scummvm/engines/sherlock/animation.cpp

139 lines
4 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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.
*
*/
#include "sherlock/animation.h"
#include "sherlock/sherlock.h"
#include "sherlock/sprite.h"
#include "common/algorithm.h"
namespace Sherlock {
// The following are a list of filenames played in the prologue that have
// special effects associated with them at specific frames
#define FRAMES_END 32000
#define PROLOGUE_NAMES_COUNT 6
#define TITLE_NAMES_COUNT 7
static const char *const PROLOGUE_NAMES[6] = {
"subway1", "subway2", "finale2", "suicid", "coff3", "coff4"
};
static const int PROLOGUE_FRAMES[6][9] = {
{ 4, 26, 54, 72, 92, 134, FRAMES_END },
{ 2, 80, 95, 117, 166, FRAMES_END },
{ 1, FRAMES_END },
{ 42, FRAMES_END },
{ FRAMES_END },
{ FRAMES_END }
};
// Title animations file list
static const char *const TITLE_NAMES[7] = {
"27pro1", "14note", "coff1", "coff2", "coff3", "coff4", "14kick"
};
static const int TITLE_FRAMES[7][9] = {
{ 29, 131, FRAMES_END },
{ 55, 80, 95, 117, 166, FRAMES_END },
{ 15, FRAMES_END },
{ 4, 37, 92, FRAMES_END },
{ 2, 43, FRAMES_END },
{ 2, FRAMES_END },
{ 10, 50, FRAMES_END }
};
static const int NO_FRAMES = FRAMES_END;
Animation::Animation(SherlockEngine *vm): _vm(vm) {
}
void Animation::playPrologue(const Common::String &filename, int minDelay, int fade,
bool setPalette, int speed) {
EventsManager &events = *_vm->_events;
Screen &screen = *_vm->_screen;
// Check for any any sound frames for the given animation
const int *soundFrames = checkForSoundFrames(filename);
// Strip any extension off of the passed filename and add .vdx suffix
Common::String baseName = filename;
const char *p = strchr(baseName.c_str(), '.');
if (p)
baseName = Common::String(filename.c_str(), MIN(p - 1, baseName.c_str() + 7));
Common::String vdxName = baseName + ".vdx";
// Load the animation
Common::SeekableReadStream *stream;
if (!_vm->_titleOverride.empty())
stream = _vm->_res->load(vdxName, _vm->_titleOverride);
else if (_vm->_useEpilogue2)
stream = _vm->_res->load(vdxName, "epilog2.lib");
else
stream = _vm->_res->load(vdxName, "epilogoue.lib");
int resourceIndex = _vm->_res->resourceIndex();
// Load initial image
Common::String vdaName = baseName + ".vda";
Common::SeekableReadStream *vdaStream = _vm->_res->load(vdaName);
Sprite sprite(*vdaStream, true);
events.delay(minDelay);
if (fade != 0 && fade != 255)
screen.fadeToBlack();
if (setPalette) {
if (fade != 255)
screen.setPalette(sprite._palette);
}
// TODO
delete stream;
}
/**
* Checks for whether an animation is being played that has associated sound
*/
const int *Animation::checkForSoundFrames(const Common::String &filename) {
const int *frames = &NO_FRAMES;
if (!_vm->_soundOverride.empty()) {
for (int idx = 0; idx < PROLOGUE_NAMES_COUNT; ++idx) {
if (!scumm_stricmp(filename.c_str(), PROLOGUE_NAMES[idx])) {
frames = &PROLOGUE_FRAMES[idx][0];
break;
}
}
} else {
for (int idx = 0; idx < TITLE_NAMES_COUNT; ++idx) {
if (!scumm_stricmp(filename.c_str(), TITLE_NAMES[idx])) {
frames = &TITLE_FRAMES[idx][0];
break;
}
}
}
return frames;
}
} // End of namespace Sherlock