Rewrote the cutscene player to be more like the one in Broken Sword 1. This fixes

a subtitle colour regression, but mainly it simplifies the code. The "dummy"
player has been removed. There are almost certainly regressions, but I'm hoping
it's stable enough for testing now.

svn-id: r38697
This commit is contained in:
Torbjörn Andersson 2009-02-21 15:07:05 +00:00
parent 34f90ac043
commit 6e2848ff98
6 changed files with 295 additions and 696 deletions

View File

@ -25,20 +25,14 @@
* $Id$
*/
#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"
@ -50,7 +44,7 @@ namespace Sword2 {
// Basic movie player
///////////////////////////////////////////////////////////////////////////////
const MovieInfo MoviePlayer::_movies[19] = {
static const MovieInfo sequenceList[19] = {
{ "carib", 222, false },
{ "escape", 187, false },
{ "eye", 248, false },
@ -72,645 +66,299 @@ const MovieInfo MoviePlayer::_movies[19] = {
{ "enddemo", 110, false }
};
MoviePlayer::MoviePlayer(Sword2Engine *vm, const char *name) {
_vm = vm;
_name = strdup(name);
_mixer = _vm->_mixer;
_system = _vm->_system;
_pauseTicks = 0;
MoviePlayer::MoviePlayer(Sword2Engine *vm, Audio::Mixer *snd, OSystem *system, Audio::SoundHandle *bgSoundHandle, Graphics::VideoDecoder *decoder, DecoderType decoderType)
: _vm(vm), _snd(snd), _bgSoundHandle(bgSoundHandle), _system(system), VideoPlayer(decoder) {
_bgSoundStream = NULL;
_decoderType = decoderType;
}
MoviePlayer:: ~MoviePlayer(void) {
delete _bgSoundHandle;
delete _decoder;
}
/**
* Plays an animated cutscene.
* @param id the id of the file
*/
bool MoviePlayer::load(const char *name) {
_id = -1;
for (int i = 0; i < ARRAYSIZE(sequenceList); i++) {
if (scumm_stricmp(name, sequenceList[i].name) == 0) {
_id = i;
break;
}
}
if (_decoderType == kVideoDecoderDXA) {
_bgSoundStream = Audio::AudioStream::openStreamFile(name);
} else {
_bgSoundStream = NULL;
}
_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;
_currentText = 0;
}
MoviePlayer::~MoviePlayer() {
free(_name);
}
uint32 MoviePlayer::getTick() {
return _system->getMillis() - _pauseTicks;
}
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 (_framesSkipped > 10) {
warning("Forced frame %d to be displayed", _currentFrame);
_framesSkipped = 0;
return false;
char filename[20];
switch (_decoderType) {
case kVideoDecoderDXA:
snprintf(filename, sizeof(filename), "%s.dxa", name);
break;
case kVideoDecoderSMK:
snprintf(filename, sizeof(filename), "%s.smk", name);
break;
}
if (_bgSoundStream) {
if ((_mixer->getSoundElapsedTime(_bgSoundHandle) * 12) / 1000 < _currentFrame + 1)
if (_decoder->loadFile(filename)) {
// The DXA animations in the Broken Sword games always use external audio tracks,
// if they have any sound at all.
if (_decoderType == kVideoDecoderDXA && _decoder->readSoundHeader() != MKID_BE('NULL'))
return false;
} else {
if (getTick() <= _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 = getTick();
} else {
while (getTick() < _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.
void MoviePlayer::play(MovieText *movieTexts, uint32 numMovieTexts, uint32 leadIn, uint32 leadOut) {
// This happens when quitting during the "eye" cutscene.
if (_vm->shouldQuit())
return;
_numSpeechLines = numLines;
_firstSpeechFrame = (numLines > 0) ? textList[0].startFrame : 0;
bool seamless = false;
if (_id >= 0) {
seamless = sequenceList[_id].seamless;
_numFrames = sequenceList[_id].frames;
if (_numFrames > 60)
_leadOutFrame = _numFrames - 60;
}
_movieTexts = movieTexts;
_numMovieTexts = numMovieTexts;
_currentMovieText = 0;
_leadOut = leadOut;
if (leadIn) {
_vm->_sound->playMovieSound(leadIn, kLeadInSound);
}
savePalette();
_framesSkipped = 0;
_ticks = getTick();
_bgSoundStream = Audio::AudioStream::openStreamFile(_name);
if (_bgSoundStream) {
_mixer->playInputStream(Audio::Mixer::kSFXSoundType, &_bgSoundHandle, _bgSoundStream);
_snd->playInputStream(Audio::Mixer::kSFXSoundType, _bgSoundHandle, _bgSoundStream);
}
while (!terminate && _currentFrame < _numFrames && decodeFrame()) {
_currentFrame++;
bool terminated = false;
// The frame has been decoded. Now draw the subtitles, if any,
// before drawing it to the screen.
Common::List<Common::Event> stopEvents;
Common::Event stopEvent;
stopEvents.clear();
stopEvent.type = Common::EVENT_KEYDOWN;
stopEvent.kbd = Common::KEYCODE_ESCAPE;
stopEvents.push_back(stopEvent);
if (_currentText < numLines) {
SequenceTextInfo *t = &textList[_currentText];
terminated = !playVideo(&stopEvents);
if (_currentFrame == t->startFrame) {
openTextObject(t);
textVisible = true;
closeTextObject(_currentMovieText);
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 {
if (terminated) {
_snd->stopHandle(*_bgSoundHandle);
_vm->_sound->stopMovieSounds();
_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();
while (_snd->isSoundHandleActive(*_bgSoundHandle))
_system->delayMillis(100);
}
void MoviePlayer::pauseMovie(bool pause) {
_mixer->pauseHandle(_bgSoundHandle, pause);
void MoviePlayer::openTextObject(uint32 index) {
MovieText *text = &_movieTexts[index];
if (pause) {
_pauseStartTick = _system->getMillis();
} else {
_pauseTicks += (_system->getMillis() - _pauseStartTick);
// Pull out the text line to get the official text number (for WAV id)
uint32 res = text->_textNumber / SIZE;
uint32 localText = text->_textNumber & 0xffff;
// Open text resource and get the line
byte *textData = _vm->fetchTextLine(_vm->_resman->openResource(res), localText);
text->_speechId = READ_LE_UINT16(textData);
// Is it speech or subtitles, or both?
// If we want subtitles, or there was no sound
if (_vm->getSubtitles() || !text->_speechId) {
text->_textMem = _vm->_fontRenderer->makeTextSprite(textData + 2, 600, 255, _vm->_speechFontId, 1);
}
_vm->_resman->closeResource(res);
if (text->_textMem) {
FrameHeader frame;
frame.read(text->_textMem);
text->_textSprite.x = 320 - frame.width / 2;
text->_textSprite.y = 440 - frame.height;
text->_textSprite.w = frame.width;
text->_textSprite.h = frame.height;
text->_textSprite.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION;
text->_textSprite.data = text->_textMem + FrameHeader::size();
_vm->_screen->createSurface(&text->_textSprite, &_textSurface);
_textX = 320 - text->_textSprite.w / 2;
_textY = 420 - text->_textSprite.h;
}
}
///////////////////////////////////////////////////////////////////////////////
// Movie player for the original SMK movies
///////////////////////////////////////////////////////////////////////////////
void MoviePlayer::closeTextObject(uint32 index) {
if (index < _numMovieTexts) {
MovieText *text = &_movieTexts[index];
MoviePlayerSMK::MoviePlayerSMK(Sword2Engine *vm, const char *name)
: MoviePlayer(vm, name), SMKPlayer(vm->_mixer) {
debug(0, "Creating SMK cutscene player");
}
free(text->_textMem);
text->_textMem = NULL;
MoviePlayerSMK::~MoviePlayerSMK() {
closeFile();
}
bool MoviePlayerSMK::decodeFrame() {
decodeNextFrame();
copyFrameToBuffer(_frameBuffer, _frameX, _frameY, _vm->_screen->getScreenWide());
return true;
}
bool MoviePlayerSMK::load() {
if (!MoviePlayer::load())
return false;
char filename[20];
snprintf(filename, sizeof(filename), "%s.smk", _name);
if (loadFile(filename)) {
_frameBuffer = _vm->_screen->getScreen();
_frameWidth = getWidth();
_frameHeight = getHeight();
_frameX = (_vm->_screen->getScreenWide() - _frameWidth) / 2;
_frameY = (_vm->_screen->getScreenDeep() - _frameHeight) / 2;
return true;
}
return false;
}
#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();
}
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 (_fileStream->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
///////////////////////////////////////////////////////////////////////////////
// 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_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 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;
if (_textSurface) {
_vm->_screen->deleteSurface(_textSurface);
_textSurface = NULL;
}
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 = getTick();
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();
void MoviePlayer::drawTextObject(uint32 index, byte *screen) {
MovieText *text = &_movieTexts[index];
byte white = _decoder->getWhite();
byte black = _decoder->getBlack();
if (text->_textMem && _textSurface) {
byte *src = text->_textSprite.data;
uint16 width = text->_textSprite.w;
uint16 height = text->_textSprite.h;
byte *dst = screen + _textY * _decoder->getWidth() + _textX;
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 += _decoder->getWidth();
}
}
}
// FIXME: This assumes that the subtitles always fit within the frame of the
// movie. In Broken Sword 2, that's a fairly safe assumption, but not
// necessarily in all other games.
void MoviePlayer::performPostProcessing(byte *screen) {
MovieText *text;
int frame = _decoder->getCurFrame();
if (_currentMovieText < _numMovieTexts) {
text = &_movieTexts[_currentMovieText];
} else {
text = NULL;
}
if (text && frame == text->_startFrame) {
if ((_vm->getSubtitles() || !text->_speechId) && _currentMovieText < _numMovieTexts) {
openTextObject(_currentMovieText);
}
}
if (text && frame >= text->_startFrame) {
if (text->_speechId && !text->_played && _vm->_sound->amISpeaking() == RDSE_QUIET) {
text->_played = true;
_vm->_sound->playCompSpeech(text->_speechId, 16, 0);
}
if (frame <= text->_endFrame) {
drawTextObject(_currentMovieText, screen);
} else {
_currentMovieText++;
}
}
if (_leadOut && _decoder->getCurFrame() == _leadOutFrame) {
_vm->_sound->playMovieSound(_leadOut, kLeadOutSound);
}
}
DXAPlayerWithSound::DXAPlayerWithSound(Audio::Mixer *mixer, Audio::SoundHandle *bgSoundHandle)
: _mixer(mixer), _bgSoundHandle(bgSoundHandle) {
}
int32 DXAPlayerWithSound::getAudioLag() {
if (!_fileStream)
return 0;
if (!_mixer->isSoundHandleActive(*_bgSoundHandle))
return 0;
int32 frameDelay = getFrameDelay();
int32 videoTime = _videoInfo.currentFrame * frameDelay;
int32 audioTime;
audioTime = (((int32) _mixer->getSoundElapsedTime(*_bgSoundHandle)) * 100);
return videoTime - audioTime;
}
///////////////////////////////////////////////////////////////////////////////
// Factory function for creating the appropriate cutscene player
///////////////////////////////////////////////////////////////////////////////
MoviePlayer *makeMoviePlayer(Sword2Engine *vm, const char *name) {
static char filename[20];
MoviePlayer *makeMoviePlayer(const char *name, Sword2Engine *vm, Audio::Mixer *snd, OSystem *system) {
char filename[20];
char buf[60];
Audio::SoundHandle *bgSoundHandle = new Audio::SoundHandle;
snprintf(filename, sizeof(filename), "%s.smk", name);
if (Common::File::exists(filename)) {
return new MoviePlayerSMK(vm, name);
Graphics::SMKPlayer *smkDecoder = new Graphics::SMKPlayer(snd);
return new MoviePlayer(vm, snd, system, bgSoundHandle, smkDecoder, kVideoDecoderSMK);
}
#ifdef USE_ZLIB
snprintf(filename, sizeof(filename), "%s.dxa", name);
if (Common::File::exists(filename)) {
return new MoviePlayerDXA(vm, name);
}
#ifdef USE_ZLIB
DXAPlayerWithSound *dxaDecoder = new DXAPlayerWithSound(snd, bgSoundHandle);
return new MoviePlayer(vm, snd, system, bgSoundHandle, dxaDecoder, kVideoDecoderDXA);
#else
GUI::MessageDialog dialog("DXA cutscenes found but ScummVM has been built without zlib support", "OK");
dialog.runModal();
return NULL;
#endif
}
// Old MPEG2 cutscenes
snprintf(filename, sizeof(filename), "%s.mp2", name);
if (Common::File::exists(filename)) {
GUI::MessageDialog dialog("MPEG2 cutscenes are no longer supported", "OK");
dialog.runModal();
return NULL;
}
return new MoviePlayerDummy(vm, name);
sprintf(buf, "Cutscene '%s' not found", name);
GUI::MessageDialog dialog(buf, "OK");
dialog.runModal();
return NULL;
}
void MoviePlayer::pauseMovie(bool pause) {
if (_bgSoundHandle) {
_snd->pauseHandle(*_bgSoundHandle, pause);
}
}
} // End of namespace Sword2

View File

@ -30,147 +30,87 @@
#include "graphics/video/dxa_player.h"
#include "graphics/video/smk_player.h"
#include "graphics/video/video_player.h"
#include "sound/mixer.h"
#include "sword2/screen.h"
namespace Sword2 {
struct SequenceTextInfo {
uint32 textNumber;
uint16 startFrame;
uint16 endFrame;
enum DecoderType {
kVideoDecoderDXA = 0,
kVideoDecoderSMK = 1
};
struct MovieTextObject {
byte *textMem;
SpriteInfo textSprite;
uint16 speechId;
struct MovieText {
uint16 _startFrame;
uint16 _endFrame;
uint32 _textNumber;
byte *_textMem;
SpriteInfo _textSprite;
uint16 _speechId;
bool _played;
MovieTextObject() {
textMem = NULL;
speechId = 0;
void reset() {
_textMem = NULL;
_speechId = 0;
_played = false;
}
};
struct MovieInfo {
const char *name;
uint frames;
int frames;
bool seamless;
};
class MoviePlayer {
class DXAPlayerWithSound : public Graphics::DXAPlayer {
public:
DXAPlayerWithSound(Audio::Mixer *mixer, Audio::SoundHandle *bgSoundHandle);
~DXAPlayerWithSound() {}
int32 getAudioLag();
private:
bool checkSkipFrame();
Audio::Mixer *_mixer;
Audio::SoundHandle *_bgSoundHandle;
};
class MoviePlayer : public Graphics::VideoPlayer {
public:
MoviePlayer(Sword2Engine *vm, Audio::Mixer *snd, OSystem *system, Audio::SoundHandle *bgSoundHandle, Graphics::VideoDecoder *decoder, DecoderType decoderType);
virtual ~MoviePlayer(void);
bool load(const char *name);
void play(MovieText *movieTexts, uint32 numMovieTexts, uint32 leadIn, uint32 leadOut);
void pauseMovie(bool pause);
protected:
Sword2Engine *_vm;
Audio::Mixer *_mixer;
Audio::Mixer *_snd;
OSystem *_system;
char *_name;
byte _originalPalette[4 * 256];
uint32 _numSpeechLines;
uint32 _firstSpeechFrame;
MovieTextObject _textObject;
MovieText *_movieTexts;
uint32 _numMovieTexts;
uint32 _currentMovieText;
byte *_textSurface;
int _textX, _textY;
DecoderType _decoderType;
Audio::SoundHandle _bgSoundHandle;
Audio::SoundHandle *_bgSoundHandle;
Audio::AudioStream *_bgSoundStream;
uint32 _ticks;
int _id;
uint32 _leadOut;
int _numFrames;
int _leadOutFrame;
uint32 _pauseStartTick;
uint32 _pauseTicks;
void performPostProcessing(byte *screen);
uint _currentFrame;
byte *_frameBuffer;
int _frameWidth, _frameHeight;
int _frameX, _frameY;
byte _black, _white;
uint _numFrames;
uint _leadOutFrame;
bool _seamless;
int _framesSkipped;
static const MovieInfo _movies[];
uint32 _currentText;
uint32 getTick();
void savePalette();
void restorePalette();
void openTextObject(SequenceTextInfo *t);
void closeTextObject();
void calcTextPosition(int &xPos, int &yPos);
virtual void handleScreenChanged() {}
virtual void clearFrame();
virtual void updateScreen();
virtual bool decodeFrame() = 0;
virtual bool syncFrame();
virtual void drawFrame();
virtual void drawTextObject();
virtual void undrawTextObject();
public:
MoviePlayer(Sword2Engine *vm, const char *name);
virtual ~MoviePlayer();
virtual bool load();
bool userInterrupt();
void play(SequenceTextInfo *textList, uint32 numLines, int32 leadIn, int32 leadOut);
void pauseMovie(bool pause);
void openTextObject(uint32 index);
void closeTextObject(uint32 index);
void drawTextObject(uint32 index, byte *screen);
};
class MoviePlayerDummy : public MoviePlayer {
protected:
bool decodeFrame();
bool syncFrame();
void drawFrame();
void drawTextObject();
void undrawTextObject();
public:
MoviePlayerDummy(Sword2Engine *vm, const char *name);
virtual ~MoviePlayerDummy();
bool load();
};
class MoviePlayerSMK : public MoviePlayer, ::Graphics::SMKPlayer {
protected:
bool decodeFrame();
public:
MoviePlayerSMK(Sword2Engine *vm, const char *name);
~MoviePlayerSMK();
bool load();
};
#ifdef USE_ZLIB
class MoviePlayerDXA : public MoviePlayer, ::Graphics::DXAPlayer {
protected:
bool decodeFrame();
public:
MoviePlayerDXA(Sword2Engine *vm, const char *name);
~MoviePlayerDXA();
bool load();
};
#endif
MoviePlayer *makeMoviePlayer(Sword2Engine *vm, const char *name);
MoviePlayer *makeMoviePlayer(const char *name, Sword2Engine *vm, Audio::Mixer *snd, OSystem *system);
} // End of namespace Sword2

View File

@ -2139,9 +2139,9 @@ int32 Logic::fnPlaySequence(int32 *params) {
// pause sfx during sequence
_vm->_sound->pauseFx();
_moviePlayer = makeMoviePlayer(_vm, filename);
_moviePlayer = makeMoviePlayer(filename, _vm, _vm->_mixer, _vm->_system);
if (_moviePlayer->load()) {
if (_moviePlayer->load(filename)) {
_moviePlayer->play(_sequenceTextList, _sequenceTextLines, _smackerLeadIn, _smackerLeadOut);
}
@ -2230,9 +2230,10 @@ int32 Logic::fnAddSequenceText(int32 *params) {
if (!readVar(DEMO)) {
assert(_sequenceTextLines < MAX_SEQUENCE_TEXT_LINES);
_sequenceTextList[_sequenceTextLines].textNumber = params[0];
_sequenceTextList[_sequenceTextLines].startFrame = params[1];
_sequenceTextList[_sequenceTextLines].endFrame = params[2];
_sequenceTextList[_sequenceTextLines].reset();
_sequenceTextList[_sequenceTextLines]._textNumber = params[0];
_sequenceTextList[_sequenceTextLines]._startFrame = params[1];
_sequenceTextList[_sequenceTextLines]._endFrame = params[2];
_sequenceTextLines++;
}

View File

@ -86,7 +86,7 @@ private:
// keeps count of number of text lines to disaply during the sequence
uint32 _sequenceTextLines;
SequenceTextInfo _sequenceTextList[MAX_SEQUENCE_TEXT_LINES];
MovieText _sequenceTextList[MAX_SEQUENCE_TEXT_LINES];
// when not playing a wav we calculate the speech time based upon
// length of ascii

View File

@ -217,6 +217,15 @@ void Sound::playMovieSound(int32 res, int type) {
_vm->_sound->playFx(handle, data, len, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType);
}
void Sound::stopMovieSounds() {
if (_vm->_mixer->isSoundHandleActive(_leadInHandle)) {
_vm->_mixer->stopHandle(_leadInHandle);
}
if (_vm->_mixer->isSoundHandleActive(_leadOutHandle)) {
_vm->_mixer->stopHandle(_leadOutHandle);
}
}
/**
* Queue a sound effect for playing later.
* @param res the sound resource number

View File

@ -266,6 +266,7 @@ public:
void unpauseAllSound();
void playMovieSound(int32 res, int type);
void stopMovieSounds();
void queueFx(int32 res, int32 type, int32 delay, int32 volume, int32 pan);
int32 playFx(FxQueueEntry *fx);