Moved the rest of the MoviePlayer class into animation.cpp/.h, plus some

minor cleanups. (Mostly spacing and indentation).

Unfortunately the Ogg Vorbis playback causes ScummVM to crash for me, so I
can't say for certain that I didn't break anything.

svn-id: r12356
This commit is contained in:
Torbjörn Andersson 2004-01-13 10:09:53 +00:00
parent 73d73982af
commit 8a66ba33cf
4 changed files with 383 additions and 375 deletions

View File

@ -28,11 +28,13 @@
namespace Sword2 {
// Build 'Best-Match' RGB lookup table
/**
* Build 'Best-Match' RGB lookup table
*/
void AnimationState::buildLookup(int p, int lines) {
int y, cb;
int r, g, b, ii;
if (p != curpal) {
curpal = p;
@ -44,17 +46,17 @@ void AnimationState::buildLookup(int p, int lines) {
return;
for (ii = 0; ii < lines; ii++) {
r = (-16*256 + (int)(256*1.596) * ((cr<<SHIFT)-128)) / 256;
r = (-16 * 256 + (int) (256 * 1.596) * ((cr << SHIFT) - 128)) / 256;
for (cb = 0; cb < BITDEPTH; cb++) {
g = (-16*256 - (int)(0.813*256) * ((cr<<SHIFT)-128) - (int)(0.391*256) * ((cb<<SHIFT)-128)) / 256;
b = (-16*256 + (int)(2.018*256) * ((cb<<SHIFT)-128)) / 256;
g = (-16 * 256 - (int) (0.813 * 256) * ((cr << SHIFT) - 128) - (int) (0.391 * 256) * ((cb << SHIFT) - 128)) / 256;
b = (-16 * 256 + (int) (2.018 * 256) * ((cb << SHIFT) - 128)) / 256;
for (y = 0; y < BITDEPTH; y++) {
int idx, bst = 0;
int dis = 2*SQR(r-palettes[p].pal[0])+4*SQR(g-palettes[p].pal[1])+SQR(b-palettes[p].pal[2]);
int dis = 2 * SQR(r - palettes[p].pal[0]) + 4 * SQR(g - palettes[p].pal[1]) + SQR(b - palettes[p].pal[2]);
for (idx = 1; idx < 256; idx++) {
long d2 = 2*SQR(r-palettes[p].pal[4*idx])+4*SQR(g-palettes[p].pal[4*idx+1])+SQR(b-palettes[p].pal[4*idx+2]);
long d2 = 2 * SQR(r - palettes[p].pal[4 * idx]) + 4 * SQR(g - palettes[p].pal[4 * idx + 1]) + SQR(b - palettes[p].pal[4 * idx + 2]);
if (d2 < dis) {
bst = idx;
dis = d2;
@ -74,6 +76,294 @@ void AnimationState::buildLookup(int p, int lines) {
}
}
void MoviePlayer::openTextObject(MovieTextObject *obj) {
if (obj->textSprite)
_vm->_graphics->createSurface(obj->textSprite, &_textSurface);
}
void MoviePlayer::closeTextObject(MovieTextObject *obj) {
if (_textSurface) {
_vm->_graphics->deleteSurface(_textSurface);
_textSurface = NULL;
}
}
void MoviePlayer::drawTextObject(MovieTextObject *obj) {
if (obj->textSprite && _textSurface)
_vm->_graphics->drawSurface(obj->textSprite, _textSurface);
}
/**
* Plays an animated cutscene.
* @param filename the file name of the cutscene file
* @param text the subtitles and voiceovers for the cutscene
* @param musicOut lead-out music
*/
int32 MoviePlayer::play(const char *filename, MovieTextObject *text[], uint8 *musicOut) {
#ifdef USE_MPEG2
int frameCounter = 0, textCounter = 0;
PlayingSoundHandle handle;
bool skipCutscene = false, textVisible = false;
uint32 flags = SoundMixer::FLAG_16BITS, ticks = _vm->_system->get_msecs() + 83;
uint8 oldPal[1024];
memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
AnimationState * anim = initAnimation(filename);
if (!anim) {
// Missing Files? Use the old 'Narration Only' hack
playDummy(filename, text, musicOut);
return RD_OK;
}
_vm->_graphics->clearScene();
memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
#ifndef SCUMM_BIG_ENDIAN
flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
#endif
while (1) {
if (!decodeFrame(anim)) break;
_vm->_graphics->setNeedFullRedraw();
if (text && text[textCounter]) {
if (frameCounter == text[textCounter]->startFrame) {
openTextObject(text[textCounter]);
textVisible = true;
if (text[textCounter]->speech) {
_vm->_mixer->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
}
}
if (frameCounter == text[textCounter]->endFrame) {
closeTextObject(text[textCounter]);
textCounter++;
textVisible = false;
}
if (textVisible)
drawTextObject(text[textCounter]);
}
frameCounter++;
_vm->_graphics->updateDisplay(true);
KeyboardEvent ke;
if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) {
_vm->_mixer->stopHandle(handle);
skipCutscene = true;
break;
}
// Simulate ~12 frames per second. I don't know what
// frame rate the original movies had, or even if it
// was constant, but this seems to work reasonably.
_vm->sleepUntil(ticks);
ticks += 82;
}
// Wait for the voice 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 in use.
while (handle.isActive()) {
_vm->_graphics->updateDisplay(false);
_vm->_system->delay_msecs(100);
}
if (text)
closeTextObject(text[textCounter]);
_vm->_graphics->clearScene();
_vm->_graphics->setNeedFullRedraw();
// HACK: Remove the instructions created above
Common::Rect r;
memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
r.left = r.top = 0;
r.right = _vm->_graphics->_screenWide;
r.bottom = MENUDEEP;
_vm->_graphics->updateRect(&r);
// FIXME: For now, only play the lead-out music for cutscenes
// that have subtitles.
if (!skipCutscene)
_vm->_sound->playLeadOut(musicOut);
_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
doneAnimation(anim);
// Lead-in and lead-out music are, as far as I can tell, only used for
// the animated cut-scenes, so this seems like a good place to close
// both of them.
_vm->_sound->closeFx(-1);
_vm->_sound->closeFx(-2);
return RD_OK;
#else
// No MPEG2? Use the old 'Narration Only' hack
playDummy(filename, text, musicOut);
return RD_OK;
#endif
}
/**
* This just plays the cutscene with voiceovers / subtitles, in case the files
* are missing.
*/
int32 MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], uint8 *musicOut) {
int frameCounter = 0, textCounter = 0;
if (text) {
uint8 oldPal[1024];
uint8 tmpPal[1024];
_vm->_graphics->clearScene();
// HACK: Draw instructions
//
// I'm using the the menu area, because that's unlikely to be
// touched by anything else during the cutscene.
memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
uint8 msg[] = "Cutscene - Narration Only: Press ESC to exit, or visit www.scummvm.org to download cutscene videos";
Memory *data = _vm->_fontRenderer->makeTextSprite(msg, 640, 255, _vm->_speechFontId);
FrameHeader *frame = (FrameHeader *) data->ad;
SpriteInfo msgSprite;
uint8 *msgSurface;
msgSprite.x = _vm->_graphics->_screenWide / 2 - frame->width / 2;
msgSprite.y = RDMENU_MENUDEEP / 2 - frame->height / 2;
msgSprite.w = frame->width;
msgSprite.h = frame->height;
msgSprite.type = RDSPR_NOCOMPRESSION;
msgSprite.data = data->ad + sizeof(FrameHeader);
_vm->_graphics->createSurface(&msgSprite, &msgSurface);
_vm->_graphics->drawSurface(&msgSprite, msgSurface);
_vm->_graphics->deleteSurface(msgSurface);
_vm->_memory->freeMemory(data);
// In case the cutscene has a long lead-in, start just before
// the first line of text.
frameCounter = text[0]->startFrame - 12;
// Fake a palette that will hopefully make the text visible.
// In the opening cutscene it seems to use colours 1 (black?)
// and 255 (white?).
//
// The text should probably be colored the same as the rest of
// the in-game text.
memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
memset(tmpPal, 0, 1024);
tmpPal[255 * 4 + 0] = 255;
tmpPal[255 * 4 + 1] = 255;
tmpPal[255 * 4 + 2] = 255;
_vm->_graphics->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
PlayingSoundHandle handle;
bool skipCutscene = false;
uint32 flags = SoundMixer::FLAG_16BITS;
#ifndef SCUMM_BIG_ENDIAN
flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
#endif
while (1) {
if (!text[textCounter])
break;
if (frameCounter == text[textCounter]->startFrame) {
_vm->_graphics->clearScene();
openTextObject(text[textCounter]);
drawTextObject(text[textCounter]);
if (text[textCounter]->speech) {
_vm->_mixer->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
}
}
if (frameCounter == text[textCounter]->endFrame) {
closeTextObject(text[textCounter]);
_vm->_graphics->clearScene();
_vm->_graphics->setNeedFullRedraw();
textCounter++;
}
frameCounter++;
_vm->_graphics->updateDisplay();
KeyboardEvent ke;
if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) {
_vm->_mixer->stopHandle(handle);
skipCutscene = true;
break;
}
// Simulate ~12 frames per second. I don't know what
// frame rate the original movies had, or even if it
// was constant, but this seems to work reasonably.
_vm->_system->delay_msecs(90);
}
// Wait for the voice 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 in use.
while (handle.isActive()) {
_vm->_graphics->updateDisplay(false);
_vm->_system->delay_msecs(100);
}
closeTextObject(text[textCounter]);
_vm->_graphics->clearScene();
_vm->_graphics->setNeedFullRedraw();
// HACK: Remove the instructions created above
Common::Rect r;
memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
r.left = r.top = 0;
r.right = _vm->_graphics->_screenWide;
r.bottom = MENUDEEP;
_vm->_graphics->updateRect(&r);
// FIXME: For now, only play the lead-out music for cutscenes
// that have subtitles.
if (!skipCutscene)
_vm->_sound->playLeadOut(musicOut);
_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
}
// Lead-in and lead-out music are, as far as I can tell, only used for
// the animated cut-scenes, so this seems like a good place to close
// both of them.
_vm->_sound->closeFx(-1);
_vm->_sound->closeFx(-2);
return RD_OK;
}
void MoviePlayer::checkPaletteSwitch(AnimationState * st) {
// if we have reached the last image with this palette, switch to new one
if (st->framenum == st->palettes[st->palnum].end) {
@ -86,52 +376,42 @@ void MoviePlayer::checkPaletteSwitch(AnimationState * st) {
}
}
#ifndef USE_MPEG2
bool MoviePlayer::decodeFrame(AnimationState * st) {
// Dummy for MPEG2-less builds
return false;
}
#else
#ifdef USE_MPEG2
bool MoviePlayer::decodeFrame(AnimationState * st) {
mpeg2_state_t state;
const mpeg2_sequence_t *sequence_i;
size_t size = (size_t)-1;
size_t size = (size_t) -1;
do {
state = mpeg2_parse (st->decoder);
state = mpeg2_parse(st->decoder);
sequence_i = st->info->sequence;
switch (state) {
case STATE_BUFFER:
size = st->mpgfile->read(st->buffer, BUFFER_SIZE);
mpeg2_buffer (st->decoder, st->buffer, st->buffer + size);
case STATE_BUFFER:
size = st->mpgfile->read(st->buffer, BUFFER_SIZE);
mpeg2_buffer(st->decoder, st->buffer, st->buffer + size);
break;
case STATE_SLICE:
case STATE_END:
if (st->info->display_fbuf) {
checkPaletteSwitch(st);
_vm->_graphics->plotYUV(st->lut, sequence_i->width, sequence_i->height, st->info->display_fbuf->buf);
st->framenum++;
st->buildLookup(st->palnum+1, st->lutcalcnum);
return true;
}
case STATE_SLICE:
case STATE_END:
if (st->info->display_fbuf) {
checkPaletteSwitch(st);
_vm->_graphics->plotYUV(st->lut, sequence_i->width, sequence_i->height, st->info->display_fbuf->buf);
st->framenum++;
st->buildLookup(st->palnum + 1, st->lutcalcnum);
return true;
}
break;
default:
break;
default:
break;
}
} while (size);
return false;
}
#endif
#ifndef USE_MPEG2
AnimationState *MoviePlayer::initAnimation(const char *name) {
return 0;
}
#else
AnimationState *MoviePlayer::initAnimation(const char *name) {
char basename[512], tempFile[512];
AnimationState *st = new AnimationState;
@ -158,9 +438,9 @@ AnimationState *MoviePlayer::initAnimation(const char *name) {
fscanf(f, "%i", &r);
fscanf(f, "%i", &g);
fscanf(f, "%i", &b);
st->palettes[p].pal[4*i] = r;
st->palettes[p].pal[4*i+1] = g;
st->palettes[p].pal[4*i+2] = b;
st->palettes[p].pal[4 * i] = r;
st->palettes[p].pal[4 * i + 1] = g;
st->palettes[p].pal[4 * i + 2] = b;
}
p++;
}
@ -184,7 +464,7 @@ AnimationState *MoviePlayer::initAnimation(const char *name) {
}
// Load and configure decoder
st->decoder = mpeg2_init ();
st->decoder = mpeg2_init();
if (st->decoder == NULL) {
warning("Cutscene: Could not allocate an MPEG2 decoder");
delete st;
@ -195,34 +475,48 @@ AnimationState *MoviePlayer::initAnimation(const char *name) {
st->framenum = 0;
// Load in palette data
st->lutcalcnum = (BITDEPTH + st->palettes[st->palnum].end + 2) / (st->palettes[st->palnum].end + 2);
st->lutcalcnum = (BITDEPTH + st->palettes[st->palnum].end + 2) / (st->palettes[st->palnum].end + 2);
/* Play audio - TODO: Sync with video?*/
#ifdef USE_VORBIS
// Another TODO: There is no reason that this only allows OGG, and not MP3, or any other format
// the mixer might support one day... is there?
File *sndFile = new File;
sprintf(tempFile, "%s.ogg", basename);
if (sndFile->open(tempFile))
_vm->_mixer->playVorbis(&st->bgSound, sndFile, 100000000);
#endif
// FIXME: This leaks (sndFile will never be deleted)
return st;
}
#endif
#ifndef USE_MPEG2
void MoviePlayer::doneAnimation(AnimationState *st) {
}
#else
void MoviePlayer::doneAnimation(AnimationState *st) {
_vm->_mixer->stopHandle(st->bgSound);
if (st->bgSound.isActive())
_vm->_mixer->stopHandle(st->bgSound);
mpeg2_close (st->decoder);
st->mpgfile->close();
delete st->mpgfile;
delete st;
}
#else
bool MoviePlayer::decodeFrame(AnimationState * st) {
// Dummy for MPEG2-less builds
return false;
}
AnimationState *MoviePlayer::initAnimation(const char *name) {
return 0;
}
void MoviePlayer::doneAnimation(AnimationState *st) {
}
#endif
} // End of namespace Sword2

View File

@ -41,41 +41,61 @@ namespace Sword2 {
#define BUFFER_SIZE 4096
class AnimationState {
public:
int palnum;
int palnum;
byte lookup[2][BITDEPTH * BITDEPTH * BITDEPTH];
byte *lut;
byte *lut2;
int lutcalcnum;
byte lookup[2][BITDEPTH * BITDEPTH * BITDEPTH];
byte *lut;
byte *lut2;
int lutcalcnum;
int framenum;
int framenum;
#ifdef USE_MPEG2
mpeg2dec_t *decoder;
const mpeg2_info_t *info;
#endif
File *mpgfile;
#ifdef USE_MPEG2
mpeg2dec_t *decoder;
const mpeg2_info_t *info;
#endif
int curpal;
int cr;
int pos;
File *mpgfile;
struct {
int cnt;
int end;
byte pal[4 * 256];
} palettes[50];
int curpal;
int cr;
int pos;
byte buffer[BUFFER_SIZE];
struct {
int cnt;
int end;
byte pal[4 * 256];
} palettes[50];
PlayingSoundHandle bgSound;
byte buffer[BUFFER_SIZE];
PlayingSoundHandle bgSound;
public:
void buildLookup(int p, int lines);
};
class MoviePlayer {
private:
Sword2Engine *_vm;
uint8 *_textSurface;
void openTextObject(MovieTextObject *obj);
void closeTextObject(MovieTextObject *obj);
void drawTextObject(MovieTextObject *obj);
void checkPaletteSwitch(AnimationState * st);
AnimationState * initAnimation(const char *name);
void doneAnimation(AnimationState * st);
bool decodeFrame(AnimationState * st);
public:
MoviePlayer(Sword2Engine *vm) : _vm(vm), _textSurface(NULL) {}
int32 play(const char *filename, MovieTextObject *text[], uint8 *musicOut);
int32 playDummy(const char *filename, MovieTextObject *text[], uint8 *musicOut);
};
} // End of namespace Sword2

View File

@ -116,289 +116,4 @@ void Graphics::clearScene(void) {
memset(_buffer + MENUDEEP * _screenWide, 0, _screenWide * RENDERDEEP);
}
void MoviePlayer::openTextObject(MovieTextObject *obj) {
if (obj->textSprite)
_vm->_graphics->createSurface(obj->textSprite, &_textSurface);
}
void MoviePlayer::closeTextObject(MovieTextObject *obj) {
if (_textSurface) {
_vm->_graphics->deleteSurface(_textSurface);
_textSurface = NULL;
}
}
void MoviePlayer::drawTextObject(MovieTextObject *obj) {
if (obj->textSprite && _textSurface)
_vm->_graphics->drawSurface(obj->textSprite, _textSurface);
}
/**
* Plays an animated cutscene.
* @param filename the file name of the cutscene file
* @param text the subtitles and voiceovers for the cutscene
* @param musicOut lead-out music
*/
int32 MoviePlayer::play(const char *filename, MovieTextObject *text[], uint8 *musicOut) {
#ifdef USE_MPEG2
int frameCounter = 0, textCounter = 0;
PlayingSoundHandle handle;
bool skipCutscene = false, textVisible = false;
uint32 flags = SoundMixer::FLAG_16BITS, ticks = _vm->_system->get_msecs() + 83;
uint8 oldPal[1024];
memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
AnimationState * anim = initAnimation(filename);
if (!anim) {
// Missing Files? Use the old 'Narration Only' hack
playDummy(filename, text, musicOut);
return RD_OK;
}
_vm->_graphics->clearScene();
memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
#ifndef SCUMM_BIG_ENDIAN
flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
#endif
while (1) {
if (!decodeFrame(anim)) break;
_vm->_graphics->setNeedFullRedraw();
if (text && text[textCounter]) {
if (frameCounter == text[textCounter]->startFrame) {
openTextObject(text[textCounter]);
textVisible = true;
if (text[textCounter]->speech) {
_vm->_mixer->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
}
}
if (frameCounter == text[textCounter]->endFrame) {
closeTextObject(text[textCounter]);
textCounter++;
textVisible = false;
}
if (textVisible)
drawTextObject(text[textCounter]);
}
frameCounter++;
_vm->_graphics->updateDisplay(true);
KeyboardEvent ke;
if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) {
_vm->_mixer->stopHandle(handle);
skipCutscene = true;
break;
}
// Simulate ~12 frames per second. I don't know what
// frame rate the original movies had, or even if it
// was constant, but this seems to work reasonably.
_vm->sleepUntil(ticks);
ticks += 82;
}
// Wait for the voice 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 in use.
while (handle.isActive()) {
_vm->_graphics->updateDisplay(false);
_vm->_system->delay_msecs(100);
}
if (text)
closeTextObject(text[textCounter]);
_vm->_graphics->clearScene();
_vm->_graphics->setNeedFullRedraw();
// HACK: Remove the instructions created above
Common::Rect r;
memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
r.left = r.top = 0;
r.right = _vm->_graphics->_screenWide;
r.bottom = MENUDEEP;
_vm->_graphics->updateRect(&r);
// FIXME: For now, only play the lead-out music for cutscenes
// that have subtitles.
if (!skipCutscene)
_vm->_sound->playLeadOut(musicOut);
_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
doneAnimation(anim);
// Lead-in and lead-out music are, as far as I can tell, only used for
// the animated cut-scenes, so this seems like a good place to close
// both of them.
_vm->_sound->closeFx(-1);
_vm->_sound->closeFx(-2);
return RD_OK;
#else
// No MPEG2? Use the old 'Narration Only' hack
playDummy(filename, text, musicOut);
return RD_OK;
#endif
}
// This just plays the cutscene with voiceovers / subtitles, in case the files are missing
int32 MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], uint8 *musicOut) {
int frameCounter = 0, textCounter = 0;
if (text) {
uint8 oldPal[1024];
uint8 tmpPal[1024];
_vm->_graphics->clearScene();
// HACK: Draw instructions
//
// I'm using the the menu area, because that's unlikely to be
// touched by anything else during the cutscene.
memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
uint8 msg[] = "Cutscene - Narration Only: Press ESC to exit, or visit www.scummvm.org to download cutscene videos";
Memory *data = _vm->_fontRenderer->makeTextSprite(msg, 640, 255, _vm->_speechFontId);
FrameHeader *frame = (FrameHeader *) data->ad;
SpriteInfo msgSprite;
uint8 *msgSurface;
msgSprite.x = _vm->_graphics->_screenWide / 2 - frame->width / 2;
msgSprite.y = RDMENU_MENUDEEP / 2 - frame->height / 2;
msgSprite.w = frame->width;
msgSprite.h = frame->height;
msgSprite.type = RDSPR_NOCOMPRESSION;
msgSprite.data = data->ad + sizeof(FrameHeader);
_vm->_graphics->createSurface(&msgSprite, &msgSurface);
_vm->_graphics->drawSurface(&msgSprite, msgSurface);
_vm->_graphics->deleteSurface(msgSurface);
_vm->_memory->freeMemory(data);
// In case the cutscene has a long lead-in, start just before
// the first line of text.
frameCounter = text[0]->startFrame - 12;
// Fake a palette that will hopefully make the text visible.
// In the opening cutscene it seems to use colours 1 (black?)
// and 255 (white?).
//
// The text should probably be colored the same as the rest of
// the in-game text.
memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
memset(tmpPal, 0, 1024);
tmpPal[255 * 4 + 0] = 255;
tmpPal[255 * 4 + 1] = 255;
tmpPal[255 * 4 + 2] = 255;
_vm->_graphics->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
PlayingSoundHandle handle;
bool skipCutscene = false;
uint32 flags = SoundMixer::FLAG_16BITS;
#ifndef SCUMM_BIG_ENDIAN
flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
#endif
while (1) {
if (!text[textCounter])
break;
if (frameCounter == text[textCounter]->startFrame) {
_vm->_graphics->clearScene();
openTextObject(text[textCounter]);
drawTextObject(text[textCounter]);
if (text[textCounter]->speech) {
_vm->_mixer->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
}
}
if (frameCounter == text[textCounter]->endFrame) {
closeTextObject(text[textCounter]);
_vm->_graphics->clearScene();
_vm->_graphics->setNeedFullRedraw();
textCounter++;
}
frameCounter++;
_vm->_graphics->updateDisplay();
KeyboardEvent ke;
if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) {
_vm->_mixer->stopHandle(handle);
skipCutscene = true;
break;
}
// Simulate ~12 frames per second. I don't know what
// frame rate the original movies had, or even if it
// was constant, but this seems to work reasonably.
_vm->_system->delay_msecs(90);
}
// Wait for the voice 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 in use.
while (handle.isActive()) {
_vm->_graphics->updateDisplay(false);
_vm->_system->delay_msecs(100);
}
closeTextObject(text[textCounter]);
_vm->_graphics->clearScene();
_vm->_graphics->setNeedFullRedraw();
// HACK: Remove the instructions created above
Common::Rect r;
memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
r.left = r.top = 0;
r.right = _vm->_graphics->_screenWide;
r.bottom = MENUDEEP;
_vm->_graphics->updateRect(&r);
// FIXME: For now, only play the lead-out music for cutscenes
// that have subtitles.
if (!skipCutscene)
_vm->_sound->playLeadOut(musicOut);
_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
}
// Lead-in and lead-out music are, as far as I can tell, only used for
// the animated cut-scenes, so this seems like a good place to close
// both of them.
_vm->_sound->closeFx(-1);
_vm->_sound->closeFx(-2);
return RD_OK;
}
} // End of namespace Sword2

View File

@ -65,27 +65,6 @@ struct MouseAnim {
#pragma END_PACK_STRUCTS
#endif
class MoviePlayer {
private:
Sword2Engine *_vm;
uint8 *_textSurface;
void openTextObject(MovieTextObject *obj);
void closeTextObject(MovieTextObject *obj);
void drawTextObject(MovieTextObject *obj);
void checkPaletteSwitch(AnimationState * st);
AnimationState * initAnimation(const char *name);
void doneAnimation(AnimationState * st);
bool decodeFrame(AnimationState * st);
public:
MoviePlayer(Sword2Engine *vm) : _vm(vm), _textSurface(NULL) {}
int32 play(const char *filename, MovieTextObject *text[], uint8 *musicOut);
int32 playDummy(const char *filename, MovieTextObject *text[], uint8 *musicOut);
};
struct BlockSurface {
byte data[BLOCKWIDTH * BLOCKHEIGHT];
bool transparent;