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041af01f7d
#2669360, the demo tries to play cutscenes which really aren't there. svn-id: r39194
371 lines
10 KiB
C++
371 lines
10 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1994-1998 Revolution Software Ltd.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*/
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#include "common/file.h"
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#include "common/system.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/header.h"
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#include "sword2/logic.h"
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#include "sword2/maketext.h"
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#include "sword2/resman.h"
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#include "sword2/sound.h"
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#include "sword2/animation.h"
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#include "gui/message.h"
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namespace Sword2 {
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///////////////////////////////////////////////////////////////////////////////
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// Basic movie player
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///////////////////////////////////////////////////////////////////////////////
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static const MovieInfo sequenceList[19] = {
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{ "carib", 222, false },
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{ "escape", 187, false },
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{ "eye", 248, false },
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{ "finale", 1485, false },
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{ "guard", 75, false },
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{ "intro", 1800, false },
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{ "jungle", 186, false },
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{ "museum", 167, false },
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{ "pablo", 75, false },
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{ "pyramid", 60, false },
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{ "quaram", 184, false },
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{ "river", 656, false },
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{ "sailing", 138, false },
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{ "shaman", 788, true },
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{ "stone1", 34, true },
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{ "stone2", 282, false },
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{ "stone3", 65, true },
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{ "demo", 60, false },
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{ "enddemo", 110, false }
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};
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MoviePlayer::MoviePlayer(Sword2Engine *vm, Audio::Mixer *snd, OSystem *system, Audio::SoundHandle *bgSoundHandle, Graphics::VideoDecoder *decoder, DecoderType decoderType)
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: _vm(vm), _snd(snd), _bgSoundHandle(bgSoundHandle), _system(system), VideoPlayer(decoder) {
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_bgSoundStream = NULL;
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_decoderType = decoderType;
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}
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MoviePlayer:: ~MoviePlayer(void) {
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delete _bgSoundHandle;
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delete _decoder;
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}
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/**
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* Plays an animated cutscene.
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* @param id the id of the file
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*/
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bool MoviePlayer::load(const char *name) {
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_id = -1;
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for (int i = 0; i < ARRAYSIZE(sequenceList); i++) {
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if (scumm_stricmp(name, sequenceList[i].name) == 0) {
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_id = i;
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break;
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}
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}
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if (_decoderType == kVideoDecoderDXA) {
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_bgSoundStream = Audio::AudioStream::openStreamFile(name);
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} else {
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_bgSoundStream = NULL;
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}
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_textSurface = NULL;
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char filename[20];
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switch (_decoderType) {
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case kVideoDecoderDXA:
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snprintf(filename, sizeof(filename), "%s.dxa", name);
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break;
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case kVideoDecoderSMK:
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snprintf(filename, sizeof(filename), "%s.smk", name);
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break;
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}
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if (_decoder->loadFile(filename)) {
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// The DXA animations in the Broken Sword games always use external audio tracks,
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// if they have any sound at all.
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if (_decoderType == kVideoDecoderDXA && _decoder->readSoundHeader() != MKID_BE('NULL'))
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return false;
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} else {
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return false;
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}
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return true;
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}
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void MoviePlayer::play(MovieText *movieTexts, uint32 numMovieTexts, uint32 leadIn, uint32 leadOut) {
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// This happens when quitting during the "eye" cutscene.
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if (_vm->shouldQuit())
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return;
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bool seamless = false;
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if (_id >= 0) {
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seamless = sequenceList[_id].seamless;
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_numFrames = sequenceList[_id].frames;
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if (_numFrames > 60)
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_leadOutFrame = _numFrames - 60;
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}
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_movieTexts = movieTexts;
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_numMovieTexts = numMovieTexts;
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_currentMovieText = 0;
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_leadOut = leadOut;
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if (leadIn) {
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_vm->_sound->playMovieSound(leadIn, kLeadInSound);
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}
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if (_bgSoundStream) {
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_snd->playInputStream(Audio::Mixer::kSFXSoundType, _bgSoundHandle, _bgSoundStream);
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}
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bool terminated = false;
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Common::List<Common::Event> stopEvents;
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Common::Event stopEvent;
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stopEvents.clear();
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stopEvent.type = Common::EVENT_KEYDOWN;
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stopEvent.kbd = Common::KEYCODE_ESCAPE;
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stopEvents.push_back(stopEvent);
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terminated = !playVideo(&stopEvents);
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closeTextObject(_currentMovieText);
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if (terminated) {
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_snd->stopHandle(*_bgSoundHandle);
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_vm->_sound->stopMovieSounds();
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_vm->_sound->stopSpeech();
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}
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while (_snd->isSoundHandleActive(*_bgSoundHandle))
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_system->delayMillis(100);
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}
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void MoviePlayer::openTextObject(uint32 index) {
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MovieText *text = &_movieTexts[index];
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// Pull out the text line to get the official text number (for WAV id)
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uint32 res = text->_textNumber / SIZE;
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uint32 localText = text->_textNumber & 0xffff;
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// Open text resource and get the line
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byte *textData = _vm->fetchTextLine(_vm->_resman->openResource(res), localText);
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text->_speechId = READ_LE_UINT16(textData);
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// Is it speech or subtitles, or both?
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// If we want subtitles, or there was no sound
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if (_vm->getSubtitles() || !text->_speechId) {
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text->_textMem = _vm->_fontRenderer->makeTextSprite(textData + 2, 600, 255, _vm->_speechFontId, 1);
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}
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_vm->_resman->closeResource(res);
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if (text->_textMem) {
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FrameHeader frame;
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frame.read(text->_textMem);
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text->_textSprite.x = 320 - frame.width / 2;
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text->_textSprite.y = 440 - frame.height;
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text->_textSprite.w = frame.width;
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text->_textSprite.h = frame.height;
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text->_textSprite.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION;
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text->_textSprite.data = text->_textMem + FrameHeader::size();
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_vm->_screen->createSurface(&text->_textSprite, &_textSurface);
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_textX = 320 - text->_textSprite.w / 2;
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_textY = 420 - text->_textSprite.h;
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}
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}
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void MoviePlayer::closeTextObject(uint32 index) {
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if (index < _numMovieTexts) {
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MovieText *text = &_movieTexts[index];
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free(text->_textMem);
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text->_textMem = NULL;
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if (_textSurface) {
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_vm->_screen->deleteSurface(_textSurface);
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_textSurface = NULL;
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}
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}
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}
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void MoviePlayer::drawTextObject(uint32 index, byte *screen) {
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MovieText *text = &_movieTexts[index];
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byte white = _decoder->getWhite();
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byte black = _decoder->getBlack();
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if (text->_textMem && _textSurface) {
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byte *src = text->_textSprite.data;
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uint16 width = text->_textSprite.w;
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uint16 height = text->_textSprite.h;
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byte *dst = screen + _textY * _decoder->getWidth() + _textX;
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for (int y = 0; y < height; y++) {
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for (int x = 0; x < width; x++) {
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if (src[x] == 1)
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dst[x] = black;
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else if (src[x] == 255)
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dst[x] = white;
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}
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src += width;
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dst += _decoder->getWidth();
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}
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}
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}
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// FIXME: This assumes that the subtitles always fit within the frame of the
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// movie. In Broken Sword 2, that's a fairly safe assumption, but not
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// necessarily in all other games.
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void MoviePlayer::performPostProcessing(byte *screen) {
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MovieText *text;
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int frame = _decoder->getCurFrame();
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if (_currentMovieText < _numMovieTexts) {
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text = &_movieTexts[_currentMovieText];
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} else {
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text = NULL;
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}
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if (text && frame == text->_startFrame) {
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if ((_vm->getSubtitles() || !text->_speechId) && _currentMovieText < _numMovieTexts) {
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openTextObject(_currentMovieText);
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}
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}
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if (text && frame >= text->_startFrame) {
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if (text->_speechId && !text->_played && _vm->_sound->amISpeaking() == RDSE_QUIET) {
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text->_played = true;
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_vm->_sound->playCompSpeech(text->_speechId, 16, 0);
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}
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if (frame <= text->_endFrame) {
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drawTextObject(_currentMovieText, screen);
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} else {
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_currentMovieText++;
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}
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}
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if (_leadOut && _decoder->getCurFrame() == _leadOutFrame) {
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_vm->_sound->playMovieSound(_leadOut, kLeadOutSound);
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}
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}
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DXAPlayerWithSound::DXAPlayerWithSound(Audio::Mixer *mixer, Audio::SoundHandle *bgSoundHandle)
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: _mixer(mixer), _bgSoundHandle(bgSoundHandle) {
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}
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int32 DXAPlayerWithSound::getAudioLag() {
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if (!_fileStream)
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return 0;
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if (!_mixer->isSoundHandleActive(*_bgSoundHandle))
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return 0;
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int32 frameDelay = getFrameDelay();
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int32 videoTime = _videoInfo.currentFrame * frameDelay;
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int32 audioTime;
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audioTime = (((int32) _mixer->getSoundElapsedTime(*_bgSoundHandle)) * 100);
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return videoTime - audioTime;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Factory function for creating the appropriate cutscene player
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///////////////////////////////////////////////////////////////////////////////
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MoviePlayer *makeMoviePlayer(const char *name, Sword2Engine *vm, Audio::Mixer *snd, OSystem *system) {
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char filename[20];
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char buf[60];
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Audio::SoundHandle *bgSoundHandle = new Audio::SoundHandle;
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snprintf(filename, sizeof(filename), "%s.smk", name);
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if (Common::File::exists(filename)) {
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Graphics::SMKPlayer *smkDecoder = new Graphics::SMKPlayer(snd);
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return new MoviePlayer(vm, snd, system, bgSoundHandle, smkDecoder, kVideoDecoderSMK);
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}
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snprintf(filename, sizeof(filename), "%s.dxa", name);
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if (Common::File::exists(filename)) {
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#ifdef USE_ZLIB
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DXAPlayerWithSound *dxaDecoder = new DXAPlayerWithSound(snd, bgSoundHandle);
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return new MoviePlayer(vm, snd, system, bgSoundHandle, dxaDecoder, kVideoDecoderDXA);
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#else
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GUI::MessageDialog dialog("DXA cutscenes found but ScummVM has been built without zlib support", "OK");
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dialog.runModal();
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return NULL;
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#endif
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}
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// Old MPEG2 cutscenes
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snprintf(filename, sizeof(filename), "%s.mp2", name);
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if (Common::File::exists(filename)) {
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GUI::MessageDialog dialog("MPEG2 cutscenes are no longer supported", "OK");
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dialog.runModal();
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return NULL;
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}
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// The demo tries to play some cutscenes that aren't there, so make
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// those warnings more discreet.
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if (!vm->_logic->readVar(DEMO)) {
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sprintf(buf, "Cutscene '%s' not found", name);
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GUI::MessageDialog dialog(buf, "OK");
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dialog.runModal();
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} else
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warning("Cutscene '%s' not found", name);
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return NULL;
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}
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void MoviePlayer::pauseMovie(bool pause) {
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if (_bgSoundHandle) {
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_snd->pauseHandle(*_bgSoundHandle, pause);
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}
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}
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} // End of namespace Sword2
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