scummvm/engines/sword2/animation.cpp

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/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* 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.
*
* $URL$
* $Id$
*/
#include "common/stdafx.h"
#include "common/config-manager.h"
#include "common/file.h"
#include "common/system.h"
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#include "sound/vorbis.h"
#include "sound/mp3.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/header.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 {
// TODO: The interaction between the basic cutscene player class and the
// specific plyers is sometimes a bit awkward, since our classes for
// DXA and MPEG decoding are so fundamentally different. The DXA decoder
// is just a decoder, while the MPEG decoder has delusions of being a
// player. This could probably be simplified quite a bit.
///////////////////////////////////////////////////////////////////////////////
// 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) {
_vm = vm;
_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;
_textList = NULL;
_currentText = 0;
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}
MoviePlayer::~MoviePlayer() {
}
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;
}
void MoviePlayer::syncFrame() {
_ticks += 83;
if (checkSkipFrame()) {
warning("Skipped frame %d", _currentFrame);
return;
}
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);
}
}
}
void MoviePlayer::drawFrame() {
int screenWidth = _vm->_screen->getScreenWide();
_system->copyRectToScreen(_frameBuffer + _frameY * screenWidth + _frameX, screenWidth, _frameX, _frameY, _frameWidth, _frameHeight);
}
void MoviePlayer::openTextObject(MovieTextObject *t) {
if (t->textSprite) {
_vm->_screen->createSurface(t->textSprite, &_textSurface);
}
}
void MoviePlayer::closeTextObject(MovieTextObject *t) {
if (_textSurface) {
_vm->_screen->deleteSurface(_textSurface);
_textSurface = NULL;
}
}
void MoviePlayer::drawTextObject(MovieTextObject *t) {
if (t->textSprite && _textSurface) {
int screenWidth = _vm->_screen->getScreenWide();
byte *src = t->textSprite->data;
byte *dst = _frameBuffer + (_frameY + _frameHeight - t->textSprite->h - 20) * screenWidth + _frameX + (_frameWidth - t->textSprite->w) / 2;
for (int y = 0; y < t->textSprite->h; y++) {
for (int x = 0; x < t->textSprite->w; x++) {
if (src[x] == 1)
dst[x] = _black;
else if (src[x] == 255)
dst[x] = _white;
}
src += t->textSprite->w;
dst += screenWidth;
}
}
}
void MoviePlayer::undrawTextObject(MovieTextObject *t) {
}
bool MoviePlayer::load(const char *name, MovieTextObject *text[]) {
_bgSoundStream = NULL;
_textList = text;
_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;
}
void MoviePlayer::play(int32 leadIn, int32 leadOut) {
bool terminate = false;
bool textVisible = false;
bool startNextText = false;
byte *data;
uint32 len;
Audio::SoundHandle leadInHandle, leadOutHandle;
uint32 flags = Audio::Mixer::FLAG_16BITS;
// This happens if the user quits during the "eye" cutscene.
if (_vm->_quit)
return;
if (leadIn) {
data = _vm->_resman->openResource(leadIn);
len = _vm->_resman->fetchLen(leadIn) - ResHeader::size();
assert(_vm->_resman->fetchType(data) == WAV_FILE);
data += ResHeader::size();
_vm->_sound->playFx(&leadInHandle, data, len, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType);
}
savePalette();
#ifndef SCUMM_BIG_ENDIAN
flags |= Audio::Mixer::FLAG_LITTLE_ENDIAN;
#endif
_framesSkipped = 0;
_ticks = _system->getMillis();
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 (_textList && _textList[_currentText]) {
MovieTextObject *t = _textList[_currentText];
if (_currentFrame == t->startFrame) {
openTextObject(t);
textVisible = true;
if (t->speech) {
startNextText = true;
}
}
if (startNextText && !_mixer->isSoundHandleActive(_speechHandle)) {
_mixer->playRaw(&_speechHandle, t->speech, t->speechBufferSize, 22050, flags);
startNextText = false;
}
if (_currentFrame == t->endFrame) {
undrawTextObject(t);
closeTextObject(t);
_currentText++;
textVisible = false;
}
if (textVisible)
drawTextObject(t);
}
if (leadOut && _currentFrame == _leadOutFrame) {
data = _vm->_resman->openResource(leadOut);
len = _vm->_resman->fetchLen(leadOut) - ResHeader::size();
assert(_vm->_resman->fetchType(data) == WAV_FILE);
data += ResHeader::size();
_vm->_sound->playFx(&leadOutHandle, data, len, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType);
}
syncFrame();
drawFrame();
updateScreen();
OSystem::Event event;
while (_system->pollEvent(event)) {
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switch (event.type) {
case OSystem::EVENT_SCREEN_CHANGED:
handleScreenChanged();
break;
case OSystem::EVENT_QUIT:
_vm->closeGame();
terminate = true;
break;
case OSystem::EVENT_KEYDOWN:
if (event.kbd.keycode == 27)
terminate = true;
break;
default:
break;
}
}
}
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 && _mixer->isSoundHandleActive(_speechHandle)) {
drawTextObject(_textList[_currentText]);
}
drawFrame();
updateScreen();
}
// The current text object may still be open
if (_textList && _textList[_currentText]) {
closeTextObject(_textList[_currentText]);
}
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 (_mixer->isSoundHandleActive(_speechHandle) || _mixer->isSoundHandleActive(_bgSoundHandle)) {
_system->delayMillis(100);
}
} else {
_mixer->stopHandle(_speechHandle);
_mixer->stopHandle(_bgSoundHandle);
}
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) : MoviePlayer(vm) {
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(const char *name, MovieTextObject *text[]) {
if (!MoviePlayer::load(name, text))
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;
_bgSoundStream = Audio::AudioStream::openStreamFile(name);
return true;
}
return false;
}
#endif
#ifdef USE_MPEG2
///////////////////////////////////////////////////////////////////////////////
// Movie player for the old MPEG movies
///////////////////////////////////////////////////////////////////////////////
MoviePlayerMPEG::MoviePlayerMPEG(Sword2Engine *vm) : MoviePlayer(vm) {
#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(const char *name, MovieTextObject *text[]) {
if (!MoviePlayer::load(name, text))
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;
}
void MoviePlayerMPEG::syncFrame() {
}
AnimationState::AnimationState(Sword2Engine *vm, MoviePlayer *player)
: BaseAnimationState(vm->_mixer, 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(MovieTextObject *t) {
if (t->textSprite && _textSurface) {
_anim->drawTextObject(t->textSprite, _textSurface);
}
}
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;
OverlayColor pen = _sys->RGBToColor(255, 255, 255);
OverlayColor border = _sys->RGBToColor(0, 0, 0);
// 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
OverlayColor black = _sys->RGBToColor(0, 0, 0);
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) : MoviePlayer(vm) {
debug(0, "Creating Dummy cutscene player");
}
MoviePlayerDummy::~MoviePlayerDummy() {
}
bool MoviePlayerDummy::load(const char *name, MovieTextObject *text[]) {
if (!MoviePlayer::load(name, text))
return false;
_frameBuffer = _vm->_screen->getScreen();
_frameWidth = 640;
_frameHeight = 400;
_frameX = 0;
_frameY = 40;
return true;
}
bool MoviePlayerDummy::decodeFrame() {
if (_currentFrame == 0 && _textList) {
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 (_textList && !_textList[_currentText] && !_mixer->isSoundHandleActive(_speechHandle) && _leadOutFrame != (uint)-1 && _currentFrame < _leadOutFrame) {
_currentFrame = _leadOutFrame - 1;
}
return true;
}
void MoviePlayerDummy::syncFrame() {
if (!_textList || _currentFrame < _textList[0]->startFrame) {
_ticks = _system->getMillis();
return;
}
MoviePlayer::syncFrame();
}
void MoviePlayerDummy::drawFrame() {
}
void MoviePlayerDummy::drawTextObject(MovieTextObject *t) {
if (t->textSprite && _textSurface) {
_vm->_screen->drawSurface(t->textSprite, _textSurface);
}
}
void MoviePlayerDummy::undrawTextObject(MovieTextObject *t) {
if (t->textSprite && _textSurface) {
memset(_textSurface, 1, t->textSprite->w * t->textSprite->h);
drawTextObject(t);
}
}
///////////////////////////////////////////////////////////////////////////////
// Factory function for creating the appropriate cutscene player
///////////////////////////////////////////////////////////////////////////////
MoviePlayer *makeMoviePlayer(Sword2Engine *vm, const char *name) {
char filename[20];
#ifdef USE_ZLIB
snprintf(filename, sizeof(filename), "%s.dxa", name);
if (Common::File::exists(filename)) {
return new MoviePlayerDXA(vm);
}
#endif
#ifdef USE_MPEG2
snprintf(filename, sizeof(filename), "%s.mp2", name);
if (Common::File::exists(filename)) {
return new MoviePlayerMPEG(vm);
}
#endif
return new MoviePlayerDummy(vm);
}
} // End of namespace Sword2