warzone2100/src/seqdisp.c

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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 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.
Warzone 2100 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 Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/*
* SeqDisp.c (Sequence Display)
*
* Functions for the display of the Escape Sequences
*
*/
#include <string.h>
#include <SDL/SDL_timer.h>
#include <physfs.h>
#include "lib/framework/frame.h"
#include "lib/widget/widget.h"
#include "lib/ivis_common/rendmode.h"
#include "seqdisp.h"
#include "lib/sequence/sequence.h"
#include "loop.h"
#include "lib/ivis_common/piedef.h"
#include "lib/ivis_common/piefunc.h"
#include "lib/ivis_common/piestate.h"
#include "hci.h"//for font
#include "lib/sound/audio.h"
#include "lib/sound/cdaudio.h"
#include "deliverance.h"
#include "warzoneconfig.h"
// FIXME Direct iVis implementation include!
#include "lib/ivis_opengl/screen.h"
#include "multiplay.h"
#include "lib/gamelib/gtime.h"
#include "mission.h"
#include "lib/script/script.h"
#include "scripttabs.h"
#include "design.h"
#include "wrappers.h"
#include "init.h" // For fileLoadBuffer
/***************************************************************************/
/*
* local Definitions
*/
/***************************************************************************/
#define INCLUDE_AUDIO
#define RPL_WIDTH 640
#define RPL_HEIGHT 480
#define RPL_DEPTH 2 //bytes, 16bit
#define RPL_BITS_555 15 //15bit
#define RPL_MASK_555 0x7fff //15bit
#define RPL_FRAME_TIME frameDuration //milliseconds
#define STD_FRAME_TIME 40 //milliseconds
#define VIDEO_PLAYBACK_WIDTH 640
#define VIDEO_PLAYBACK_HEIGHT 480
#define VIDEO_PLAYBACK_DELAY 0
#define MAX_TEXT_OVERLAYS 32
#define MAX_SEQ_LIST 6
#define SUBTITLE_BOX_MIN 430
#define SUBTITLE_BOX_MAX 480
typedef struct {
char pText[MAX_STR_LENGTH];
UDWORD x;
UDWORD y;
UDWORD startFrame;
UDWORD endFrame;
BOOL bSubtitle;
} SEQTEXT;
typedef struct {
const char *pSeq; //name of the sequence to play
const char *pAudio; //name of the wav to play
BOOL bSeqLoop; //loop this sequence
SDWORD currentText; //cuurent number of text messages for this seq
SEQTEXT aText[MAX_TEXT_OVERLAYS]; //text data to display for this sequence
} SEQLIST;
/***************************************************************************/
/*
* local Variables
*/
/***************************************************************************/
static BOOL bBackDropWasAlreadyUp;
BOOL bSeqInit = FALSE;
BOOL bSeqPlaying = FALSE;
BOOL bAudioPlaying = FALSE;
BOOL bHoldSeqForAudio = FALSE;
BOOL bSeq8Bit = TRUE;
BOOL bCDPath = FALSE;
BOOL bHardPath = FALSE;
BOOL bSeqSubtitles = TRUE;
char aCDPath[MAX_STR_LENGTH];
char aHardPath[MAX_STR_LENGTH];
char aVideoName[MAX_STR_LENGTH];
char aAudioName[MAX_STR_LENGTH];
char aTextName[MAX_STR_LENGTH];
char aSubtitleName[MAX_STR_LENGTH];
char* pVideoBuffer = NULL;
UWORD *p3DFXVideoBuffer = NULL;
char* pVideoPalette = NULL;
VIDEO_MODE videoMode;
PERF_MODE perfMode = VIDEO_PERF_FULLSCREEN;
static SDWORD frameSkip = 1;
SEQLIST aSeqList[MAX_SEQ_LIST];
static SDWORD currentSeq = -1;
static SDWORD currentPlaySeq = -1;
static SDWORD frameDuration = 40;
static BOOL g_bResumeInGame = FALSE;
static int videoFrameTime = 0;
static SDWORD frame = 0;
/***************************************************************************/
/*
* local ProtoTypes
*/
/***************************************************************************/
void clearVideoBuffer(iSurface *surface);
void seq_SetVideoPath(void);
/***************************************************************************/
/*
* Source
*/
/***************************************************************************/
/* Renders a video sequence specified by filename to a buffer*/
BOOL seq_RenderVideoToBuffer( iSurface *pSurface, char *sequenceName, int time, int seqCommand)
{
SDWORD frameLag;
int videoTime;
BOOL state = TRUE;
if (seqCommand == SEQUENCE_KILL)
{
//stop the movie
seq_ShutDown();
bSeqPlaying = FALSE;
// bSeqInit = FALSE;
//return seq_ReleaseVideoBuffers();
return TRUE;
}
if (!bSeqInit)
{
//this is done in HCI intInitialise() now
//if ((bSeqInit = seq_SetupVideoBuffers()) == FALSE)
// return FALSE;
}
if (!bSeqPlaying)
{
//set a valid video path if there is one
if(!bCDPath && !bHardPath)
{
seq_SetVideoPath();
}
if (bHardPath)//use this first
{
ASSERT( (strlen(sequenceName) + strlen(aHardPath))<MAX_STR_LENGTH,"sequence path+name greater than max string" );
strcpy(aVideoName,aHardPath);
strcat(aVideoName,sequenceName);
// check it exists. If not then try CD.
if ( !PHYSFS_exists( aVideoName ) && bCDPath)
{
ASSERT( (strlen(sequenceName) + strlen(aCDPath))<MAX_STR_LENGTH,"sequence path+name greater than max string" );
strcpy(aVideoName,aCDPath);
strcat(aVideoName,sequenceName);
}
}
else if (bCDPath)
{
ASSERT( (strlen(sequenceName) + strlen(aCDPath))<MAX_STR_LENGTH,"sequence path+name greater than max string" );
strcpy(aVideoName,aCDPath);
strcat(aVideoName,sequenceName);
}
else
{
ASSERT( FALSE,"seq_StartFullScreenVideo: sequence path not found" );
return FALSE;
}
iV_SetFont(WFont);
iV_SetTextColour(-1);
videoMode = VIDEO_D3D_WINDOW;
//for new timing
frame = 0;
videoFrameTime = SDL_GetTicks();
if ((bSeqPlaying = seq_SetSequenceForBuffer(aVideoName, videoFrameTime, perfMode)) == FALSE)
{
ASSERT( FALSE,"seq_RenderVideoToBuffer: unable to initialise sequence %s",aVideoName );
return FALSE;
}
bSeqPlaying = TRUE;
frameDuration = seq_GetFrameTimeInClicks();
//jps 18 feb 99 seq_RenderOneFrameToBuffer(pVideoBuffer, 1);//skip frame if behind
}
if (frame != VIDEO_FINISHED)
{
//new call with timing
//poll the sequence player while timing the video
videoTime = SDL_GetTicks();
while (videoTime < (videoFrameTime + RPL_FRAME_TIME))
{
seq_RefreshVideoBuffers();
videoTime = SDL_GetTicks();
}
frameLag = videoTime - videoFrameTime;
frameLag /= RPL_FRAME_TIME;// if were running slow frame lag will be greater than 1
videoFrameTime += frameLag * RPL_FRAME_TIME;//frame Lag should be 1 (most of the time)
//call sequence player to decode a frame
frame = seq_RenderOneFrameToBuffer(pVideoBuffer, frameLag, 2, 0);//skip frame if behind
//old call
// frame = seq_RenderOneFrameToBuffer(pVideoBuffer, 1);
}
if (frame == VIDEO_FINISHED)
{
if (seqCommand == SEQUENCE_LOOP)
{
bSeqPlaying = FALSE;
state = TRUE;
}
if (seqCommand == SEQUENCE_HOLD)
{
//wait for call to stop video
state = TRUE;
}
else
{
state = FALSE;
seq_ShutDown();
bSeqPlaying = FALSE;
}
}
else if (frame < 0) //an ERROR
{
debug( LOG_WZ, "VIDEO FRAME ERROR %d\n", frame );
state = FALSE;
seq_ShutDown();
bSeqPlaying = FALSE;
}
return state;
}
BOOL seq_BlitBufferToScreen(char* screen, SDWORD screenStride, SDWORD xOffset, SDWORD yOffset)
{
int i,j;
char c8, *d8;
UWORD c16, *p16;
SDWORD width, height;
seq_GetFrameSize(&width, &height);
if (videoMode == VIDEO_SOFT_WINDOW)
{
d8 = screen + xOffset + yOffset * screenStride;
p16 = (UWORD*)pVideoBuffer;
for (j = 0; j < height; j++)
{
for (i = 0; i < width; i++)
{
c16 = p16[i];
c16 &= RPL_MASK_555;
c8 = pVideoPalette[c16];
d8[i] = c8;
}
d8 += screenStride;
p16 += width;
}
}
else
{
/* pie_DownLoadBufferToScreen(pVideoBuffer, xOffset, yOffset,width,height,(2*width)); no longer exists */
}
return TRUE;
}
void clearVideoBuffer(iSurface *surface)
{
UDWORD i;
UDWORD *toClear;
toClear = (UDWORD *)surface->buffer;
for (i=0; i<(UDWORD)(surface->size/4); i++)
{
*toClear++ = (UDWORD)0xFCFCFCFC;
}
}
BOOL seq_ReleaseVideoBuffers(void)
{
free(pVideoBuffer);
free(pVideoPalette);
pVideoBuffer = NULL;
pVideoPalette = NULL;
return TRUE;
}
BOOL seq_SetupVideoBuffers(void)
{
SDWORD c,mallocSize;
UBYTE r,g,b;
//assume 320 * 240 * 16bit playback surface
mallocSize = (RPL_WIDTH*RPL_HEIGHT*RPL_DEPTH);
if ((pVideoBuffer = (char*)malloc(mallocSize)) == NULL)
{
return FALSE;
}
mallocSize = 1<<(RPL_BITS_555);//palette only used in 555mode
if ((pVideoPalette = (char*)malloc(mallocSize)) == NULL)
{
return FALSE;
}
//Assume 555 RGB buffer for 8 bit rendering
c = 0;
for(r = 0 ; r < 32 ; r++)
{
LOADBARCALLBACK(); // loadingScreenCallback();
for(g = 0 ; g < 32 ; g++)
{
for(b = 0 ; b < 32 ; b++)
{
pVideoPalette[(SDWORD)c] = (char)pal_GetNearestColour((Uint8)(r<<3),(Uint8)(g<<3),(Uint8)(b<<3));
c++;
}
}
}
return TRUE;
}
void seq_SetVideoPath(void)
{
// now set up the hard disc path /
if (!bHardPath)
{
strcpy(aHardPath, "sequences/");
#ifdef WAS_WIN32_NOW_UNUSED
fileHandle = FindFirstFile("sequences/*.rpl",&findData);
if (fileHandle == INVALID_HANDLE_VALUE)
{
// bHardPath = FALSE; //If it fails, then why say true? Cause we *ALWAYS* need the
bHardPath=TRUE; //videos enabled. Yes, we are playing novideo.rpl, but for
return; //windows, if we don't have that directory, then what?
} //then we run into a game stopping bug!
else
{
bHardPath = TRUE;
FindClose(fileHandle);
return;
}
#else
bHardPath=TRUE; //yes, always true, as it should be on windows ALSO.
#endif
}
}
static BOOL SeqEndCallBack( void *psObj )
{
bAudioPlaying = FALSE;
debug(LOG_NEVER, "************* briefing ended **************");
return TRUE;
}
//full screenvideo functions
static BOOL seq_StartFullScreenVideo(const char* videoName, const char* audioName)
{
bHoldSeqForAudio = FALSE;
frameSkip = 1;
switch(war_GetSeqMode())
{
case SEQ_SMALL:
perfMode = VIDEO_PERF_WINDOW;
break;
case SEQ_SKIP:
frameSkip = 2;
perfMode = VIDEO_PERF_SKIP_FRAMES;
break;
default:
case SEQ_FULL:
perfMode = VIDEO_PERF_FULLSCREEN;
break;
}
//set a valid video path if there is one
if(!bCDPath && !bHardPath)
{
seq_SetVideoPath();
}
if (bHardPath)//use this first
{
ASSERT( (strlen(videoName) + strlen(aHardPath))<MAX_STR_LENGTH,"sequence path+name greater than max string" );
strcpy(aVideoName,aHardPath);
strcat(aVideoName,videoName);
// check it exists. If not then try CD.
if ( !PHYSFS_exists( aVideoName ) && bCDPath)
{
ASSERT( (strlen(videoName) + strlen(aCDPath))<MAX_STR_LENGTH,"sequence path+name greater than max string" );
strcpy(aVideoName,aCDPath);
strcat(aVideoName,videoName);
}
}
else if (bCDPath)
{
ASSERT( (strlen(videoName) + strlen(aCDPath)) < MAX_STR_LENGTH, "sequence path+name greater than max string" );
strcpy(aVideoName, aCDPath);
strcat(aVideoName, videoName);
}
else
{
ASSERT( FALSE,"seq_StartFullScreenVideo: sequence path not found" );
return FALSE;
}
//set audio path
if (audioName != NULL)
{
ASSERT( strlen(audioName) < MAX_STR_LENGTH, "sequence path+name greater than max string" );
strcpy(aAudioName, "sequenceaudio/");
strcat(aAudioName, audioName);
}
//start video mode
if (loop_GetVideoMode() == 0)
{
cdAudio_Pause();
loop_SetVideoPlaybackMode();
iV_SetFont(WFont);
iV_SetTextColour(-1);
}
if (audioName != NULL)
{
ASSERT( strlen(audioName) < MAX_STR_LENGTH, "sequence path+name greater than max string" );
strcpy(aAudioName, "sequenceaudio/");
strcat(aAudioName, audioName);
}
//for new timing
frame = 0;
videoFrameTime = SDL_GetTicks();
if (!seq_SetSequence(aVideoName, videoFrameTime + VIDEO_PLAYBACK_DELAY, pVideoBuffer, perfMode))
{
seq_StopFullScreenVideo();
ASSERT( FALSE,"seq_StartFullScreenVideo: unable to initialise sequence %s",aVideoName );
return FALSE;
}
if (perfMode != VIDEO_PERF_SKIP_FRAMES)//JPS fix for video problems with some sound cards 9 may 99
{
frameDuration = seq_GetFrameTimeInClicks();
}
else
{
frameDuration = (seq_GetFrameTimeInClicks() * 112) / 100;//JPS fix for video problems with some sound cards 9 may 99
}
if (audioName == NULL)
{
bAudioPlaying = FALSE;
}
else
{
bAudioPlaying = audio_PlayStream( aAudioName, AUDIO_VOL_MAX, SeqEndCallBack );
ASSERT( bAudioPlaying == TRUE,"seq_StartFullScreenVideo: unable to initialise sound %s",aAudioName );
}
return TRUE;
}
BOOL seq_UpdateFullScreenVideo(int *pbClear)
{
SDWORD i, x, y, w, h;
SDWORD frame, frameLag;
UDWORD subMin, subMax;
UDWORD videoTime, realFrame;
static UDWORD videoFrameTime = 0, textFrame = 0;
BOOL bMoreThanOneSequenceLine = FALSE;
if (seq_GetCurrentFrame() == 0)
{
//for new timing
frame = 0;
videoFrameTime = SDL_GetTicks();
textFrame = 0;
}
seq_GetFrameSize(&w,&h);
x = (pie_GetVideoBufferWidth() - w)/2;
y = (pie_GetVideoBufferHeight() - h)/2;
subMin = SUBTITLE_BOX_MAX + D_H;
subMax = SUBTITLE_BOX_MIN + D_H;
//get any text lines over bottom of the video
realFrame = textFrame + 1;
for(i=0;i<MAX_TEXT_OVERLAYS;i++)
{
if (aSeqList[currentPlaySeq].aText[i].pText[0] != 0)
{
if (aSeqList[currentPlaySeq].aText[i].bSubtitle == TRUE)
{
if ((realFrame >= aSeqList[currentPlaySeq].aText[i].startFrame) && (realFrame <= aSeqList[currentPlaySeq].aText[i].endFrame))
{
if (subMin > aSeqList[currentPlaySeq].aText[i].y)
{
if (aSeqList[currentPlaySeq].aText[i].y > SUBTITLE_BOX_MIN)
{
subMin = aSeqList[currentPlaySeq].aText[i].y;
}
}
if (subMax < aSeqList[currentPlaySeq].aText[i].y)
{
subMax = aSeqList[currentPlaySeq].aText[i].y;
}
}
else if (aSeqList[currentPlaySeq].bSeqLoop)//if its a looped video always draw the text
{
if (subMin >= aSeqList[currentPlaySeq].aText[i].y)
{
if (aSeqList[currentPlaySeq].aText[i].y > SUBTITLE_BOX_MIN)
{
subMin = aSeqList[currentPlaySeq].aText[i].y;
}
}
if (subMax < aSeqList[currentPlaySeq].aText[i].y)
{
subMax = aSeqList[currentPlaySeq].aText[i].y;
}
}
}
if ((realFrame >= aSeqList[currentPlaySeq].aText[i].endFrame) && (realFrame < (aSeqList[currentPlaySeq].aText[i].endFrame + frameSkip)))
{
if (pbClear != NULL)
{
if (perfMode != VIDEO_PERF_FULLSCREEN)
{
*pbClear = CLEAR_BLACK;
}
}
}
}
}
subMin -= D_H;//adjust video window here because text is already ofset for big screens
subMax -= D_H;
if (subMin < SUBTITLE_BOX_MIN)
{
subMin = SUBTITLE_BOX_MIN;
}
if (subMax > SUBTITLE_BOX_MAX)
{
subMax = SUBTITLE_BOX_MAX;
}
if (subMax > subMin)
{
bMoreThanOneSequenceLine = TRUE;
}
{
if (bHoldSeqForAudio == FALSE)
{
if (perfMode != VIDEO_PERF_SKIP_FRAMES)
{
//version 1.00 release code
//poll the sequence player while timing the video
videoTime = SDL_GetTicks();
while (videoTime < (videoFrameTime + (RPL_FRAME_TIME * frameSkip)))
{
videoTime = SDL_GetTicks();
seq_RefreshVideoBuffers();
}
frameLag = videoTime - videoFrameTime;
frameLag /= RPL_FRAME_TIME;// if were running slow frame lag will be greater than 1
videoFrameTime += frameLag * RPL_FRAME_TIME;//frame Lag should be 1 (most of the time)
//call sequence player to decode a frame
frame = seq_RenderOneFrame(frameLag, subMin, subMax);
}
else
{
//new version with timeing removed
//poll the sequence player while timing the video
videoTime = SDL_GetTicks();
while (videoTime < (videoFrameTime + (RPL_FRAME_TIME * frameSkip)))
{
videoTime = SDL_GetTicks();
seq_RefreshVideoBuffers();
}
videoFrameTime += frameSkip * RPL_FRAME_TIME;//frame Lag should be 1 (most of the time)
//call sequence player to decode a frame
frame = seq_RenderOneFrame(frameSkip, subMin, subMax);
}
}
else
{
//call sequence player to download last frame
frame = seq_RenderOneFrame(0, 2, 0);
}
//print any text over the video
realFrame = textFrame + 1;
for(i=0;i<MAX_TEXT_OVERLAYS;i++)
{
if (aSeqList[currentPlaySeq].aText[i].pText[0] != 0)
{
if ((realFrame >= aSeqList[currentPlaySeq].aText[i].startFrame) && (realFrame <= aSeqList[currentPlaySeq].aText[i].endFrame))
{
if (bMoreThanOneSequenceLine)
{
aSeqList[currentPlaySeq].aText[i].x = 20 + D_W;
}
pie_DrawText(&(aSeqList[currentPlaySeq].aText[i].pText[0]),
aSeqList[currentPlaySeq].aText[i].x, aSeqList[currentPlaySeq].aText[i].y);
}
else if (aSeqList[currentPlaySeq].bSeqLoop)//if its a looped video always draw the text
{
if (bMoreThanOneSequenceLine)
{
aSeqList[currentPlaySeq].aText[i].x = 20 + D_W;
}
pie_DrawText(&(aSeqList[currentPlaySeq].aText[i].pText[0]),
aSeqList[currentPlaySeq].aText[i].x, aSeqList[currentPlaySeq].aText[i].y);
}
}
}
}
textFrame = frame * RPL_FRAME_TIME/STD_FRAME_TIME;
if ((frame == VIDEO_FINISHED) || (bHoldSeqForAudio))
{
#ifndef SEQ_LOOP
if (bAudioPlaying)
#endif
{
if (aSeqList[currentPlaySeq].bSeqLoop)
{
seq_ClearMovie();
if (!seq_SetSequence(aVideoName, SDL_GetTicks() + VIDEO_PLAYBACK_DELAY, pVideoBuffer, perfMode))
{
bHoldSeqForAudio = TRUE;
}
frameDuration = seq_GetFrameTimeInClicks();
}
else
{
bHoldSeqForAudio = TRUE;
}
return TRUE;//should hold the video
}
#ifndef SEQ_LOOP
else
{
return FALSE;//should terminate the video
}
#endif
}
else if (frame < 0) //an ERROR
{
debug( LOG_NEVER, "VIDEO FRAME ERROR %d\n", frame );
return FALSE;
}
return TRUE;
}
BOOL seq_StopFullScreenVideo(void)
{
if (!seq_AnySeqLeft())
{
loop_ClearVideoPlaybackMode();
}
seq_ShutDown();
if (!seq_AnySeqLeft())
{
if ( g_bResumeInGame == TRUE )
{
resetDesignPauseState();
intAddReticule();
g_bResumeInGame = FALSE;
}
}
return TRUE;
}
BOOL seq_GetVideoSize(SDWORD* pWidth, SDWORD* pHeight)
{
return seq_GetFrameSize(pWidth, pHeight);
}
#define BUFFER_WIDTH 600
#define FOLLOW_ON_JUSTIFICATION 160
#define MIN_JUSTIFICATION 40
// add a string at x,y or add string below last line if x and y are 0
BOOL seq_AddTextForVideo(char* pText, SDWORD xOffset, SDWORD yOffset, SDWORD startFrame, SDWORD endFrame, SDWORD bJustify)
{
SDWORD sourceLength, currentLength;
char* currentText;
SDWORD justification;
static SDWORD lastX;
iV_SetFont(WFont);
ASSERT( aSeqList[currentSeq].currentText < MAX_TEXT_OVERLAYS,
"seq_AddTextForVideo: too many text lines" );
sourceLength = strlen(pText);
currentLength = sourceLength;
currentText = &(aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].pText[0]);
//if the string is bigger than the buffer get the last end of the last fullword in the buffer
if (currentLength >= MAX_STR_LENGTH)
{
currentLength = MAX_STR_LENGTH - 1;
//get end of the last word
while((pText[currentLength] != ' ') && (currentLength > 0))
{
currentLength--;
}
currentLength--;
}
memcpy(currentText,pText,currentLength);
currentText[currentLength] = 0;//terminate the string what ever
//check the string is shortenough to print
//if not take a word of the end and try again
while(iV_GetTextWidth(currentText) > BUFFER_WIDTH)
{
currentLength--;
while((pText[currentLength] != ' ') && (currentLength > 0))
{
currentLength--;
}
currentText[currentLength] = 0;//terminate the string what ever
}
currentText[currentLength] = 0;//terminate the string what ever
//check if x and y are 0 and put text on next line
if (((xOffset == 0) && (yOffset == 0)) && (currentLength > 0))
{
aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].x = lastX;
// aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText-1].x;
aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].y = aSeqList[currentSeq].
aText[aSeqList[currentSeq].currentText-1].y + iV_GetTextLineSize();
}
else
{
aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].x = xOffset + D_W;
aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].y = yOffset + D_H;
}
lastX = aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].x;
if ((bJustify) && (currentLength == sourceLength))
{
//justify this text
justification = BUFFER_WIDTH - iV_GetTextWidth(currentText);
if ((bJustify == SEQ_TEXT_JUSTIFY) && (justification > MIN_JUSTIFICATION))
{
aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].x += (justification/2);
}
else if ((bJustify == SEQ_TEXT_FOLLOW_ON) && (justification > FOLLOW_ON_JUSTIFICATION))
{
}
}
//set start and finish times for the objects
aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].startFrame = startFrame;
aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].endFrame = endFrame;
aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].bSubtitle = bJustify;
aSeqList[currentSeq].currentText++;
if (aSeqList[currentSeq].currentText >= MAX_TEXT_OVERLAYS)
{
aSeqList[currentSeq].currentText = 0;
}
//check text is okay on the screen
if (currentLength < sourceLength)
{
//RECURSE x= 0 y = 0 for nextLine
if (bJustify == SEQ_TEXT_JUSTIFY)
{
bJustify = SEQ_TEXT_POSITION;
}
seq_AddTextForVideo(&pText[currentLength + 1], 0, 0, startFrame, endFrame, bJustify);
}
return TRUE;
}
BOOL seq_ClearTextForVideo(void)
{
SDWORD i, j;
for (j=0; j < MAX_SEQ_LIST; j++)
{
for(i=0;i<MAX_TEXT_OVERLAYS;i++)
{
aSeqList[j].aText[i].pText[0] = 0;
aSeqList[j].aText[i].x = 0;
aSeqList[j].aText[i].y = 0;
aSeqList[j].aText[i].startFrame = 0;
aSeqList[j].aText[i].endFrame = 0;
aSeqList[j].aText[i].bSubtitle = 0;
}
aSeqList[j].currentText = 0;
}
return TRUE;
}
static BOOL seq_AddTextFromFile(const char *pTextName, BOOL bJustify)
{
char *pTextBuffer, *pCurrentLine, *pText;
UDWORD fileSize;
// HANDLE fileHandle;
// WIN32_FIND_DATA findData;
// BOOL endOfFile = FALSE;
SDWORD xOffset, yOffset, startFrame, endFrame;
const char *seps = "\n";
strcpy(aTextName,"sequenceaudio/");
strcat(aTextName,pTextName);
/*
fileHandle = FindFirstFile(aTextName,&findData);
if (fileHandle == INVALID_HANDLE_VALUE)
{
return FALSE;
}
FindClose(fileHandle);
*/
if (loadFileToBufferNoError(aTextName, fileLoadBuffer, FILE_LOAD_BUFFER_SIZE, &fileSize) == FALSE) //Did I mention this is lame? -Q
{
return FALSE;
}
pTextBuffer = fileLoadBuffer;
pCurrentLine = strtok(pTextBuffer,seps);
while(pCurrentLine != NULL)
{
if (*pCurrentLine != '/')
{
if (sscanf(pCurrentLine,"%d %d %d %d", &xOffset, &yOffset, &startFrame, &endFrame) == 4)
{
//get the text
pText = strrchr(pCurrentLine,'"');
ASSERT( pText != NULL,"seq_AddTextFromFile error parsing text file" );
if (pText != NULL)
{
*pText = (UBYTE)0;
}
pText = strchr(pCurrentLine,'"');
ASSERT( pText != NULL,"seq_AddTextFromFile error parsing text file" );
if (pText != NULL)
{
seq_AddTextForVideo(&pText[1], xOffset, yOffset, startFrame, endFrame, bJustify);
}
}
}
//get next line
pCurrentLine = strtok(NULL,seps);
}
return TRUE;
}
//clear the sequence list
void seq_ClearSeqList(void)
{
SDWORD i;
seq_ClearTextForVideo();
for(i=0;i<MAX_SEQ_LIST;i++)
{
aSeqList[i].pSeq = NULL;
}
currentSeq = -1;
currentPlaySeq = -1;
}
//add a sequence to the list to be played
void seq_AddSeqToList(const char *pSeqName, const char *pAudioName, const char *pTextName, BOOL bLoop)
{
SDWORD strLen;
currentSeq++;
if ((currentSeq) >= MAX_SEQ_LIST)
{
ASSERT( FALSE, "seq_AddSeqToList: too many sequences" );
return;
}
#ifdef SEQ_LOOP
bLoop = TRUE;
#endif
//OK so add it to the list
aSeqList[currentSeq].pSeq = pSeqName;
aSeqList[currentSeq].pAudio = pAudioName;
aSeqList[currentSeq].bSeqLoop = bLoop;
if (pTextName != NULL)
{
seq_AddTextFromFile(pTextName, FALSE);//SEQ_TEXT_POSITION);//ordinary text not justified
}
if (bSeqSubtitles)
{
//check for a subtitle file
strLen = strlen(pSeqName);
ASSERT( strLen < MAX_STR_LENGTH,"seq_AddSeqToList: sequence name error" );
strcpy(aSubtitleName,pSeqName);
aSubtitleName[strLen - 4] = 0;
strcat(aSubtitleName,".txt");
seq_AddTextFromFile(aSubtitleName, TRUE);//SEQ_TEXT_JUSTIFY);//subtitles centre justified
}
}
/*checks to see if there are any sequences left in the list to play*/
BOOL seq_AnySeqLeft(void)
{
UBYTE nextSeq;
nextSeq = (UBYTE)(currentPlaySeq+1);
//check haven't reached end
if (nextSeq > MAX_SEQ_LIST)
{
return FALSE;
}
else if (aSeqList[nextSeq].pSeq)
{
return TRUE;
}
else
{
return FALSE;
}
}
static void seqDispCDOK( void )
{
BOOL bPlayedOK;
if ( bBackDropWasAlreadyUp == FALSE )
{
screen_StopBackDrop();
}
currentPlaySeq++;
if (currentPlaySeq >= MAX_SEQ_LIST)
{
bPlayedOK = FALSE;
}
else
{
bPlayedOK = seq_StartFullScreenVideo( aSeqList[currentPlaySeq].pSeq, aSeqList[currentPlaySeq].pAudio );
}
if ( bPlayedOK == FALSE )
{
//don't do the callback if we're playing the win/lose video
if (!getScriptWinLoseVideo())
{
debug(LOG_SCRIPT, "*** Called video quit trigger!");
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_VIDEO_QUIT);
}
else
{
displayGameOver(getScriptWinLoseVideo() == PLAY_WIN);
}
}
}
/*returns the next sequence in the list to play*/
void seq_StartNextFullScreenVideo(void)
{
seqDispCDOK();
return;
}
void seq_SetSubtitles(BOOL bNewState)
{
bSeqSubtitles = bNewState;
}
BOOL seq_GetSubtitles(void)
{
return bSeqSubtitles;
}