scummvm/sword2/anims.cpp
Torbjörn Andersson 7f4cda6622 Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.

To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.

If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.

If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.

Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.

On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.

Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.

svn-id: r19366
2005-10-29 21:24:54 +00:00

308 lines
9.4 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 The ScummVM project
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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/build_display.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/resman.h"
#include "sword2/router.h"
#include "sword2/sound.h"
#include "sword2/driver/animation.h"
namespace Sword2 {
int Router::doAnimate(byte *ob_logic, byte *ob_graph, int32 animRes, bool reverse) {
AnimHeader anim_head;
byte *anim_file;
ObjectLogic obLogic(ob_logic);
ObjectGraphic obGraph(ob_graph);
if (obLogic.getLooping() == 0) {
byte *ptr;
// 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 (_vm->_logic->readVar(SYSTEM_TESTING_ANIMS)) {
if (!_vm->_resman->checkValid(animRes)) {
// Not a valid resource number. Switch off
// the sprite. Don't animate - just continue
// script next cycle.
setSpriteStatus(ob_graph, NO_SPRITE);
return IR_STOP;
}
ptr = _vm->_resman->openResource(animRes);
// if it's not an animation file
if (_vm->_resman->fetchType(animRes) != ANIMATION_FILE) {
_vm->_resman->closeResource(animRes);
// switch off the sprite
// don't animate - just continue
// script next cycle
setSpriteStatus(ob_graph, NO_SPRITE);
return IR_STOP;
}
_vm->_resman->closeResource(animRes);
// switch on the sprite
setSpriteStatus(ob_graph, SORT_SPRITE);
}
assert(animRes);
// open anim file
anim_file = _vm->_resman->openResource(animRes);
assert(_vm->_resman->fetchType(animRes) == ANIMATION_FILE);
// point to anim header
anim_head.read(_vm->fetchAnimHeader(anim_file));
// now running an anim, looping back to this call again
obLogic.setLooping(1);
obGraph.setAnimResource(animRes);
if (reverse)
obGraph.setAnimPc(anim_head.noAnimFrames - 1);
else
obGraph.setAnimPc(0);
} else if (_vm->_logic->getSync() != -1) {
// We've received a sync - return to script immediately
debug(5, "**sync stopped %d**", _vm->_logic->readVar(ID));
// If sync received, anim finishes right now (remaining on
// last frame). Quit animation, but continue script.
obLogic.setLooping(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(obGraph.getAnimResource());
anim_head.read(_vm->fetchAnimHeader(anim_file));
if (reverse)
obGraph.setAnimPc(obGraph.getAnimPc() - 1);
else
obGraph.setAnimPc(obGraph.getAnimPc() + 1);
}
// check for end of anim
if (reverse) {
if (obGraph.getAnimPc() == 0)
obLogic.setLooping(0);
} else {
if (obGraph.getAnimPc() == anim_head.noAnimFrames - 1)
obLogic.setLooping(0);
}
// close the anim file
_vm->_resman->closeResource(obGraph.getAnimResource());
// check if we want the script to loop back & call this function again
return obLogic.getLooping() ? IR_REPEAT : IR_STOP;
}
int Router::megaTableAnimate(byte *ob_logic, byte *ob_graph, byte *ob_mega, byte *animTable, bool reverse) {
int32 animRes = 0;
// If this is the start of the anim, read the anim table to get the
// appropriate anim resource
ObjectLogic obLogic(ob_logic);
if (obLogic.getLooping() == 0) {
ObjectMega obMega(ob_mega);
// Appropriate anim resource is in 'table[direction]'
animRes = READ_LE_UINT32(animTable + 4 * obMega.getCurDir());
}
return doAnimate(ob_logic, ob_graph, animRes, reverse);
}
void Router::setSpriteStatus(byte *ob_graph, uint32 type) {
ObjectGraphic obGraph(ob_graph);
// Remove the previous status, but don't affect the shading upper-word
obGraph.setType((obGraph.getType() & 0xffff0000) | type);
}
void Router::setSpriteShading(byte *ob_graph, uint32 type) {
ObjectGraphic obGraph(ob_graph);
// Remove the previous shading, but don't affect the status lower-word.
// Note that mega frames may still be shaded automatically, even when
// not sent 'RDSPR_SHADOW'.
obGraph.setType((obGraph.getType() & 0x0000ffff) | type);
}
void Logic::createSequenceSpeech(MovieTextObject *sequenceText[]) {
uint32 line;
uint32 local_text;
uint32 text_res;
byte *text;
uint32 wavId; // ie. offical text number (actor text number)
bool speechRunning;
// for each sequence text line that's been logged
for (line = 0; line < _sequenceTextLines; line++) {
// allocate this structure
sequenceText[line] = new MovieTextObject;
sequenceText[line]->startFrame = _sequenceTextList[line].startFrame;
sequenceText[line]->endFrame = _sequenceTextList[line].endFrame;
// pull out the text line to get the official text number
// (for wav id)
text_res = _sequenceTextList[line].textNumber / SIZE;
local_text = _sequenceTextList[line].textNumber & 0xffff;
// open text resource & get the line
text = _vm->fetchTextLine(_vm->_resman->openResource(text_res), local_text);
wavId = (int32)READ_LE_UINT16(text);
// now ok to close the text file
_vm->_resman->closeResource(text_res);
// 1st word of text line is the official line number
debug(5,"(%d) SEQUENCE TEXT: %s", READ_LE_UINT16(text), text + 2);
// is it to be speech or subtitles or both?
// assume speech is not running until know otherwise
speechRunning = false;
_sequenceTextList[line].speech_mem = NULL;
sequenceText[line]->speech = NULL;
if (!_vm->_sound->isSpeechMute()) {
_sequenceTextList[line].speechBufferSize = _vm->_sound->preFetchCompSpeech(wavId, &_sequenceTextList[line].speech_mem);
if (_sequenceTextList[line].speechBufferSize) {
// ok, we've got speech!
speechRunning = true;
}
}
// if we want subtitles, or speech failed to load
if (_vm->getSubtitles() || !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
FrameHeader frame;
frame.read(_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 + FrameHeader::size();
}
// 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;
}
} // End of namespace Sword2