scummvm/engines/sword2/animation.cpp

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/* 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.
*
* Additional copyright for this file:
* Copyright (C) 1994-1998 Revolution Software Ltd.
*
* 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.
*
* $URL$
* $Id$
*/
#include "common/config-manager.h"
#include "common/file.h"
#include "common/events.h"
#include "common/system.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/header.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/mouse.h"
#include "sword2/resman.h"
#include "sword2/screen.h"
#include "sword2/sound.h"
#include "sword2/animation.h"
namespace Sword2 {
///////////////////////////////////////////////////////////////////////////////
// Basic movie player
///////////////////////////////////////////////////////////////////////////////
const MovieInfo MoviePlayer::_movies[19] = {
{ "carib", 222, false },
{ "escape", 187, false },
{ "eye", 248, false },
{ "finale", 1485, false },
{ "guard", 75, false },
{ "intro", 1800, false },
{ "jungle", 186, false },
{ "museum", 167, false },
{ "pablo", 75, false },
{ "pyramid", 60, false },
{ "quaram", 184, false },
{ "river", 656, false },
{ "sailing", 138, false },
{ "shaman", 788, true },
{ "stone1", 34, true },
{ "stone2", 282, false },
{ "stone3", 65, true },
{ "demo", 60, false },
{ "enddemo", 110, false }
};
MoviePlayer::MoviePlayer(Sword2Engine *vm, const char *name) {
_vm = vm;
_name = strdup(name);
_mixer = _vm->_mixer;
_system = _vm->_system;
_textSurface = NULL;
_bgSoundStream = NULL;
_ticks = 0;
_currentFrame = 0;
_frameBuffer = NULL;
_frameWidth = 0;
_frameHeight = 0;
_frameX = 0;
_frameY = 0;
_black = 1;
_white = 255;
_numFrames = 0;
_leadOutFrame = (uint)-1;
_seamless = false;
_framesSkipped = 0;
_forceFrame = false;
_currentText = 0;
2004-03-21 18:49:04 +00:00
}
MoviePlayer::~MoviePlayer() {
free(_name);
}
void MoviePlayer::updatePalette(byte *pal, bool packed) {
byte palette[4 * 256];
byte *p = palette;
uint32 maxWeight = 0;
uint32 minWeight = 0xFFFFFFFF;
for (int i = 0; i < 256; i++) {
int r = *pal++;
int g = *pal++;
int b = *pal++;
if (!packed)
pal++;
uint32 weight = 3 * r * r + 6 * g * g + 2 * b * b;
if (weight >= maxWeight) {
_white = i;
maxWeight = weight;
}
if (weight <= minWeight) {
_black = i;
minWeight = i;
}
*p++ = r;
*p++ = g;
*p++ = b;
*p++ = 0;
}
_vm->_screen->setPalette(0, 256, palette, RDPAL_INSTANT);
_forceFrame = true;
}
void MoviePlayer::savePalette() {
memcpy(_originalPalette, _vm->_screen->getPalette(), sizeof(_originalPalette));
}
void MoviePlayer::restorePalette() {
_vm->_screen->setPalette(0, 256, _originalPalette, RDPAL_INSTANT);
}
void MoviePlayer::clearFrame() {
memset(_frameBuffer, 0, _vm->_screen->getScreenWide() * _vm->_screen->getScreenDeep());
}
void MoviePlayer::updateScreen() {
_system->updateScreen();
}
bool MoviePlayer::checkSkipFrame() {
if (_forceFrame) {
_forceFrame = false;
return false;
}
if (_framesSkipped > 10) {
warning("Forced frame %d to be displayed", _currentFrame);
_framesSkipped = 0;
return false;
}
if (_bgSoundStream) {
if ((_mixer->getSoundElapsedTime(_bgSoundHandle) * 12) / 1000 < _currentFrame + 1)
return false;
} else {
if (_system->getMillis() <= _ticks)
return false;
}
_framesSkipped++;
return true;
}
bool MoviePlayer::syncFrame() {
_ticks += 83;
if (checkSkipFrame()) {
warning("Skipped frame %d", _currentFrame);
return false;
}
if (_bgSoundStream) {
while (_mixer->isSoundHandleActive(_bgSoundHandle) && (_mixer->getSoundElapsedTime(_bgSoundHandle) * 12) / 1000 < _currentFrame) {
_system->delayMillis(10);
}
// In case the background sound ends prematurely, update _ticks
// so that we can still fall back on the no-sound sync case for
// the subsequent frames.
_ticks = _system->getMillis();
} else {
while (_system->getMillis() < _ticks) {
_system->delayMillis(10);
}
}
return true;
}
void MoviePlayer::drawFrame() {
int screenWidth = _vm->_screen->getScreenWide();
_system->copyRectToScreen(_frameBuffer + _frameY * screenWidth + _frameX, screenWidth, _frameX, _frameY, _frameWidth, _frameHeight);
}
void MoviePlayer::openTextObject(SequenceTextInfo *t) {
// Pull out the text line to get the official text number (for WAV id)
uint32 res = t->textNumber / SIZE;
uint32 localText = t->textNumber & 0xffff;
// Open text resource and get the line
byte *text = _vm->fetchTextLine(_vm->_resman->openResource(res), localText);
_textObject.speechId = READ_LE_UINT16(text);
// Is it speech or subtitles, or both?
// If we want subtitles, or there was no sound
if (_vm->getSubtitles() || !_textObject.speechId) {
_textObject.textMem = _vm->_fontRenderer->makeTextSprite(text + 2, 600, 255, _vm->_speechFontId, 1);
}
_vm->_resman->closeResource(res);
if (_textObject.textMem) {
FrameHeader frame;
frame.read(_textObject.textMem);
_textObject.textSprite.x = 320 - frame.width / 2;
_textObject.textSprite.y = 440 - frame.height;
_textObject.textSprite.w = frame.width;
_textObject.textSprite.h = frame.height;
_textObject.textSprite.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION;
_textObject.textSprite.data = _textObject.textMem + FrameHeader::size();
_vm->_screen->createSurface(&_textObject.textSprite, &_textSurface);
}
}
void MoviePlayer::closeTextObject() {
free(_textObject.textMem);
_textObject.textMem = NULL;
_textObject.speechId = 0;
if (_textSurface) {
_vm->_screen->deleteSurface(_textSurface);
_textSurface = NULL;
}
}
void MoviePlayer::calcTextPosition(int &xPos, int &yPos) {
xPos = 320 - _textObject.textSprite.w / 2;
yPos = 420 - _textObject.textSprite.h;
}
void MoviePlayer::drawTextObject() {
if (_textObject.textMem && _textSurface) {
int screenWidth = _vm->_screen->getScreenWide();
byte *src = _textObject.textSprite.data;
uint16 width = _textObject.textSprite.w;
uint16 height = _textObject.textSprite.h;
int xPos, yPos;
calcTextPosition(xPos, yPos);
byte *dst = _frameBuffer + yPos * screenWidth + xPos;
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
if (src[x] == 1)
dst[x] = _black;
else if (src[x] == 255)
dst[x] = _white;
}
src += width;
dst += screenWidth;
}
if (yPos + height > _frameY + _frameHeight || width > _frameWidth) {
_system->copyRectToScreen(_frameBuffer + yPos * screenWidth + xPos, screenWidth, xPos, yPos, width, height);
}
}
}
void MoviePlayer::undrawTextObject() {
if (_textObject.textMem) {
int xPos, yPos;
calcTextPosition(xPos, yPos);
uint16 width = _textObject.textSprite.w;
uint16 height = _textObject.textSprite.h;
// We only need to undraw the text if it's outside the frame.
// Otherwise the next frame will cover the old text anyway.
if (yPos + height > _frameY + _frameHeight || width > _frameWidth) {
int screenWidth = _vm->_screen->getScreenWide();
byte *dst = _frameBuffer + yPos * screenWidth + xPos;
for (int y = 0; y < height; y++) {
memset(dst, 0, width);
dst += screenWidth;
}
_system->copyRectToScreen(_frameBuffer + yPos * screenWidth + xPos, screenWidth, xPos, yPos, width, height);
}
}
}
bool MoviePlayer::load() {
_bgSoundStream = NULL;
_currentText = 0;
_currentFrame = 0;
for (int i = 0; i < ARRAYSIZE(_movies); i++) {
if (scumm_stricmp(_name, _movies[i].name) == 0) {
_seamless = _movies[i].seamless;
_numFrames = _movies[i].frames;
if (_numFrames > 60)
_leadOutFrame = _numFrames - 60;
// Not all cutscenes cover the entire screen, so clear
// it. We will always clear the game screen, no matter
// how the cutscene is to be displayed. (We have to do
// this before showing the overlay.)
_vm->_mouse->closeMenuImmediately();
if (!_seamless) {
_vm->_screen->clearScene();
}
_vm->_screen->updateDisplay();
return true;
}
}
return false;
}
bool MoviePlayer::userInterrupt() {
Common::Event event;
bool terminate = false;
Common::EventManager *eventMan = _system->getEventManager();
while (eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_SCREEN_CHANGED:
handleScreenChanged();
break;
case Common::EVENT_RTL:
case Common::EVENT_QUIT:
terminate = true;
break;
case Common::EVENT_KEYDOWN:
if (event.kbd.keycode == Common::KEYCODE_ESCAPE)
terminate = true;
break;
default:
break;
}
}
return terminate;
}
void MoviePlayer::play(SequenceTextInfo *textList, uint32 numLines, int32 leadIn, int32 leadOut) {
bool terminate = false;
bool textVisible = false;
bool startNextText = false;
// This happens if the user quits during the "eye" cutscene.
if (_vm->shouldQuit())
return;
_numSpeechLines = numLines;
_firstSpeechFrame = (numLines > 0) ? textList[0].startFrame : 0;
if (leadIn) {
_vm->_sound->playMovieSound(leadIn, kLeadInSound);
}
savePalette();
_framesSkipped = 0;
_ticks = _system->getMillis();
_bgSoundStream = Audio::AudioStream::openStreamFile(_name);
if (_bgSoundStream) {
_mixer->playInputStream(Audio::Mixer::kSFXSoundType, &_bgSoundHandle, _bgSoundStream);
}
while (!terminate && _currentFrame < _numFrames && decodeFrame()) {
_currentFrame++;
// The frame has been decoded. Now draw the subtitles, if any,
// before drawing it to the screen.
if (_currentText < numLines) {
SequenceTextInfo *t = &textList[_currentText];
if (_currentFrame == t->startFrame) {
openTextObject(t);
textVisible = true;
if (_textObject.speechId) {
startNextText = true;
}
}
if (startNextText && _vm->_sound->amISpeaking() == RDSE_QUIET) {
_vm->_sound->playCompSpeech(_textObject.speechId, 16, 0);
startNextText = false;
}
if (_currentFrame == t->endFrame) {
undrawTextObject();
closeTextObject();
_currentText++;
textVisible = false;
}
if (textVisible)
drawTextObject();
}
if (leadOut && _currentFrame == _leadOutFrame) {
_vm->_sound->playMovieSound(leadOut, kLeadOutSound);
}
if (syncFrame()) {
drawFrame();
updateScreen();
}
if (userInterrupt()) {
terminate = true;
}
}
if (!_seamless) {
// Most cutscenes fade to black on their own, but not all of
// them. I think it looks better if they do.
clearFrame();
// If the sound is still playing, draw the subtitles one final
// time. This happens in the "carib" cutscene.
if (textVisible && _vm->_sound->amISpeaking() == RDSE_SPEAKING) {
drawTextObject();
}
drawFrame();
updateScreen();
}
if (!terminate) {
// Wait for the voice and sound track to stop playing. This is
// to make sure that we don't cut off the speech in
// mid-sentence, and - even more importantly - that we don't
// free the sound buffer while it's still in use.
while (_vm->_sound->amISpeaking() == RDSE_SPEAKING || _mixer->isSoundHandleActive(_bgSoundHandle)) {
if (userInterrupt()) {
terminate = true;
_vm->_sound->stopSpeech();
_mixer->stopHandle(_bgSoundHandle);
}
_system->delayMillis(100);
}
} else {
_vm->_sound->stopSpeech();
_mixer->stopHandle(_bgSoundHandle);
}
// The current text object may still be open
undrawTextObject();
closeTextObject();
if (!_seamless) {
clearFrame();
drawFrame();
updateScreen();
}
// Setting the palette implies a full redraw.
restorePalette();
}
#ifdef USE_ZLIB
///////////////////////////////////////////////////////////////////////////////
// Movie player for the new DXA movies
///////////////////////////////////////////////////////////////////////////////
MoviePlayerDXA::MoviePlayerDXA(Sword2Engine *vm, const char *name)
: MoviePlayer(vm, name) {
debug(0, "Creating DXA cutscene player");
}
MoviePlayerDXA::~MoviePlayerDXA() {
closeFile();
}
void MoviePlayerDXA::setPalette(byte *pal) {
updatePalette(pal);
}
bool MoviePlayerDXA::decodeFrame() {
decodeNextFrame();
copyFrameToBuffer(_frameBuffer, _frameX, _frameY, _vm->_screen->getScreenWide());
return true;
}
bool MoviePlayerDXA::load() {
if (!MoviePlayer::load())
return false;
char filename[20];
snprintf(filename, sizeof(filename), "%s.dxa", _name);
if (loadFile(filename)) {
// The Broken Sword games always use external audio tracks.
if (_fd->readUint32BE() != MKID_BE('NULL'))
return false;
_frameBuffer = _vm->_screen->getScreen();
_frameWidth = getWidth();
_frameHeight = getHeight();
_frameX = (_vm->_screen->getScreenWide() - _frameWidth) / 2;
_frameY = (_vm->_screen->getScreenDeep() - _frameHeight) / 2;
return true;
}
return false;
}
#endif
#ifdef USE_MPEG2
///////////////////////////////////////////////////////////////////////////////
// Movie player for the old MPEG movies
///////////////////////////////////////////////////////////////////////////////
MoviePlayerMPEG::MoviePlayerMPEG(Sword2Engine *vm, const char *name)
: MoviePlayer(vm, name) {
#ifdef BACKEND_8BIT
debug(0, "Creating MPEG cutscene player (8-bit)");
#else
debug(0, "Creating MPEG cutscene player (16-bit)");
#endif
}
MoviePlayerMPEG::~MoviePlayerMPEG() {
delete _anim;
_anim = NULL;
}
bool MoviePlayerMPEG::load() {
if (!MoviePlayer::load())
return false;
_anim = new AnimationState(_vm, this);
if (!_anim->init(_name)) {
delete _anim;
_anim = NULL;
return false;
}
#ifdef BACKEND_8BIT
_frameBuffer = _vm->_screen->getScreen();
#endif
return true;
}
bool MoviePlayerMPEG::decodeFrame() {
bool result = _anim->decodeFrame();
#ifdef BACKEND_8BIT
_frameWidth = _anim->getFrameWidth();
_frameHeight = _anim->getFrameHeight();
_frameX = (_vm->_screen->getScreenWide() - _frameWidth) / 2;
_frameY = (_vm->_screen->getScreenDeep() - _frameHeight) / 2;
#endif
return result;
}
AnimationState::AnimationState(Sword2Engine *vm, MoviePlayer *player)
: BaseAnimationState(vm->_system, 640, 480) {
_vm = vm;
_player = player;
}
AnimationState::~AnimationState() {
}
#ifdef BACKEND_8BIT
void AnimationState::setPalette(byte *pal) {
_player->updatePalette(pal, false);
}
#else
void MoviePlayerMPEG::handleScreenChanged() {
_anim->handleScreenChanged();
}
void MoviePlayerMPEG::clearFrame() {
_anim->clearFrame();
}
void MoviePlayerMPEG::drawFrame() {
}
void MoviePlayerMPEG::updateScreen() {
_anim->updateScreen();
}
void MoviePlayerMPEG::drawTextObject() {
if (_textObject.textMem && _textSurface) {
_anim->drawTextObject(&_textObject.textSprite, _textSurface);
}
}
void MoviePlayerMPEG::undrawTextObject() {
// As long as we only have subtitles for full-sized cutscenes, we don't
// really need to implement this function.
}
void AnimationState::drawTextObject(SpriteInfo *s, byte *src) {
int moviePitch = _movieScale * _movieWidth;
int textX = _movieScale * s->x;
int textY = _movieScale * (_frameHeight - s->h - 12);
OverlayColor *dst = _overlay + textY * moviePitch + textX;
Graphics::PixelFormat format = _sys->getOverlayFormat();
OverlayColor pen = Graphics::RGBToColor(255, 255, 255, format);
OverlayColor border = Graphics::RGBToColor(0, 0, 0, format);
// TODO: Use the AdvMame scalers for the text? Pre-scale it?
for (int y = 0; y < s->h; y++) {
OverlayColor *ptr = dst;
for (int x = 0; x < s->w; x++) {
switch (src[x]) {
case 1:
*ptr++ = border;
if (_movieScale > 1) {
*ptr++ = border;
if (_movieScale > 2)
*ptr++ = border;
}
break;
case 255:
*ptr++ = pen;
if (_movieScale > 1) {
*ptr++ = pen;
if (_movieScale > 2)
*ptr++ = pen;
}
break;
default:
ptr += _movieScale;
break;
}
}
if (_movieScale > 1) {
memcpy(dst + moviePitch, dst, _movieScale * s->w * sizeof(OverlayColor));
if (_movieScale > 2)
memcpy(dst + 2 * moviePitch, dst, _movieScale * s->w * sizeof(OverlayColor));
}
dst += _movieScale * moviePitch;
src += s->w;
}
}
#endif
void AnimationState::clearFrame() {
#ifdef BACKEND_8BIT
memset(_vm->_screen->getScreen(), 0, _movieWidth * _movieHeight);
#else
Graphics::PixelFormat format = _sys->getOverlayFormat();
OverlayColor black = Graphics::RGBToColor(0, 0, 0, format);
for (int i = 0; i < _movieScale * _movieWidth * _movieScale * _movieHeight; i++)
_overlay[i] = black;
#endif
}
void AnimationState::drawYUV(int width, int height, byte *const *dat) {
_frameWidth = width;
_frameHeight = height;
#ifdef BACKEND_8BIT
byte *buf = _vm->_screen->getScreen() + ((480 - height) / 2) * RENDERWIDE + (640 - width) / 2;
int x, y;
int ypos = 0;
int cpos = 0;
int linepos = 0;
for (y = 0; y < height; y += 2) {
for (x = 0; x < width; x += 2) {
int i = ((((dat[2][cpos] + ROUNDADD) >> SHIFT) * (BITDEPTH + 1)) + ((dat[1][cpos] + ROUNDADD) >> SHIFT)) * (BITDEPTH + 1);
cpos++;
buf[linepos ] = _lut[i + ((dat[0][ ypos ] + ROUNDADD) >> SHIFT)];
buf[RENDERWIDE + linepos++] = _lut[i + ((dat[0][width + ypos++] + ROUNDADD) >> SHIFT)];
buf[linepos ] = _lut[i + ((dat[0][ ypos ] + ROUNDADD) >> SHIFT)];
buf[RENDERWIDE + linepos++] = _lut[i + ((dat[0][width + ypos++] + ROUNDADD) >> SHIFT)];
}
linepos += (2 * RENDERWIDE - width);
ypos += width;
}
#else
plotYUV(width, height, dat);
#endif
}
#endif
///////////////////////////////////////////////////////////////////////////////
// Dummy player for subtitled speech only
///////////////////////////////////////////////////////////////////////////////
MoviePlayerDummy::MoviePlayerDummy(Sword2Engine *vm, const char *name)
: MoviePlayer(vm, name) {
debug(0, "Creating Dummy cutscene player");
}
MoviePlayerDummy::~MoviePlayerDummy() {
}
bool MoviePlayerDummy::load() {
if (!MoviePlayer::load())
return false;
_frameBuffer = _vm->_screen->getScreen();
_frameWidth = 640;
_frameHeight = 400;
_frameX = 0;
_frameY = 40;
return true;
}
bool MoviePlayerDummy::decodeFrame() {
if ((_currentFrame == 0 && _numSpeechLines > 0) || _mixer->isSoundHandleActive(_bgSoundHandle)) {
byte dummyPalette[] = {
0, 0, 0, 0,
255, 255, 255, 0,
};
// 0 is always black
// 1 is the border colour - black
// 255 is the pen colour - white
_system->setPalette(dummyPalette, 0, 1);
_system->setPalette(dummyPalette, 1, 1);
_system->setPalette(dummyPalette + 4, 255, 1);
byte msgNoCutscenesRU[] = "Po\344uk - to\344\345ko pev\345: hagmute k\344abuwy Ucke\343n, u\344u nocetute ca\343t npoekta u ckava\343te budeo po\344uku";
#if defined(USE_MPEG2) || defined(USE_ZLIB)
byte msgNoCutscenes[] = "Cutscene - Narration Only: Press ESC to exit, or visit www.scummvm.org to download cutscene videos";
#else
byte msgNoCutscenes[] = "Cutscene - Narration Only: Press ESC to exit, or recompile ScummVM with MPEG2 or ZLib support";
#endif
byte *msg;
// Russian version substituted latin characters with Cyrillic.
if (Common::parseLanguage(ConfMan.get("language")) == Common::RU_RUS) {
msg = msgNoCutscenesRU;
} else {
msg = msgNoCutscenes;
}
byte *data = _vm->_fontRenderer->makeTextSprite(msg, RENDERWIDE, 255, _vm->_speechFontId);
FrameHeader frame_head;
SpriteInfo msgSprite;
byte *msgSurface;
frame_head.read(data);
msgSprite.x = _vm->_screen->getScreenWide() / 2 - frame_head.width / 2;
msgSprite.y = (480 - frame_head.height) / 2;
msgSprite.w = frame_head.width;
msgSprite.h = frame_head.height;
msgSprite.type = RDSPR_NOCOMPRESSION;
msgSprite.data = data + FrameHeader::size();
_vm->_screen->createSurface(&msgSprite, &msgSurface);
_vm->_screen->drawSurface(&msgSprite, msgSurface);
_vm->_screen->deleteSurface(msgSurface);
free(data);
updateScreen();
}
// If we have played the final voice-over, skip ahead to the lead out
if (!_mixer->isSoundHandleActive(_bgSoundHandle) &&
_currentText >= _numSpeechLines &&
_vm->_sound->amISpeaking() == RDSE_QUIET &&
_leadOutFrame != (uint)-1 &&
_currentFrame < _leadOutFrame) {
_currentFrame = _leadOutFrame - 1;
}
return true;
}
bool MoviePlayerDummy::syncFrame() {
if ((_numSpeechLines == 0 || _currentFrame < _firstSpeechFrame) && !_mixer->isSoundHandleActive(_bgSoundHandle)) {
_ticks = _system->getMillis();
return false;
}
return MoviePlayer::syncFrame();
}
void MoviePlayerDummy::drawFrame() {
}
void MoviePlayerDummy::drawTextObject() {
if (_textObject.textMem && _textSurface) {
_vm->_screen->drawSurface(&_textObject.textSprite, _textSurface);
}
}
void MoviePlayerDummy::undrawTextObject() {
if (_textObject.textMem && _textSurface) {
memset(_textSurface, 1, _textObject.textSprite.w * _textObject.textSprite.h);
drawTextObject();
}
}
///////////////////////////////////////////////////////////////////////////////
// Factory function for creating the appropriate cutscene player
///////////////////////////////////////////////////////////////////////////////
MoviePlayer *makeMoviePlayer(Sword2Engine *vm, const char *name) {
static char filename[20];
#ifdef USE_ZLIB
snprintf(filename, sizeof(filename), "%s.dxa", name);
if (Common::File::exists(filename)) {
return new MoviePlayerDXA(vm, name);
}
#endif
#ifdef USE_MPEG2
snprintf(filename, sizeof(filename), "%s.mp2", name);
if (Common::File::exists(filename)) {
return new MoviePlayerMPEG(vm, name);
}
#endif
return new MoviePlayerDummy(vm, name);
}
} // End of namespace Sword2