scummvm/sword2/driver/animation.cpp

658 lines
16 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "common/stdafx.h"
#include "common/file.h"
#include "sound/vorbis.h"
#include "sound/mp3.h"
#include "sword2/sword2.h"
#include "sword2/maketext.h"
#include "sword2/driver/animation.h"
#include "sword2/driver/d_draw.h"
#include "sword2/driver/d_sound.h"
#include "sword2/driver/menu.h"
#include "sword2/driver/render.h"
namespace Sword2 {
AnimationState::AnimationState(Sword2Engine *vm)
: BaseAnimationState(_vm->_mixer, _vm->_system, 640, 480), _vm(vm) {
}
AnimationState::~AnimationState() {
}
bool AnimationState::init(const char *name) {
#ifdef USE_MPEG2
char tempFile[512];
decoder = NULL;
mpgfile = NULL;
sndfile = NULL;
bgSoundStream = NULL;
#ifdef BACKEND_8BIT
uint i, p;
// Load lookup palettes
// TODO: Binary format so we can use File class
sprintf(tempFile, "%s/%s.pal", _vm->getGameDataPath(), name);
FILE *f = fopen(tempFile, "r");
if (!f) {
warning("Cutscene: %s.pal palette missing", name);
return false;
}
p = 0;
while (!feof(f)) {
int end, cnt;
if (fscanf(f, "%i %i", &end, &cnt) != 2)
break;
palettes[p].end = (uint) end;
palettes[p].cnt = (uint) cnt;
for (i = 0; i < palettes[p].cnt; i++) {
int r, g, b;
fscanf(f, "%i", &r);
fscanf(f, "%i", &g);
fscanf(f, "%i", &b);
palettes[p].pal[4 * i] = r;
palettes[p].pal[4 * i + 1] = g;
palettes[p].pal[4 * i + 2] = b;
palettes[p].pal[4 * i + 3] = 0;
}
for (; i < 256; i++) {
palettes[p].pal[4 * i] = 0;
palettes[p].pal[4 * i + 1] = 0;
palettes[p].pal[4 * i + 2] = 0;
palettes[p].pal[4 * i + 3] = 0;
}
p++;
}
fclose(f);
palnum = 0;
maxPalnum = p;
setPalette(palettes[palnum].pal);
lut = lut2 = lookup[0];
curpal = -1;
cr = 0;
buildLookup(palnum, 256);
lut2 = lookup[1];
lutcalcnum = (BITDEPTH + palettes[palnum].end + 2) / (palettes[palnum].end + 2);
#else
buildLookup();
overlay = (OverlayColor*)calloc(MOVIE_WIDTH * MOVIE_HEIGHT, sizeof(OverlayColor));
_sys->show_overlay();
#endif
// Open MPEG2 stream
mpgfile = new File();
sprintf(tempFile, "%s.mp2", name);
if (!mpgfile->open(tempFile)) {
warning("Cutscene: Could not open %s", tempFile);
return false;
}
// Load and configure decoder
decoder = mpeg2_init();
if (decoder == NULL) {
warning("Cutscene: Could not allocate an MPEG2 decoder");
return false;
}
info = mpeg2_info(decoder);
framenum = 0;
frameskipped = 0;
ticks = _sys->get_msecs();
// Play audio
sndfile = new File();
bgSoundStream = AudioStream::openStreamFile(name, sndfile);
if (bgSoundStream != NULL) {
_snd->playInputStream(&bgSound, bgSoundStream, false, 255, 0, -1, false);
} else {
warning("Cutscene: Could not open Audio Track for %s", name);
}
return true;
#else /* USE_MPEG2 */
return false;
#endif
}
#ifdef BACKEND_8BIT
void AnimationState::setPalette(byte *pal) {
_vm->_graphics->setPalette(0, 256, pal, RDPAL_INSTANT);
}
#else
void AnimationState::drawTextObject(SpriteInfo *s, uint8 *src) {
OverlayColor *dst = overlay + RENDERWIDE * (s->y) + s->x;
// FIXME: These aren't the "right" colours, but look good to me.
OverlayColor pen = _sys->RGBToColor(255, 255, 255);
OverlayColor border = _sys->RGBToColor(0, 0, 0);
for (int y = 0; y < s->h; y++) {
for (int x = 0; x < s->w; x++) {
switch (src[x]) {
case 1:
dst[x] = border;
break;
case 255:
dst[x] = pen;
break;
default:
break;
}
}
dst += RENDERWIDE;
src += s->w;
}
}
void AnimationState::clearDisplay(void) {
OverlayColor black = _sys->RGBToColor(0, 0, 0);
for (int i = 0; i < MOVIE_WIDTH * MOVIE_HEIGHT; i++)
overlay[i] = black;
}
void AnimationState::updateDisplay(void) {
_sys->copy_rect_overlay(overlay, MOVIE_WIDTH, 0, 0, MOVIE_WIDTH, MOVIE_HEIGHT);
}
#endif
bool AnimationState::decodeFrame() {
#ifdef USE_MPEG2
mpeg2_state_t state;
const mpeg2_sequence_t *sequence_i;
size_t size = (size_t) -1;
do {
state = mpeg2_parse(decoder);
sequence_i = info->sequence;
switch (state) {
case STATE_BUFFER:
size = mpgfile->read(buffer, BUFFER_SIZE);
mpeg2_buffer(decoder, buffer, buffer + size);
break;
case STATE_SLICE:
case STATE_END:
if (info->display_fbuf) {
/* simple audio video sync code:
* we calculate the actual frame by taking the elapsed audio time and try
* to stay inside +- 1 frame of this calculated frame number by dropping
* frames if we run behind and delaying if we are too fast
*/
/* Avoid deadlock is sound was too far ahead */
if (bgSoundStream && !bgSound.isActive())
return false;
#ifdef BACKEND_8BIT
if (checkPaletteSwitch() || (bgSoundStream == NULL) ||
((_snd->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum + 1) || frameskipped > 10) {
if (frameskipped > 10) {
warning("force frame %i redraw", framenum);
frameskipped = 0;
}
_vm->_graphics->plotYUV(lut, sequence_i->width, sequence_i->height, info->display_fbuf->buf);
if (bgSoundStream) {
while ((_snd->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum)
_sys->delay_msecs(10);
} else {
ticks += 83;
_vm->sleepUntil(ticks);
}
_vm->_graphics->setNeedFullRedraw();
} else {
warning("dropped frame %i", framenum);
frameskipped++;
}
buildLookup(palnum + 1, lutcalcnum);
#else
if ((bgSoundStream == NULL) ||
((_snd->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum + 1) || frameskipped > 10) {
if (frameskipped > 10) {
warning("force frame %i redraw", framenum);
frameskipped = 0;
}
plotYUV(lookup, sequence_i->width, sequence_i->height, info->display_fbuf->buf);
if (bgSoundStream) {
while ((_snd->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum)
_sys->delay_msecs(10);
} else {
ticks += 83;
_vm->sleepUntil(ticks);
}
} else {
warning("dropped frame %i", framenum);
frameskipped++;
}
#endif
framenum++;
return true;
}
break;
default:
break;
}
} while (size);
#endif
return false;
}
MovieInfo MoviePlayer::_movies[] = {
{ "carib", 222 },
{ "escape", 187 },
{ "eye", 248 },
{ "finale", 1485 },
{ "guard", 75 },
{ "intro", 1800 },
{ "jungle", 186 },
{ "museum", 167 },
{ "pablo", 75 },
{ "pyramid", 60 },
{ "quaram", 184 },
{ "river", 656 },
{ "sailing", 138 },
{ "shaman", 788 },
{ "stone1", 34 },
{ "stone2", 282 },
{ "stone3", 65 },
{ "demo", 60 },
{ "enddemo", 110 }
};
MoviePlayer::MoviePlayer(Sword2Engine *vm)
: _vm(vm), _snd(_vm->_mixer), _sys(_vm->_system), _textSurface(NULL) {
}
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(AnimationState *anim, MovieTextObject *obj) {
if (obj->textSprite && _textSurface) {
#ifdef BACKEND_8BIT
_vm->_graphics->drawSurface(obj->textSprite, _textSurface);
#else
if (anim)
anim->drawTextObject(obj->textSprite, _textSurface);
else
_vm->_graphics->drawSurface(obj->textSprite, _textSurface);
#endif
}
}
/**
* 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
uint frameCounter = 0, textCounter = 0;
PlayingSoundHandle handle;
bool skipCutscene = false, textVisible = false;
uint32 flags = SoundMixer::FLAG_16BITS;
bool startNextText = false;
uint8 oldPal[1024];
memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
AnimationState *anim = new AnimationState(_vm);
if (!anim->init(filename)) {
delete anim;
// Missing Files? Use the old 'Narration Only' hack
playDummy(filename, text, musicOut);
return RD_OK;
}
_vm->_graphics->clearScene();
#ifndef SCUMM_BIG_ENDIAN
flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
#endif
int i;
uint leadOutFrame = (uint) -1;
for (i = 0; i < ARRAYSIZE(_movies); i++) {
if (scumm_stricmp(filename, _movies[i].name) == 0) {
if (_movies[i].frames >= 60)
leadOutFrame = _movies[i].frames - 60;
else
leadOutFrame = 0;
break;
}
}
if (i == ARRAYSIZE(_movies))
warning("Unknown movie, '%s'", filename);
while (anim->decodeFrame()) {
if (text && text[textCounter]) {
if (frameCounter == text[textCounter]->startFrame) {
openTextObject(text[textCounter]);
textVisible = true;
if (text[textCounter]->speech) {
startNextText = true;
}
}
if (startNextText && !handle.isActive()) {
_snd->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
startNextText = false;
}
if (frameCounter == text[textCounter]->endFrame) {
closeTextObject(text[textCounter]);
textCounter++;
textVisible = false;
}
if (textVisible)
drawTextObject(anim, text[textCounter]);
}
frameCounter++;
if (frameCounter == leadOutFrame && musicOut)
_vm->_sound->playFx(0, musicOut, 0, 0, RDSE_FXLEADOUT);
#ifdef BACKEND_8BIT
_vm->_graphics->updateDisplay(true);
#else
anim->updateDisplay();
_vm->_graphics->updateDisplay(false);
#endif
KeyboardEvent ke;
if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) {
_snd->stopHandle(handle);
skipCutscene = true;
break;
}
}
if (!skipCutscene) {
// Sleep for one frame so that the last frame is displayed.
_sys->delay_msecs(1000 / 12);
}
#ifndef BACKEND_8BIT
// Most movies fade to black on their own, but not all of them. Since
// we may be hanging around in the cutscene player for a while longer,
// waiting for the lead-out sound to finish, paint the overlay black.
anim->clearDisplay();
#else
_vm->_graphics->clearScene();
_vm->_graphics->setNeedFullRedraw();
#endif
// If the speech is still playing, redraw the subtitles. At least in
// the English version this is most noticeable in the "carib" cutscene.
if (textVisible && handle.isActive())
drawTextObject(anim, text[textCounter]);
if (text)
closeTextObject(text[textCounter]);
#ifndef BACKEND_8BIT
anim->updateDisplay();
#else
_vm->_graphics->updateDisplay(true);
#endif
// 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);
_sys->delay_msecs(100);
}
// Clear the screen again
#ifndef BACKEND_8BIT
anim->clearDisplay();
anim->updateDisplay();
#endif
_vm->_graphics->clearScene();
_vm->_graphics->setNeedFullRedraw();
_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
delete anim;
// Wait for the lead-out to stop, if there is any.
_vm->_sound->waitForLeadOut();
// 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, RENDERWIDE, 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?).
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(NULL, text[textCounter]);
if (text[textCounter]->speech) {
_snd->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) {
_snd->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.
_sys->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);
_sys->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 && musicOut) {
_vm->_sound->playFx(0, musicOut, 0, 0, RDSE_FXLEADOUT);
_vm->_sound->waitForLeadOut();
}
_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