mirror of
https://github.com/libretro/scummvm.git
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323 lines
9.2 KiB
C++
323 lines
9.2 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "sherlock/animation.h"
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#include "sherlock/sherlock.h"
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#include "sherlock/scalpel/scalpel_screen.h"
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#include "common/algorithm.h"
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namespace Sherlock {
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static const int NO_FRAMES = FRAMES_END;
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Animation::Animation(SherlockEngine *vm) : _vm(vm) {
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}
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bool Animation::play(const Common::String &filename, bool intro, int minDelay, int fade,
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bool setPalette, int speed) {
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Events &events = *_vm->_events;
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Screen &screen = *_vm->_screen;
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Sound &sound = *_vm->_sound;
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int soundNumber = 0;
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// Check for any any sound frames for the given animation
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const int *soundFrames = checkForSoundFrames(filename, intro);
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// Add on the VDX extension
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Common::String vdxName = filename + ".vdx";
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// Load the animation
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Common::SeekableReadStream *stream;
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if (!_gfxLibraryFilename.empty())
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stream = _vm->_res->load(vdxName, _gfxLibraryFilename);
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else if (_vm->_useEpilogue2)
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stream = _vm->_res->load(vdxName, "epilog2.lib");
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else
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stream = _vm->_res->load(vdxName, "epilogue.lib");
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// Load initial image
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Common::String vdaName = filename + ".vda";
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ImageFile images(vdaName, true, true);
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events.wait(minDelay);
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if (fade != 0 && fade != 255)
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screen.fadeToBlack();
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if (setPalette) {
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if (fade != 255)
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screen.setPalette(images._palette);
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}
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int frameNumber = 0;
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Common::Point pt;
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bool skipped = false;
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while (!_vm->shouldQuit()) {
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// Get the next sprite to display
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int imageFrame = stream->readSint16LE();
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if (imageFrame == -2) {
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// End of animation reached
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break;
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} else if (imageFrame != -1) {
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// Read position from either animation stream or the sprite frame itself
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if (imageFrame < 0) {
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imageFrame += 32768;
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pt.x = stream->readUint16LE();
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pt.y = stream->readUint16LE();
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} else {
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pt = images[imageFrame]._offset;
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}
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// Draw the sprite. Note that we explicitly use the raw frame below, rather than the ImageFrame,
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// since we don't want the offsets in the image file to be used, just the explicit position we specify
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screen.transBlitFrom(images[imageFrame]._frame, pt);
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} else {
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// At this point, either the sprites for the frame has been complete, or there weren't any sprites
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// at all to draw for the frame
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if (fade == 255) {
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// Gradual fade in
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if (screen.equalizePalette(images._palette) == 0)
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fade = 0;
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}
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// Check if we've reached a frame with sound
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if (frameNumber++ == *soundFrames) {
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++soundNumber;
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++soundFrames;
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Common::String sampleFilename;
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if (!intro) {
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// regular animation, append 1-digit number
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sampleFilename = Common::String::format("%s%01d", filename.c_str(), soundNumber);
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} else {
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// intro animation, append 2-digit number
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sampleFilename = Common::String::format("%s%02d", filename.c_str(), soundNumber);
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}
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if (sound._voices)
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sound.playSound(sampleFilename, WAIT_RETURN_IMMEDIATELY, 100, _soundLibraryFilename.c_str());
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}
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events.wait(speed * 3);
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}
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if (events.kbHit()) {
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Common::KeyState keyState = events.getKey();
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if (keyState.keycode == Common::KEYCODE_ESCAPE ||
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keyState.keycode == Common::KEYCODE_SPACE) {
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skipped = true;
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break;
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}
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} else if (events._pressed) {
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skipped = true;
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break;
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}
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}
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events.clearEvents();
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sound.stopSound();
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delete stream;
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return !skipped && !_vm->shouldQuit();
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}
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bool Animation::play3DO(const Common::String &filename, bool intro, int minDelay, bool fadeFromGrey,
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int speed) {
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Events &events = *_vm->_events;
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Screen &screen = *_vm->_screen;
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Sound &sound = *_vm->_sound;
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int soundNumber = 0;
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bool fadeActive = false;
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uint16 fadeLimitColor = 0;
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uint16 fadeLimitColorRed = 0;
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uint16 fadeLimitColorGreen = 0;
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uint16 fadeLimitColorBlue = 0;
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// Check for any any sound frames for the given animation
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const int *soundFrames = checkForSoundFrames(filename, intro);
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// Add the VDX extension
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Common::String indexName = "prologue/" + filename + ".3dx";
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// Load the animation
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Common::File *indexStream = new Common::File();
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if (!indexStream->open(indexName)) {
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warning("unable to open %s\n", indexName.c_str());
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return false;
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}
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// Load initial image
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Common::String graphicsName = "prologue/" + filename + ".3da";
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ImageFile3DO images(graphicsName, kImageFile3DOType_Animation);
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events.wait(minDelay);
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if (fadeFromGrey) {
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fadeActive = true;
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fadeLimitColor = 0xCE59; // RGB565: 25, 50, 25 -> "grey"
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}
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int frameNumber = 0;
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Common::Point pt;
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bool skipped = false;
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while (!_vm->shouldQuit()) {
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// Get the next sprite to display
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int imageFrame = indexStream->readSint16BE();
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if (imageFrame == -2) {
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// End of animation reached
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break;
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} else if (imageFrame != -1) {
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// Read position from either animation stream or the sprite frame itself
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if (imageFrame < 0) {
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imageFrame += 32768;
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pt.x = indexStream->readUint16BE();
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pt.y = indexStream->readUint16BE();
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} else {
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pt = images[imageFrame]._offset;
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}
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// Draw the sprite. Note that we explicitly use the raw frame below, rather than the ImageFrame,
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// since we don't want the offsets in the image file to be used, just the explicit position we specify
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screen._backBuffer1.transBlitFrom(images[imageFrame]._frame, pt);
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if (!fadeActive)
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screen.slamArea(pt.x, pt.y, images[imageFrame]._frame.w, images[imageFrame]._frame.h);
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} else {
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// At this point, either the sprites for the frame has been complete, or there weren't any sprites
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// at all to draw for the frame
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if (fadeActive) {
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// process fading
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static_cast<Scalpel::Scalpel3DOScreen *>(_vm->_screen)->blitFrom3DOcolorLimit(fadeLimitColor);
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if (!fadeLimitColor) {
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// we are at the end, so stop
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fadeActive = false;
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} else {
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// decrease limit color
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fadeLimitColorRed = fadeLimitColor & 0xF800;
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fadeLimitColorGreen = fadeLimitColor & 0x07E0;
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fadeLimitColorBlue = fadeLimitColor & 0x001F;
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if (fadeLimitColorRed)
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fadeLimitColor -= 0x0800;
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if (fadeLimitColorGreen)
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fadeLimitColor -= 0x0040; // -2 because we are using RGB565, sherlock uses RGB555
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if (fadeLimitColorBlue)
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fadeLimitColor -= 0x0001;
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}
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}
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// Check if we've reached a frame with sound
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if (frameNumber++ == *soundFrames) {
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++soundNumber;
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++soundFrames;
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Common::String sampleFilename;
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// append 1-digit number
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sampleFilename = Common::String::format("prologue/sounds/%s%01d", filename.c_str(), soundNumber);
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if (sound._voices)
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sound.playSound(sampleFilename, WAIT_RETURN_IMMEDIATELY, 100); // no sound library
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}
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events.wait(speed * 3);
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}
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if (events.kbHit()) {
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Common::KeyState keyState = events.getKey();
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if (keyState.keycode == Common::KEYCODE_ESCAPE ||
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keyState.keycode == Common::KEYCODE_SPACE) {
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skipped = true;
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break;
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}
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} else if (events._pressed) {
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skipped = true;
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break;
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}
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}
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events.clearEvents();
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sound.stopSound();
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delete indexStream;
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return !skipped && !_vm->shouldQuit();
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}
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void Animation::setPrologueNames(const char *const *names, int count) {
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for (int idx = 0; idx < count; ++idx, ++names) {
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_prologueNames.push_back(*names);
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}
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}
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void Animation::setPrologueFrames(const int *frames, int count, int maxFrames) {
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_prologueFrames.resize(count);
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for (int idx = 0; idx < count; ++idx, frames += maxFrames) {
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_prologueFrames[idx].resize(maxFrames);
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Common::copy(frames, frames + maxFrames, &_prologueFrames[idx][0]);
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}
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}
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void Animation::setTitleNames(const char *const *names, int count) {
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for (int idx = 0; idx < count; ++idx, ++names) {
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_titleNames.push_back(*names);
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}
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}
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void Animation::setTitleFrames(const int *frames, int count, int maxFrames) {
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_titleFrames.resize(count);
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for (int idx = 0; idx < count; ++idx, frames += maxFrames) {
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_titleFrames[idx].resize(maxFrames);
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Common::copy(frames, frames + maxFrames, &_titleFrames[idx][0]);
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}
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}
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const int *Animation::checkForSoundFrames(const Common::String &filename, bool intro) {
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const int *frames = &NO_FRAMES;
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if (!intro) {
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// regular animation is playing
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for (uint idx = 0; idx < _prologueNames.size(); ++idx) {
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if (filename.equalsIgnoreCase(_prologueNames[idx])) {
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frames = &_prologueFrames[idx][0];
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break;
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}
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}
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} else {
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// intro-animation is playing
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for (uint idx = 0; idx < _titleNames.size(); ++idx) {
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if (filename.equalsIgnoreCase(_titleNames[idx])) {
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frames = &_titleFrames[idx][0];
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break;
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}
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}
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}
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return frames;
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}
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} // End of namespace Sherlock
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