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https://github.com/libretro/scummvm.git
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002c587965
less dependencies. svn-id: r20741
538 lines
14 KiB
C++
538 lines
14 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2006 The ScummVM project
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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/stdafx.h"
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#include "common/file.h"
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#include "common/config-manager.h"
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#include "common/system.h"
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#include "sound/vorbis.h"
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#include "sound/mp3.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/maketext.h"
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#include "sword2/resman.h"
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#include "sword2/screen.h"
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#include "sword2/sound.h"
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#include "sword2/animation.h"
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namespace Sword2 {
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AnimationState::AnimationState(Sword2Engine *vm)
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: BaseAnimationState(vm->_mixer, vm->_system, 640, 480), _vm(vm) {
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}
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AnimationState::~AnimationState() {
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}
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#ifdef BACKEND_8BIT
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void AnimationState::setPalette(byte *pal) {
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_vm->_screen->setPalette(0, 256, pal, RDPAL_INSTANT);
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}
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#else
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void AnimationState::drawTextObject(SpriteInfo *s, byte *src) {
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OverlayColor *dst = _overlay + RENDERWIDE * s->y + s->x;
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// FIXME: These aren't the "right" colours, but look good to me.
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OverlayColor pen = _sys->RGBToColor(255, 255, 255);
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OverlayColor border = _sys->RGBToColor(0, 0, 0);
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for (int y = 0; y < s->h; y++) {
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for (int x = 0; x < s->w; x++) {
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switch (src[x]) {
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case 1:
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dst[x] = border;
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break;
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case 255:
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dst[x] = pen;
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break;
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default:
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break;
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}
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}
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dst += RENDERWIDE;
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src += s->w;
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}
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}
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#endif
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void AnimationState::clearScreen() {
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#ifdef BACKEND_8BIT
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memset(_vm->_screen->getScreen(), 0, _movieWidth * _movieHeight);
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#else
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OverlayColor black = _sys->RGBToColor(0, 0, 0);
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for (int i = 0; i < _movieWidth * _movieHeight; i++)
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_overlay[i] = black;
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#endif
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}
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void AnimationState::updateScreen() {
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#ifdef BACKEND_8BIT
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byte *buf = _vm->_screen->getScreen() + ((480 - _movieHeight) / 2) * RENDERWIDE + (640 - _movieWidth) / 2;
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_vm->_system->copyRectToScreen(buf, _movieWidth, (640 - _movieWidth) / 2, (480 - _movieHeight) / 2, _movieWidth, _movieHeight);
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#else
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_sys->copyRectToOverlay(_overlay, _movieWidth, 0, 0, _movieWidth, _movieHeight);
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#endif
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_vm->_system->updateScreen();
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}
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void AnimationState::drawYUV(int width, int height, byte *const *dat) {
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#ifdef BACKEND_8BIT
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_vm->_screen->plotYUV(_lut, width, height, dat);
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#else
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plotYUV(width, height, dat);
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#endif
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}
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MovieInfo MoviePlayer::_movies[] = {
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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, false },
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{ "stone2", 282, false },
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{ "stone3", 65, false },
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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)
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: _vm(vm), _snd(_vm->_mixer), _sys(_vm->_system), _textSurface(NULL) {
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}
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void MoviePlayer::openTextObject(MovieTextObject *obj) {
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if (obj->textSprite)
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_vm->_screen->createSurface(obj->textSprite, &_textSurface);
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}
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void MoviePlayer::closeTextObject(MovieTextObject *obj) {
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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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void MoviePlayer::drawTextObject(AnimationState *anim, MovieTextObject *obj) {
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if (obj->textSprite && _textSurface) {
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#ifdef BACKEND_8BIT
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_vm->_screen->drawSurface(obj->textSprite, _textSurface);
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#else
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if (anim)
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anim->drawTextObject(obj->textSprite, _textSurface);
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else
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_vm->_screen->drawSurface(obj->textSprite, _textSurface);
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#endif
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}
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}
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/**
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* Plays an animated cutscene.
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* @param filename the file name of the cutscene file
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* @param text the subtitles and voiceovers for the cutscene
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* @param leadInRes lead-in music resource id
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* @param leadOutRes lead-out music resource id
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*/
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int32 MoviePlayer::play(const char *filename, MovieTextObject *text[], int32 leadInRes, int32 leadOutRes) {
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Audio::SoundHandle leadInHandle;
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// This happens if the user quits during the "eye" smacker
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if (_vm->_quit)
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return RD_OK;
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if (leadInRes) {
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byte *leadIn = _vm->_resman->openResource(leadInRes);
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uint32 leadInLen = _vm->_resman->fetchLen(leadInRes) - ResHeader::size();
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assert(_vm->_resman->fetchType(leadIn) == WAV_FILE);
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leadIn += ResHeader::size();
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_vm->_sound->playFx(&leadInHandle, leadIn, leadInLen, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType);
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}
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byte *leadOut = NULL;
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uint32 leadOutLen = 0;
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if (leadOutRes) {
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leadOut = _vm->_resman->openResource(leadOutRes);
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leadOutLen = _vm->_resman->fetchLen(leadOutRes) - ResHeader::size();
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assert(_vm->_resman->fetchType(leadOut) == WAV_FILE);
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leadOut += ResHeader::size();
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}
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_leadOutFrame = (uint)-1;
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int i;
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for (i = 0; i < ARRAYSIZE(_movies); i++) {
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if (scumm_stricmp(filename, _movies[i].name) == 0) {
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_seamless = _movies[i].seamless;
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if (_movies[i].frames > 60)
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_leadOutFrame = _movies[i].frames - 60;
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break;
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}
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}
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if (i == ARRAYSIZE(_movies))
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warning("Unknown movie, '%s'", filename);
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#ifdef USE_MPEG2
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playMPEG(filename, text, leadOut, leadOutLen);
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#else
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// No MPEG2? Use the old 'Narration Only' hack
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playDummy(filename, text, leadOut, leadOutLen);
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#endif
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_snd->stopHandle(leadInHandle);
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// Wait for the lead-out to stop, if there is any. Though don't do it
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// for seamless movies, since they are meant to blend into the rest of
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// the game.
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if (!_seamless) {
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while (_vm->_mixer->isSoundHandleActive(_leadOutHandle)) {
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_vm->_screen->updateDisplay();
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_vm->_system->delayMillis(30);
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}
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}
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if (leadInRes)
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_vm->_resman->closeResource(leadInRes);
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if (leadOutRes)
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_vm->_resman->closeResource(leadOutRes);
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return RD_OK;
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}
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void MoviePlayer::playMPEG(const char *filename, MovieTextObject *text[], byte *leadOut, uint32 leadOutLen) {
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uint frameCounter = 0, textCounter = 0;
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Audio::SoundHandle handle;
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bool skipCutscene = false, textVisible = false;
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uint32 flags = Audio::Mixer::FLAG_16BITS;
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bool startNextText = false;
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byte oldPal[256 * 4];
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memcpy(oldPal, _vm->_screen->getPalette(), sizeof(oldPal));
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AnimationState *anim = new AnimationState(_vm);
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if (!anim->init(filename)) {
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delete anim;
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// Missing Files? Use the old 'Narration Only' hack
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playDummy(filename, text, leadOut, leadOutLen);
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return;
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}
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// Clear the screen, because whatever is on it will be visible when the
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// overlay is removed. And if there isn't an overlay, we don't want it
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// to be visible during the cutscene. (Not all cutscenes cover the
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// entire screen.)
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_vm->_screen->clearScene();
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_vm->_screen->updateDisplay();
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#ifndef SCUMM_BIG_ENDIAN
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flags |= Audio::Mixer::FLAG_LITTLE_ENDIAN;
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#endif
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while (!skipCutscene && anim->decodeFrame()) {
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// The frame has been drawn. Now draw the subtitles, if any,
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// before updating the screen.
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if (text && text[textCounter]) {
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if (frameCounter == text[textCounter]->startFrame) {
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openTextObject(text[textCounter]);
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textVisible = true;
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if (text[textCounter]->speech) {
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startNextText = true;
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}
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}
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if (startNextText && !_snd->isSoundHandleActive(handle)) {
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_snd->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
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startNextText = false;
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}
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if (frameCounter == text[textCounter]->endFrame) {
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closeTextObject(text[textCounter]);
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textCounter++;
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textVisible = false;
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}
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if (textVisible)
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drawTextObject(anim, text[textCounter]);
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}
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anim->updateScreen();
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frameCounter++;
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if (frameCounter == _leadOutFrame && leadOut)
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_vm->_sound->playFx(&_leadOutHandle, leadOut, leadOutLen, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType);
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OSystem::Event event;
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while (_sys->pollEvent(event)) {
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switch (event.type) {
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#ifndef BACKEND_8BIT
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case OSystem::EVENT_SCREEN_CHANGED:
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anim->buildLookup();
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break;
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#endif
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case OSystem::EVENT_KEYDOWN:
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if (event.kbd.keycode == 27)
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skipCutscene = true;
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break;
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case OSystem::EVENT_QUIT:
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_vm->closeGame();
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skipCutscene = true;
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break;
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default:
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break;
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}
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}
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}
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if (!skipCutscene) {
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// Sleep for one frame so that the last frame is displayed.
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_sys->delayMillis(1000 / 12);
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}
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if (!_seamless) {
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// Most movies fade to black on their own, but not all of them.
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// Since we may be hanging around in the cutscene player for a
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// while longer, waiting for the lead-out sound to finish,
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// paint the overlay black.
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anim->clearScreen();
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}
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// If the speech is still playing, redraw the subtitles. At least in
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// the English version this is most noticeable in the "carib" cutscene.
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if (textVisible && _snd->isSoundHandleActive(handle))
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drawTextObject(anim, text[textCounter]);
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if (text)
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closeTextObject(text[textCounter]);
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anim->updateScreen();
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// Wait for the voice to stop playing. This is to make sure that we
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// don't cut off the speech in mid-sentence, and - even more
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// importantly - that we don't free the sound buffer while it's in use.
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if (skipCutscene)
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_snd->stopHandle(handle);
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while (_snd->isSoundHandleActive(handle)) {
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_vm->_screen->updateDisplay(false);
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_sys->delayMillis(100);
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}
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if (!_seamless) {
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// Clear the screen again
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anim->clearScreen();
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anim->updateScreen();
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}
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_vm->_screen->setPalette(0, 256, oldPal, RDPAL_INSTANT);
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delete anim;
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}
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/**
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* This just plays the cutscene with voiceovers / subtitles, in case the files
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* are missing.
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*/
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void MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], byte *leadOut, uint32 leadOutLen) {
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if (!text)
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return;
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int frameCounter = 0, textCounter = 0;
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byte oldPal[256 * 4];
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byte tmpPal[256 * 4];
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_vm->_screen->clearScene();
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// HACK: Draw instructions
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//
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// I'm using the the menu area, because that's unlikely to be touched
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// by anything else during the cutscene.
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memset(_vm->_screen->getScreen(), 0, _vm->_screen->getScreenWide() * MENUDEEP);
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byte *data;
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// Russian version substituted latin characters with cyrillic. That's
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// why it renders completely unreadable with default message
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if (Common::parseLanguage(ConfMan.get("language")) == Common::RU_RUS) {
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byte msg[] = "Po\344uk - to\344\345ko pev\345: hagmute k\344abuwy Ucke\343n, u\344u nocetute ca\343t npoekta u ckava\343te budeo po\344uku";
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data = _vm->_fontRenderer->makeTextSprite(msg, RENDERWIDE, 255, _vm->_speechFontId);
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} else {
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// TODO: Translate message to other languages?
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#ifdef USE_MPEG2
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byte msg[] = "Cutscene - Narration Only: Press ESC to exit, or visit www.scummvm.org to download cutscene videos";
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#else
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byte msg[] = "Cutscene - Narration Only: Press ESC to exit, or recompile ScummVM with MPEG2 support";
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#endif
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data = _vm->_fontRenderer->makeTextSprite(msg, RENDERWIDE, 255, _vm->_speechFontId);
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}
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FrameHeader frame_head;
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SpriteInfo msgSprite;
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byte *msgSurface;
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frame_head.read(data);
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msgSprite.x = _vm->_screen->getScreenWide() / 2 - frame_head.width / 2;
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msgSprite.y = MENUDEEP / 2 - frame_head.height / 2;
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msgSprite.w = frame_head.width;
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msgSprite.h = frame_head.height;
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msgSprite.type = RDSPR_NOCOMPRESSION;
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msgSprite.data = data + FrameHeader::size();
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_vm->_screen->createSurface(&msgSprite, &msgSurface);
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_vm->_screen->drawSurface(&msgSprite, msgSurface);
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_vm->_screen->deleteSurface(msgSurface);
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free(data);
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// In case the cutscene has a long lead-in, start just before the first
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// line of text.
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frameCounter = text[0]->startFrame - 12;
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// Fake a palette that will hopefully make the text visible. In the
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// opening cutscene it seems to use colours 1 (black) and 255 (white).
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memcpy(oldPal, _vm->_screen->getPalette(), sizeof(oldPal));
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memset(tmpPal, 0, sizeof(tmpPal));
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tmpPal[255 * 4 + 0] = 255;
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tmpPal[255 * 4 + 1] = 255;
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tmpPal[255 * 4 + 2] = 255;
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_vm->_screen->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
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Audio::SoundHandle handle;
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bool skipCutscene = false;
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uint32 flags = Audio::Mixer::FLAG_16BITS;
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#ifndef SCUMM_BIG_ENDIAN
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flags |= Audio::Mixer::FLAG_LITTLE_ENDIAN;
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#endif
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while (1) {
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if (!text[textCounter])
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break;
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if (frameCounter == text[textCounter]->startFrame) {
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_vm->_screen->clearScene();
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openTextObject(text[textCounter]);
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drawTextObject(NULL, text[textCounter]);
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if (text[textCounter]->speech) {
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_snd->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
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}
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}
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if (frameCounter == text[textCounter]->endFrame) {
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closeTextObject(text[textCounter]);
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_vm->_screen->clearScene();
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_vm->_screen->setNeedFullRedraw();
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textCounter++;
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}
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frameCounter++;
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_vm->_screen->updateDisplay();
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KeyboardEvent *ke = _vm->keyboardEvent();
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if ((ke && ke->keycode == 27) || _vm->_quit) {
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_snd->stopHandle(handle);
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skipCutscene = true;
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break;
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}
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// Simulate ~12 frames per second. I don't know what frame rate
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// the original movies had, or even if it was constant, but
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// this seems to work reasonably.
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_sys->delayMillis(90);
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}
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// Wait for the voice to stop playing. This is to make sure that we
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// don't cut off the speech in mid-sentence, and - even more
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// importantly - that we don't free the sound buffer while it's in use.
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while (_snd->isSoundHandleActive(handle)) {
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_vm->_screen->updateDisplay(false);
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_sys->delayMillis(100);
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}
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closeTextObject(text[textCounter]);
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_vm->_screen->clearScene();
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_vm->_screen->setNeedFullRedraw();
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// HACK: Remove the instructions created above
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Common::Rect r;
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memset(_vm->_screen->getScreen(), 0, _vm->_screen->getScreenWide() * MENUDEEP);
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r.left = r.top = 0;
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r.right = _vm->_screen->getScreenWide();
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r.bottom = MENUDEEP;
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|
_vm->_screen->updateRect(&r);
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|
// FIXME: For now, only play the lead-out music for cutscenes that have
|
|
// subtitles.
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|
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if (!skipCutscene && leadOut)
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_vm->_sound->playFx(&_leadOutHandle, leadOut, leadOutLen, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType);
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_vm->_screen->setPalette(0, 256, oldPal, RDPAL_INSTANT);
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}
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} // End of namespace Sword2
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