scummvm/engines/sword2/anims.cpp
Torbjörn Andersson 98a8e88f61 Instead of pre-rendering all subtitles and pre-loading all sounds for a movie
cutscene, render the text and play the speech when needed. It probably won't
play as nicely from CD now, but using less memory seems more important to me.

svn-id: r25428
2007-02-08 21:55:37 +00:00

183 lines
5.3 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2006 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.
*
* $URL$
* $Id$
*/
// ---------------------------------------------------------------------------
// 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/header.h"
#include "sword2/screen.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/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);
}
} // End of namespace Sword2