StandardHeader *) anim_file;
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assert(head->fileType == ANIMATION_FILE);
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// set up pointer to the animation header
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AnimHeader *anim_head = _vm->fetchAnimHeader(anim_file);
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// set up anim resource in graphic object
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ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->decodePtr(params[0]);
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ob_graphic->anim_resource = res;
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ob_graphic->anim_pc = params[2] ? anim_head->noAnimFrames - 1 : 0;
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// Close the anim file and drop out of script
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_vm->_resman->closeResource(ob_graphic->anim_resource);
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return IR_CONT;
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}
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void Logic::setSpriteStatus(uint32 sprite, uint32 type) {
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ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->decodePtr(sprite);
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// Remove the previous status, but don't affect the shading upper-word
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ob_graphic->type = (ob_graphic->type & 0xffff0000) | type;
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}
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void Logic::setSpriteShading(uint32 sprite, uint32 type) {
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ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->decodePtr(sprite);
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// Remove the previous shading, but don't affect the status lower-word.
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// Note that drivers may still shade mega frames automatically, even
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// when not sent 'RDSPR_SHADOW'.
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ob_graphic->type = (ob_graphic->type & 0x0000ffff) | type;
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}
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int32 Logic::fnNoSprite(int32 *params) {
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// params: 0 pointer to object's graphic structure
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setSpriteStatus(params[0], NO_SPRITE);
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return IR_CONT;
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}
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int32 Logic::fnBackPar0Sprite(int32 *params) {
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// params: 0 pointer to object's graphic structure
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setSpriteStatus(params[0], BGP0_SPRITE);
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return IR_CONT;
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}
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int32 Logic::fnBackPar1Sprite(int32 *params) {
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// params: 0 pointer to object's graphic structure
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setSpriteStatus(params[0], BGP1_SPRITE);
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return IR_CONT;
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}
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int32 Logic::fnBackSprite(int32 *params) {
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// params: 0 pointer to object's graphic structure
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setSpriteStatus(params[0], BACK_SPRITE);
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return IR_CONT;
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}
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int32 Logic::fnSortSprite(int32 *params) {
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// params: 0 pointer to object's graphic structure
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setSpriteStatus(params[0], SORT_SPRITE);
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return IR_CONT;
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}
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int32 Logic::fnForeSprite(int32 *params) {
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// params: 0 pointer to object's graphic structure
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setSpriteStatus(params[0], FORE_SPRITE);
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return IR_CONT;
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}
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int32 Logic::fnForePar0Sprite(int32 *params) {
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// params: 0 pointer to object's graphic structure
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setSpriteStatus(params[0], FGP0_SPRITE);
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return IR_CONT;
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}
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int32 Logic::fnForePar1Sprite(int32 *params) {
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// params: 0 pointer to object's graphic structure
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setSpriteStatus(params[0], FGP1_SPRITE);
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return IR_CONT;
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}
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int32 Logic::fnShadedSprite(int32 *params) {
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// params: 0 pointer to object's graphic structure
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setSpriteShading(params[0], SHADED_SPRITE);
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return IR_CONT;
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}
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int32 Logic::fnUnshadedSprite(int32 *params) {
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// params: 0 pointer to object's graphic structure
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setSpriteShading(params[0], UNSHADED_SPRITE);
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return IR_CONT;
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}
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int32 Logic::fnAddSequenceText(int32 *params) {
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// params: 0 text number
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// 1 frame number to start the text displaying
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// 2 frame number to stop the text dispalying
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assert(_sequenceTextLines < MAX_SEQUENCE_TEXT_LINES);
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_sequenceTextList[_sequenceTextLines].textNumber = params[0];
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_sequenceTextList[_sequenceTextLines].startFrame = params[1];
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_sequenceTextList[_sequenceTextLines].endFrame = params[2];
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_sequenceTextLines++;
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return IR_CONT;
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}
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void Logic::createSequenceSpeech(MovieTextObject *sequenceText[]) {
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uint32 line;
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FrameHeader *frame;
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uint32 local_text;
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uint32 text_res;
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byte *text;
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uint32 wavId; // ie. offical text number (actor text number)
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bool speechRunning;
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// for each sequence text line that's been logged
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for (line = 0; line < _sequenceTextLines; line++) {
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// allocate this structure
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sequenceText[line] = new MovieTextObject;
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sequenceText[line]->startFrame = _sequenceTextList[line].startFrame;
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sequenceText[line]->endFrame = _sequenceTextList[line].endFrame;
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// pull out the text line to get the official text number
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// (for wav id)
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text_res = _sequenceTextList[line].textNumber / SIZE;
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local_text = _sequenceTextList[line].textNumber & 0xffff;
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// open text resource & get the line
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text = _vm->fetchTextLine(_vm->_resman->openResource(text_res), local_text);
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wavId = (int32) READ_LE_UINT16(text);
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// now ok to close the text file
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_vm->_resman->closeResource(text_res);
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// 1st word of text line is the official line number
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debug(5,"(%d) SEQUENCE TEXT: %s", READ_LE_UINT16(text), text + 2);
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// is it to be speech or subtitles or both?
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// assume speech is not running until know otherwise
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speechRunning = false;
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_sequenceTextList[line].speech_mem = NULL;
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sequenceText[line]->speech = NULL;
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if (!_vm->_sound->isSpeechMute()) {
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_sequenceTextList[line].speechBufferSize = _vm->_sound->preFetchCompSpeech(wavId, &_sequenceTextList[line].speech_mem);
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if (_sequenceTextList[line].speechBufferSize) {
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// ok, we've got speech!
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speechRunning = true;
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}
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}
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// if we want subtitles, or speech failed to load
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if (_vm->_gui->_subtitles || !speechRunning) {
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// open text resource & get the line
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text = _vm->fetchTextLine(_vm->_resman->openResource(text_res), local_text);
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// make the sprite
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// 'text+2' to skip the first 2 bytes which form the
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// line reference number
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// NB. The mem block containing the text sprite is
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// currently FLOATING!
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// When rendering text over a sequence we need a
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// different colour for the border.
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_sequenceTextList[line].text_mem = _vm->_fontRenderer->makeTextSprite(text + 2, 600, 255, _vm->_speechFontId, 1);
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// ok to close the text resource now
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_vm->_resman->closeResource(text_res);
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} else {
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_sequenceTextList[line].text_mem = NULL;
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sequenceText[line]->textSprite = NULL;
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}
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}
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// for drivers: NULL-terminate the array of pointers to
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// MovieTextObject's
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sequenceText[_sequenceTextLines] = NULL;
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for (line = 0; line < _sequenceTextLines; line++) {
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// if we've made a text sprite for this line...
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if (_sequenceTextList[line].text_mem) {
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// now fill out the SpriteInfo structure in the
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// MovieTextObjectStructure
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frame = (FrameHeader *) _sequenceTextList[line].text_mem;
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sequenceText[line]->textSprite = new SpriteInfo;
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// center text at bottom of screen
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sequenceText[line]->textSprite->x = 320 - frame->width / 2;
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sequenceText[line]->textSprite->y = 440 - frame->height;
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sequenceText[line]->textSprite->w = frame->width;
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sequenceText[line]->textSprite->h = frame->height;
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sequenceText[line]->textSprite->type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION;
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sequenceText[line]->textSprite->data = _sequenceTextList[line].text_mem + sizeof(FrameHeader);
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}
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// if we've loaded a speech sample for this line...
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if (_sequenceTextList[line].speech_mem) {
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// for drivers: set up pointer to decompressed wav in
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// memory
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sequenceText[line]->speechBufferSize = _sequenceTextList[line].speechBufferSize;
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sequenceText[line]->speech = _sequenceTextList[line].speech_mem;
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}
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}
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}
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void Logic::clearSequenceSpeech(MovieTextObject *sequenceText[]) {
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for (uint i = 0; i < _sequenceTextLines; i++) {
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// free up the memory used by this MovieTextObject
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delete sequenceText[i];
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// free up the mem block containing this text sprite
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if (_sequenceTextList[i].text_mem)
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free(_sequenceTextList[i].text_mem);
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// free up the mem block containing this speech sample
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if (_sequenceTextList[i].speech_mem)
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free(_sequenceTextList[i].speech_mem);
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}
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// IMPORTANT! Reset the line count ready for the next sequence!
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_sequenceTextLines = 0;
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}
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int32 Logic::fnSmackerLeadIn(int32 *params) {
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byte *leadIn;
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uint32 rv;
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// params: 0 id of lead-in music
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leadIn = _vm->_resman->openResource(params[0]);
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StandardHeader *header = (StandardHeader *) leadIn;
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assert(header->fileType == WAV_FILE);
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leadIn += sizeof(StandardHeader);
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// wav data gets copied to sound memory
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rv = _vm->_sound->playFx(0, leadIn, 0, 0, RDSE_FXLEADIN);
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if (rv)
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debug(5, "SFX ERROR: playFx() returned %.8x", rv);
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_vm->_resman->closeResource(params[0]);
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// fade out any music that is currently playing
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fnStopMusic(NULL);
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return IR_CONT;
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}
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int32 Logic::fnSmackerLeadOut(int32 *params) {
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// params: 0 id of lead-out music
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// ready for use in fnPlaySequence
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_smackerLeadOut = params[0];
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return IR_CONT;
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}
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int32 Logic::fnPlaySequence(int32 *params) {
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// params: 0 pointer to null-terminated ascii filename
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// 1 number of frames in the sequence, used for PSX.
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char filename[30];
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MovieTextObject *sequenceSpeechArray[MAX_SEQUENCE_TEXT_LINES + 1];
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byte *leadOut = NULL;
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// The original code had some #ifdef blocks for skipping or muting the
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// cutscenes - fondly described as "the biggest fudge in the history
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// of computer games" - but at the very least we want to show the
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// cutscene subtitles, so I removed them.
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debug(5, "fnPlaySequence(\"%s\");", (const char *) _vm->_memory->decodePtr(params[0]));
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// add the appropriate file extension & play it
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strcpy(filename, (const char *) _vm->_memory->decodePtr(params[0]));
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|
|
|
// 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
|