scummvm/engines/ags/engine/ac/global_video.cpp
Thierry Crozat c7f44082b8 AGS: more explicit code for the video flag parsing (PlayVideo/Flic)
This is just for easier to maintain / safer code.

From upstream ee2f91560969d22bd92a5e75af5a447937afb5c5
2022-10-10 00:16:16 +01:00

178 lines
5.8 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "ags/engine/ac/game_setup.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/global_audio.h"
#include "ags/engine/ac/global_display.h"
#include "ags/engine/ac/global_game.h"
#include "ags/engine/ac/global_video.h"
#include "ags/engine/ac/path_helper.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/shared/core/asset_manager.h"
#include "ags/engine/debugging/debugger.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/engine/media/video/video.h"
#include "ags/engine/media/audio/audio_system.h"
#include "ags/engine/platform/base/ags_platform_driver.h"
#include "ags/shared/util/string_compat.h"
#include "ags/ags.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
using namespace AGS::Engine;
void pause_sound_if_necessary_and_play_video(const char *name, int flags, VideoSkipType skip);
void PlayFlic(int numb, int scr_flags) {
EndSkippingUntilCharStops();
if (_GP(play).fast_forward)
return;
if (_G(debug_flags) & DBG_NOVIDEO)
return;
// AGS 2.x: If the screen is faded out, fade in again when playing a movie.
if (_G(loaded_game_file_version) <= kGameVersion_272)
_GP(play).screen_is_faded_out = 0;
// Convert PlayFlic flags to common video flags
/* NOTE: historically using decimal "flags"
default (0): the video will be played stretched to screen;
player cannot skip animation; screen will be cleared
1: player can press ESC to skip animation
2: player can press any key or click mouse to skip animation
10: play the video at original size
100: do not clear the screen before starting playback
*/
int flags = kVideo_EnableVideo;
VideoSkipType skip = VideoSkipNone;
// skip type
switch (scr_flags % 10) {
case 1: skip = VideoSkipEscape; break;
case 2: skip = VideoSkipKeyOrMouse; break;
default: skip = VideoSkipNone; break;
}
// video size
switch ((scr_flags % 100) / 10) {
case 1: /* play original size, no flag */ break;
default: flags |= kVideo_Stretch;
}
// clear screen
switch ((scr_flags % 1000) / 100) {
case 1: /* don't clear screen, no flag */ break;
default: flags |= kVideo_ClearScreen;
}
play_flc_video(numb, flags, skip);
}
void PlayVideo(const char *name, int skip, int scr_flags) {
EndSkippingUntilCharStops();
if (_GP(play).fast_forward)
return;
if (_G(debug_flags) & DBG_NOVIDEO)
return;
// Convert PlayVideo flags to common video flags
/* NOTE: historically using decimal "flags"
default (0): the video will be played at original size,
video's own audio is playing, game sounds muted;
1: the video will be stretched to full screen;
10: keep game audio only, video's own audio muted;
-- since 3.6.0:
20: play both game audio and video's own audio
*/
int flags = kVideo_EnableVideo;
// video size
switch (scr_flags % 10) {
case 1: flags |= kVideo_Stretch; break;
default: break;
}
// audio option
switch ((scr_flags % 100) / 10) {
case 1: flags |= kVideo_KeepGameAudio; break;
case 2: flags |= kVideo_EnableAudio | kVideo_KeepGameAudio; break;
default: flags |= kVideo_EnableAudio; break;
}
// if game audio is disabled, then don't play any sound on the video either
if (!_GP(usetup).audio_enabled)
flags &= ~kVideo_EnableAudio;
if (_G(loaded_game_file_version) < kGameVersion_360_16)
flags |= kVideo_LegacyFrameSize;
pause_sound_if_necessary_and_play_video(name, flags, static_cast<VideoSkipType>(skip));
}
#ifndef AGS_NO_VIDEO_PLAYER
void pause_sound_if_necessary_and_play_video(const char *name, int flags, VideoSkipType skip) {
// Save the game audio parameters, in case we stop these
int musplaying = _GP(play).cur_music_number, i;
int ambientWas[MAX_GAME_CHANNELS]{ 0 };
for (i = NUM_SPEECH_CHANS; i < _GP(game).numGameChannels; i++)
ambientWas[i] = _GP(ambient)[i].channel;
// Optionally stop the game audio
if ((flags & kVideo_KeepGameAudio) == 0) {
stop_all_sound_and_music();
}
if ((strlen(name) > 3) && (ags_stricmp(&name[strlen(name) - 3], "ogv") == 0)) {
play_theora_video(name, flags, skip, true);
} else if ((strlen(name) > 3) && (ags_stricmp(&name[strlen(name) - 3], "mpg") == 0)) {
play_mpeg_video(name, flags, skip, true);
} else if ((strlen(name) > 3) && (ags_stricmp(&name[strlen(name) - 3], "avi") == 0)) {
play_avi_video(name, flags, skip, true);
} else {
// Unsure what the video type is, so try each in turn
if (!play_avi_video(name, flags, skip, false) &&
!play_mpeg_video(name, flags, skip, false) &&
!play_theora_video(name, flags, skip, false))
Display("Unsupported video '%s'", name);
}
// Restore the game audio if we stopped them before the video playback
if ((flags & kVideo_KeepGameAudio) == 0) {
update_music_volume();
if (musplaying >= 0)
newmusic(musplaying);
for (i = NUM_SPEECH_CHANS; i < _GP(game).numGameChannels; i++) {
if (ambientWas[i] > 0)
PlayAmbientSound(ambientWas[i], _GP(ambient)[i].num,
_GP(ambient)[i].vol, _GP(ambient)[i].x, _GP(ambient)[i].y);
}
}
}
#else
void pause_sound_if_necessary_and_play_video(const char *name, int flags, VideoSkipType skip) {
}
#endif
} // namespace AGS3