scummvm/engines/bladerunner/vqa_player.cpp
Thanasis Antoniou cd076b26ae BLADERUNNER: Using preincrement and pre-decrease where possible
In case the compiler won't optimize such cases
2020-02-24 21:24:06 +02:00

294 lines
8.5 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "bladerunner/vqa_player.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/time.h"
#include "bladerunner/audio_player.h"
#include "audio/decoders/raw.h"
#include "common/system.h"
namespace BladeRunner {
bool VQAPlayer::open() {
_s = _vm->getResourceStream(_name);
if (!_s) {
return false;
}
if (!_decoder.loadStream(_s)) {
delete _s;
_s = nullptr;
return false;
}
#if !BLADERUNNER_ORIGINAL_BUGS
// TB05 has wrong end of a loop and this will load empty zbuffer from next loop, which will lead to broken pathfinding
if (_name.equals("TB05_2.VQA")) {
_decoder._loopInfo.loops[1].end = 60;
} else if (_name.equals("DR04OVER.VQA")) {
// smoke (overlay) after explosion of Dermo Labs in DR04
// This has still frames in the end that so it looked as if the smoke was "frozen"
_decoder._loopInfo.loops[0].end = 58; // 59 up to 74 are still frames
}
// else if (_name.equals("MA05_3.VQA")) {
// // loops[1] 60 up to 90 (it will be followed by loops[2] which will play from 30 to 90
// // this is to address the issue of non-aligned headlight rotation in the
// // InShot transition in Act 5. However, this is still glitchy
// // and results in bad z-buffer for the duration of the truncated loop 1
// // TODO is there a way to get and use the z-buffering info from start frame without displaying it?
// _decoder._loopInfo.loops[1].begin = 60;
// _decoder._loopInfo.loops[2].begin = 30;
// }
#endif
_hasAudio = _decoder.hasAudio();
if (_hasAudio) {
_audioStream = Audio::makeQueuingAudioStream(_decoder.frequency(), false);
}
_repeatsCount = 0;
_loop = -1;
_frame = -1;
_frameBegin = -1;
_frameEnd = _decoder.numFrames() - 1;
_frameEndQueued = -1;
_repeatsCountQueued = -1;
if (_loopInitial >= 0) {
// TODO? When does this happen? _loopInitial seems to be unused
setLoop(_loopInitial, _repeatsCountInitial, kLoopSetModeImmediate, nullptr, nullptr);
} else {
_frameNext = 0;
// TODO? Removed as redundant
// setBeginAndEndFrame(0, _frameEnd, 0, kLoopSetModeJustStart, nullptr, nullptr);
}
return true;
}
void VQAPlayer::close() {
_vm->_mixer->stopHandle(_soundHandle);
delete _s;
_s = nullptr;
}
int VQAPlayer::update(bool forceDraw, bool advanceFrame, bool useTime, Graphics::Surface *customSurface) {
uint32 now = 60 * _vm->_time->currentSystem();
int result = -1;
if (_frameNext < 0) {
_frameNext = _frameBegin;
}
if ((_repeatsCount > 0 || _repeatsCount == -1) && (_frameNext > _frameEnd)) {
int loopEndQueued = _frameEndQueued;
if (_frameEndQueued != -1) {
_frameEnd = _frameEndQueued;
_frameEndQueued = -1;
}
if (_frameNext != _frameBegin) {
_frameNext = _frameBegin;
}
if (loopEndQueued == -1) {
if (_repeatsCount != -1) {
--_repeatsCount;
}
//callback for repeat, it is not used in the blade runner
} else {
_repeatsCount = _repeatsCountQueued;
_repeatsCountQueued = -1;
if (_callbackLoopEnded != nullptr) {
_callbackLoopEnded(_callbackData, 0, _loop);
}
}
result = -1;
} else if (_frameNext > _frameEnd) {
result = -3;
// _repeatsCount == 0, so return here at the end of the video, to release the resource
return result;
} else if (useTime && (now < _frameNextTime)) {
result = -1;
} else if (advanceFrame) {
_frame = _frameNext;
_decoder.readFrame(_frameNext, kVQAReadVideo);
_decoder.decodeVideoFrame(customSurface != nullptr ? customSurface : _surface, _frameNext);
if (_hasAudio) {
int audioPreloadFrames = 14;
if (!_audioStarted) {
for (int i = 0; i < audioPreloadFrames; ++i) {
if (_frameNext + i < _frameEnd) {
_decoder.readFrame(_frameNext + i, kVQAReadAudio);
queueAudioFrame(_decoder.decodeAudioFrame());
}
}
if (_vm->_mixer->isReady()) {
// Use speech sound type as in original engine
_vm->_mixer->playStream(Audio::Mixer::kSpeechSoundType, &_soundHandle, _audioStream);
}
_audioStarted = true;
}
if (_frameNext + audioPreloadFrames < _frameEnd) {
_decoder.readFrame(_frameNext + audioPreloadFrames, kVQAReadAudio);
queueAudioFrame(_decoder.decodeAudioFrame());
}
}
if (useTime) {
_frameNextTime += 60000 / 15;
// In some cases (as overlay paused by kia or game window is moved) new time might be still in the past.
// This can cause rapid playback of video where every refresh renders different frame of the video.
// Can be avoided by setting next time to the future.
if (_frameNextTime < now) {
_frameNextTime = now + 60000 / 15;
}
}
++_frameNext;
result = _frame;
}
if (result < 0 && forceDraw && _frame != -1) {
_decoder.decodeVideoFrame(customSurface != nullptr ? customSurface : _surface, _frame, true);
result = _frame;
}
return result; // Note: result here could be negative.
// Negative valid value should only be -1, since there are various assertions
// assert(frame >= -1) in overlay modes (elevator, scores, spinner)
}
void VQAPlayer::updateZBuffer(ZBuffer *zbuffer) {
_decoder.decodeZBuffer(zbuffer);
}
void VQAPlayer::updateView(View *view) {
_decoder.decodeView(view);
}
void VQAPlayer::updateScreenEffects(ScreenEffects *screenEffects) {
_decoder.decodeScreenEffects(screenEffects);
}
void VQAPlayer::updateLights(Lights *lights) {
_decoder.decodeLights(lights);
}
bool VQAPlayer::setLoop(int loop, int repeatsCount, int loopSetMode, void (*callback)(void *, int, int), void *callbackData) {
if (_s == nullptr) {
_loopInitial = loop;
_repeatsCountInitial = repeatsCount;
return true;
}
int begin, end;
if (!_decoder.getLoopBeginAndEndFrame(loop, &begin, &end)) {
return false;
}
if (setBeginAndEndFrame(begin, end, repeatsCount, loopSetMode, callback, callbackData)) {
_loop = loop;
return true;
}
return false;
}
bool VQAPlayer::setBeginAndEndFrame(int begin, int end, int repeatsCount, int loopSetMode, void (*callback)(void *, int, int), void *callbackData) {
if ( begin >= getFrameCount()
|| end >= getFrameCount()
|| begin >= end
|| loopSetMode < 0
|| loopSetMode >= 3
) {
warning("VQAPlayer::setBeginAndEndFrame - Invalid arguments for video");
return false; // VQA_DECODER_ERROR_BAD_INPUT case
}
if (repeatsCount < 0) {
repeatsCount = -1;
}
if (_repeatsCount == 0 && loopSetMode == kLoopSetModeEnqueue) {
// if the member var _repeatsCount is 0 (which means "don't repeat existing loop")
// then execute set the enqueued loop for immediate execution
loopSetMode = kLoopSetModeImmediate;
}
_frameBegin = begin;
if (loopSetMode == kLoopSetModeJustStart) {
_repeatsCount = repeatsCount;
_frameEnd = end;
} else if (loopSetMode == kLoopSetModeEnqueue) {
_repeatsCountQueued = repeatsCount;
_frameEndQueued = end;
} else if (loopSetMode == kLoopSetModeImmediate) {
_repeatsCount = repeatsCount;
_frameEnd = end;
seekToFrame(begin);
}
_callbackLoopEnded = callback;
_callbackData = callbackData;
return true;
}
bool VQAPlayer::seekToFrame(int frame) {
_frameNext = frame;
_frameNextTime = 60 * _vm->_time->currentSystem();
return true;
}
int VQAPlayer::getLoopBeginFrame(int loop) {
int begin, end;
if (!_decoder.getLoopBeginAndEndFrame(loop, &begin, &end)) {
return -1;
}
return begin;
}
int VQAPlayer::getLoopEndFrame(int loop) {
int begin, end;
if (!_decoder.getLoopBeginAndEndFrame(loop, &begin, &end)) {
return -1;
}
return end;
}
int VQAPlayer::getFrameCount() {
return _decoder.numFrames();
}
void VQAPlayer::queueAudioFrame(Audio::AudioStream *audioStream) {
int n = _audioStream->numQueuedStreams();
if (n == 0)
warning("numQueuedStreams: %d", n);
_audioStream->queueAudioStream(audioStream, DisposeAfterUse::YES);
}
} // End of namespace BladeRunner