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![Torbjörn Andersson](/assets/img/avatar_default.png)
their own, and sometimes the cutscene player will have to wait for the lead out to finish before returning to the game. (This will probably be true even after we fix the timing of the lead-outs.) svn-id: r12871
708 lines
18 KiB
C++
708 lines
18 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 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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* 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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* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "common/stdafx.h"
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#include "sword2/sword2.h"
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#include "sword2/maketext.h"
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#include "sword2/driver/animation.h"
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#include "sword2/driver/d_draw.h"
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#include "sword2/driver/d_sound.h"
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#include "sword2/driver/menu.h"
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#include "sword2/driver/render.h"
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#include "common/file.h"
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#include "sound/vorbis.h"
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#include "sound/mp3.h"
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namespace Sword2 {
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AnimationState::AnimationState(Sword2Engine *vm)
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: _vm(vm) {
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}
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AnimationState::~AnimationState() {
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#ifdef USE_MPEG2
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_vm->_mixer->stopHandle(bgSound);
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if (decoder)
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mpeg2_close(decoder);
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delete mpgfile;
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delete sndfile;
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#ifndef BACKEND_8BIT
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_vm->_system->hide_overlay();
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free(overlay);
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#endif
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if (bgSoundStream)
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delete bgSoundStream;
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#endif
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}
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bool AnimationState::init(const char *name) {
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#ifdef USE_MPEG2
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char tempFile[512];
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decoder = NULL;
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mpgfile = NULL;
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sndfile = NULL;
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bgSoundStream = NULL;
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#ifdef BACKEND_8BIT
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uint i, p;
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// Load lookup palettes
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// TODO: Binary format so we can use File class
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sprintf(tempFile, "%s/%s.pal", _vm->getGameDataPath(), name);
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FILE *f = fopen(tempFile, "r");
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if (!f) {
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warning("Cutscene: %s.pal palette missing", name);
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return false;
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}
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p = 0;
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while (!feof(f)) {
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if (fscanf(f, "%i %i", &palettes[p].end, &palettes[p].cnt) != 2)
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break;
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for (i = 0; i < palettes[p].cnt; i++) {
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int r, g, b;
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fscanf(f, "%i", &r);
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fscanf(f, "%i", &g);
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fscanf(f, "%i", &b);
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palettes[p].pal[4 * i] = r;
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palettes[p].pal[4 * i + 1] = g;
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palettes[p].pal[4 * i + 2] = b;
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palettes[p].pal[4 * i + 3] = 0;
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}
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for (; i < 256; i++) {
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palettes[p].pal[4 * i] = 0;
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palettes[p].pal[4 * i + 1] = 0;
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palettes[p].pal[4 * i + 2] = 0;
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palettes[p].pal[4 * i + 3] = 0;
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}
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p++;
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}
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fclose(f);
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palnum = 0;
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maxPalnum = p;
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_vm->_graphics->setPalette(0, 256, palettes[palnum].pal, RDPAL_INSTANT);
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lut = lut2 = lookup[0];
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curpal = -1;
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cr = 0;
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buildLookup(palnum, 256);
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lut2 = lookup[1];
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lutcalcnum = (BITDEPTH + palettes[palnum].end + 2) / (palettes[palnum].end + 2);
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#else
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buildLookup();
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overlay = (NewGuiColor*)calloc(640 * 480, sizeof(NewGuiColor));
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_vm->_system->show_overlay();
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#endif
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// Open MPEG2 stream
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mpgfile = new File();
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sprintf(tempFile, "%s.mp2", name);
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if (!mpgfile->open(tempFile)) {
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warning("Cutscene: Could not open %s", tempFile);
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return false;
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}
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// Load and configure decoder
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decoder = mpeg2_init();
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if (decoder == NULL) {
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warning("Cutscene: Could not allocate an MPEG2 decoder");
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return false;
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}
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info = mpeg2_info(decoder);
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framenum = 0;
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ticks = _vm->_system->get_msecs();
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// Play audio
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sndfile = new File;
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#ifdef USE_VORBIS
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sprintf(tempFile, "%s.ogg", name);
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if (sndfile->open(tempFile))
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bgSoundStream = makeVorbisStream(sndfile, sndfile->size());
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#endif
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#ifdef USE_MAD
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if (!sndfile->isOpen()) {
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sprintf(tempFile, "%s.mp3", name);
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if (sndfile->open(tempFile))
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bgSoundStream = makeMP3Stream(sndfile, sndfile->size());
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}
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#endif
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if (sndfile->isOpen())
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_vm->_mixer->playInputStream(&bgSound, bgSoundStream, false, 255, 0, -1, false);
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return true;
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#else /* USE_MPEG2 */
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return false;
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#endif
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}
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#ifdef BACKEND_8BIT
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/**
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* Build 'Best-Match' RGB lookup table
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*/
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void AnimationState::buildLookup(int p, int lines) {
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int y, cb;
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int r, g, b, ii;
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if (p >= maxPalnum)
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return;
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if (p != curpal) {
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curpal = p;
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cr = 0;
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pos = 0;
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}
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if (cr >= BITDEPTH)
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return;
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for (ii = 0; ii < lines; ii++) {
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r = (-16 * 256 + (int) (256 * 1.596) * ((cr << SHIFT) - 128)) / 256;
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for (cb = 0; cb < BITDEPTH; cb++) {
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g = (-16 * 256 - (int) (0.813 * 256) * ((cr << SHIFT) - 128) - (int) (0.391 * 256) * ((cb << SHIFT) - 128)) / 256;
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b = (-16 * 256 + (int) (2.018 * 256) * ((cb << SHIFT) - 128)) / 256;
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for (y = 0; y < BITDEPTH; y++) {
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int idx, bst = 0;
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int dis = 2 * SQR(r - palettes[p].pal[0]) + 4 * SQR(g - palettes[p].pal[1]) + SQR(b - palettes[p].pal[2]);
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for (idx = 1; idx < 256; idx++) {
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long d2 = 2 * SQR(r - palettes[p].pal[4 * idx]) + 4 * SQR(g - palettes[p].pal[4 * idx + 1]) + SQR(b - palettes[p].pal[4 * idx + 2]);
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if (d2 < dis) {
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bst = idx;
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dis = d2;
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}
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}
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lut2[pos++] = bst;
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r += (1 << SHIFT);
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g += (1 << SHIFT);
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b += (1 << SHIFT);
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}
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r -= 256;
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}
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cr++;
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if (cr >= BITDEPTH)
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return;
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}
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}
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bool AnimationState::checkPaletteSwitch() {
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// if we have reached the last image with this palette, switch to new one
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if (framenum == palettes[palnum].end) {
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unsigned char *l = lut2;
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palnum++;
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_vm->_graphics->setPalette(0, 256, palettes[palnum].pal, RDPAL_INSTANT);
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lutcalcnum = (BITDEPTH + palettes[palnum].end - (framenum + 1) + 2) / (palettes[palnum].end - (framenum + 1) + 2);
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lut2 = lut;
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lut = l;
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return true;
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}
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return false;
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}
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#else
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NewGuiColor *AnimationState::lookup = 0;
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void AnimationState::buildLookup() {
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if (lookup)
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return;
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lookup = (NewGuiColor *)calloc(BITDEPTH * BITDEPTH * 256, sizeof(NewGuiColor));
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int y, cb, cr;
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int r, g, b;
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int pos = 0;
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for (cr = 0; cr < BITDEPTH; cr++) {
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for (cb = 0; cb < BITDEPTH; cb++) {
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for (y = 0; y < 256; y++) {
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r = ((y - 16) * 256 + (int) (256 * 1.596) * ((cr << SHIFT) - 128)) / 256;
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g = ((y - 16) * 256 - (int) (0.813 * 256) * ((cr << SHIFT) - 128) - (int) (0.391 * 256) * ((cb << SHIFT) - 128)) / 256;
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b = ((y - 16) * 256 + (int) (2.018 * 256) * ((cb << SHIFT) - 128)) / 256;
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if (r < 0) r = 0;
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else if (r > 255) r = 255;
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if (g < 0) g = 0;
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else if (g > 255) g = 255;
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if (b < 0) b = 0;
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else if (b > 255) b = 255;
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lookup[pos++] = _vm->_system->RGBToColor(r, g, b);
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}
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}
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}
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}
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void AnimationState::plotYUV(NewGuiColor *lut, int width, int height, byte *const *dat) {
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NewGuiColor *ptr = overlay + (480 - height) / 2 * 640 + (640 - width) / 2;
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int x, y;
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int ypos = 0;
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int cpos = 0;
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int linepos = 0;
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for (y = 0; y < height; y += 2) {
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for (x = 0; x < width; x += 2) {
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int i = ((((dat[2][cpos] + ROUNDADD) >> SHIFT) * BITDEPTH) + ((dat[1][cpos] + ROUNDADD)>>SHIFT)) * 256;
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cpos++;
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ptr[linepos ] = lut[i + dat[0][ ypos ]];
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ptr[RENDERWIDE + linepos++] = lut[i + dat[0][width + ypos++]];
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ptr[linepos ] = lut[i + dat[0][ ypos ]];
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ptr[RENDERWIDE + linepos++] = lut[i + dat[0][width + ypos++]];
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}
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linepos += (2 * 640 - width);
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ypos += width;
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}
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}
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void AnimationState::drawTextObject(SpriteInfo *s, uint8 *src) {
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NewGuiColor *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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NewGuiColor pen = _vm->_system->RGBToColor(255, 255, 255);
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NewGuiColor border = _vm->_system->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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void AnimationState::clearDisplay(void) {
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NewGuiColor black = _vm->_system->RGBToColor(0, 0, 0);
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for (int i = 0; i < 640 * 480; i++)
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overlay[i] = black;
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}
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void AnimationState::updateDisplay(void) {
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_vm->_system->copy_rect_overlay(overlay, 640, 0, 0, 640, 480);
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}
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#endif
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bool AnimationState::decodeFrame() {
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#ifdef USE_MPEG2
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mpeg2_state_t state;
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const mpeg2_sequence_t *sequence_i;
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size_t size = (size_t) -1;
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do {
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state = mpeg2_parse(decoder);
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sequence_i = info->sequence;
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switch (state) {
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case STATE_BUFFER:
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size = mpgfile->read(buffer, BUFFER_SIZE);
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mpeg2_buffer(decoder, buffer, buffer + size);
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break;
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case STATE_SLICE:
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case STATE_END:
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if (info->display_fbuf) {
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/* simple audio video sync code:
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* we calculate the actual frame by taking the elapsed audio time and try
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* to stay inside +- 1 frame of this calculated frame number by dropping
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* frames if we run behind and delaying if we are too fast
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*/
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#ifdef BACKEND_8BIT
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if (checkPaletteSwitch() || (bgSoundStream == NULL) ||
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((_vm->_mixer->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum + 1)) {
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_vm->_graphics->plotYUV(lut, sequence_i->width, sequence_i->height, info->display_fbuf->buf);
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if (bgSoundStream) {
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while ((_vm->_mixer->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum)
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_vm->_system->delay_msecs(10);
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} else {
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ticks += 83;
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_vm->sleepUntil(ticks);
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}
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_vm->_graphics->setNeedFullRedraw();
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} else
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warning("dropped frame %i", framenum);
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buildLookup(palnum + 1, lutcalcnum);
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#else
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if ((bgSoundStream == NULL) ||
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((_vm->_mixer->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum + 1)) {
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plotYUV(lookup, sequence_i->width, sequence_i->height, info->display_fbuf->buf);
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if (bgSoundStream) {
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while ((_vm->_mixer->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum)
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_vm->_system->delay_msecs(10);
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} else {
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ticks += 83;
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_vm->sleepUntil(ticks);
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}
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} else
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warning("dropped frame %i", framenum);
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#endif
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framenum++;
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return true;
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}
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break;
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default:
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break;
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}
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} while (size);
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#endif
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return false;
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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->_graphics->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->_graphics->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->_graphics->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->_graphics->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 musicOut lead-out music
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*/
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int32 MoviePlayer::play(const char *filename, MovieTextObject *text[], uint8 *musicOut) {
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#ifdef USE_MPEG2
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int frameCounter = 0, textCounter = 0;
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PlayingSoundHandle handle;
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bool skipCutscene = false, textVisible = false;
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uint32 flags = SoundMixer::FLAG_16BITS;
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bool startNextText = false;
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uint8 oldPal[1024];
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memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
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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, musicOut);
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return RD_OK;
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}
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_vm->_graphics->clearScene();
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#ifndef SCUMM_BIG_ENDIAN
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flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
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#endif
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while (anim->decodeFrame()) {
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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 && !handle.isActive()) {
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_vm->_mixer->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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frameCounter++;
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#ifdef BACKEND_8BIT
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_vm->_graphics->updateDisplay(true);
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#else
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anim->updateDisplay();
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_vm->_graphics->updateDisplay(false);
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#endif
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KeyboardEvent ke;
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if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) {
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_vm->_mixer->stopHandle(handle);
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skipCutscene = true;
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break;
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}
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}
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// Wait for the voice to stop playing. This is to make sure
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// that we don't cut off the speech in mid-sentence, and - even
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// more importantly - that we don't free the sound buffer while
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// it's in use.
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while (handle.isActive()) {
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_vm->_graphics->updateDisplay(false);
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_vm->_system->delay_msecs(100);
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}
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if (text)
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closeTextObject(text[textCounter]);
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#ifndef BACKEND_8BIT
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// Most movies fade to black on their own, but not all of them. Since
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// we may be hanging around in the cutscene player for a while longer,
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// waiting for the lead-out sound to finish, paint the overlay black.
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anim->clearDisplay();
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anim->updateDisplay();
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#endif
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_vm->_graphics->clearScene();
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_vm->_graphics->setNeedFullRedraw();
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if (!skipCutscene)
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_vm->_sound->playLeadOut(musicOut);
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_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
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delete anim;
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// Lead-in and lead-out music are, as far as I can tell, only used for
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// the animated cut-scenes, so this seems like a good place to close
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// both of them.
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_vm->_sound->closeFx(-1);
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_vm->_sound->closeFx(-2);
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return RD_OK;
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#else
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// No MPEG2? Use the old 'Narration Only' hack
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playDummy(filename, text, musicOut);
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return RD_OK;
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#endif
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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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int32 MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], uint8 *musicOut) {
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int frameCounter = 0, textCounter = 0;
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if (text) {
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uint8 oldPal[1024];
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uint8 tmpPal[1024];
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_vm->_graphics->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
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// touched by anything else during the cutscene.
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memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
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uint8 msg[] = "Cutscene - Narration Only: Press ESC to exit, or visit www.scummvm.org to download cutscene videos";
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Memory *data = _vm->_fontRenderer->makeTextSprite(msg, 640, 255, _vm->_speechFontId);
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FrameHeader *frame = (FrameHeader *) data->ad;
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SpriteInfo msgSprite;
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uint8 *msgSurface;
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msgSprite.x = _vm->_graphics->_screenWide / 2 - frame->width / 2;
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msgSprite.y = RDMENU_MENUDEEP / 2 - frame->height / 2;
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msgSprite.w = frame->width;
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msgSprite.h = frame->height;
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msgSprite.type = RDSPR_NOCOMPRESSION;
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msgSprite.data = data->ad + sizeof(FrameHeader);
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_vm->_graphics->createSurface(&msgSprite, &msgSurface);
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_vm->_graphics->drawSurface(&msgSprite, msgSurface);
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_vm->_graphics->deleteSurface(msgSurface);
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_vm->_memory->freeMemory(data);
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// In case the cutscene has a long lead-in, start just before
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// the first 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.
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// In the opening cutscene it seems to use colours 1 (black?)
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// and 255 (white?).
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memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
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memset(tmpPal, 0, 1024);
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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->_graphics->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
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PlayingSoundHandle handle;
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bool skipCutscene = false;
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uint32 flags = SoundMixer::FLAG_16BITS;
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#ifndef SCUMM_BIG_ENDIAN
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flags |= SoundMixer::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->_graphics->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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_vm->_mixer->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->_graphics->clearScene();
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_vm->_graphics->setNeedFullRedraw();
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textCounter++;
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}
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frameCounter++;
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_vm->_graphics->updateDisplay();
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KeyboardEvent ke;
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if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) {
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_vm->_mixer->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
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// frame rate the original movies had, or even if it
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// was constant, but this seems to work reasonably.
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_vm->_system->delay_msecs(90);
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}
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// Wait for the voice to stop playing. This is to make sure
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// that we don't cut off the speech in mid-sentence, and - even
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// more importantly - that we don't free the sound buffer while
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// it's in use.
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while (handle.isActive()) {
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_vm->_graphics->updateDisplay(false);
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_vm->_system->delay_msecs(100);
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}
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closeTextObject(text[textCounter]);
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_vm->_graphics->clearScene();
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_vm->_graphics->setNeedFullRedraw();
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// HACK: Remove the instructions created above
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Common::Rect r;
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memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
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r.left = r.top = 0;
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r.right = _vm->_graphics->_screenWide;
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r.bottom = MENUDEEP;
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_vm->_graphics->updateRect(&r);
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// FIXME: For now, only play the lead-out music for cutscenes
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// that have subtitles.
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if (!skipCutscene)
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_vm->_sound->playLeadOut(musicOut);
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_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
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}
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// Lead-in and lead-out music are, as far as I can tell, only used for
|
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// the animated cut-scenes, so this seems like a good place to close
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// both of them.
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_vm->_sound->closeFx(-1);
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_vm->_sound->closeFx(-2);
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return RD_OK;
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}
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} // End of namespace Sword2
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