scummvm/engines/sword2/animation.cpp
Torbjörn Andersson 002c587965 Removed includes from sword2.h so that (hopefully) there will eventually be
less dependencies.

svn-id: r20741
2006-02-17 15:07:36 +00:00

538 lines
14 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
#include "common/stdafx.h"
#include "common/file.h"
#include "common/config-manager.h"
#include "common/system.h"
#include "sound/vorbis.h"
#include "sound/mp3.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/header.h"
#include "sword2/maketext.h"
#include "sword2/resman.h"
#include "sword2/screen.h"
#include "sword2/sound.h"
#include "sword2/animation.h"
namespace Sword2 {
AnimationState::AnimationState(Sword2Engine *vm)
: BaseAnimationState(vm->_mixer, vm->_system, 640, 480), _vm(vm) {
}
AnimationState::~AnimationState() {
}
#ifdef BACKEND_8BIT
void AnimationState::setPalette(byte *pal) {
_vm->_screen->setPalette(0, 256, pal, RDPAL_INSTANT);
}
#else
void AnimationState::drawTextObject(SpriteInfo *s, byte *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;
}
}
#endif
void AnimationState::clearScreen() {
#ifdef BACKEND_8BIT
memset(_vm->_screen->getScreen(), 0, _movieWidth * _movieHeight);
#else
OverlayColor black = _sys->RGBToColor(0, 0, 0);
for (int i = 0; i < _movieWidth * _movieHeight; i++)
_overlay[i] = black;
#endif
}
void AnimationState::updateScreen() {
#ifdef BACKEND_8BIT
byte *buf = _vm->_screen->getScreen() + ((480 - _movieHeight) / 2) * RENDERWIDE + (640 - _movieWidth) / 2;
_vm->_system->copyRectToScreen(buf, _movieWidth, (640 - _movieWidth) / 2, (480 - _movieHeight) / 2, _movieWidth, _movieHeight);
#else
_sys->copyRectToOverlay(_overlay, _movieWidth, 0, 0, _movieWidth, _movieHeight);
#endif
_vm->_system->updateScreen();
}
void AnimationState::drawYUV(int width, int height, byte *const *dat) {
#ifdef BACKEND_8BIT
_vm->_screen->plotYUV(_lut, width, height, dat);
#else
plotYUV(width, height, dat);
#endif
}
MovieInfo MoviePlayer::_movies[] = {
{ "carib", 222, false },
{ "escape", 187, false },
{ "eye", 248, false },
{ "finale", 1485, false },
{ "guard", 75, false },
{ "intro", 1800, false },
{ "jungle", 186, false },
{ "museum", 167, false },
{ "pablo", 75, false },
{ "pyramid", 60, false },
{ "quaram", 184, false },
{ "river", 656, false },
{ "sailing", 138, false },
{ "shaman", 788, true },
{ "stone1", 34, false },
{ "stone2", 282, false },
{ "stone3", 65, false },
{ "demo", 60, false },
{ "enddemo", 110, false }
};
MoviePlayer::MoviePlayer(Sword2Engine *vm)
: _vm(vm), _snd(_vm->_mixer), _sys(_vm->_system), _textSurface(NULL) {
}
void MoviePlayer::openTextObject(MovieTextObject *obj) {
if (obj->textSprite)
_vm->_screen->createSurface(obj->textSprite, &_textSurface);
}
void MoviePlayer::closeTextObject(MovieTextObject *obj) {
if (_textSurface) {
_vm->_screen->deleteSurface(_textSurface);
_textSurface = NULL;
}
}
void MoviePlayer::drawTextObject(AnimationState *anim, MovieTextObject *obj) {
if (obj->textSprite && _textSurface) {
#ifdef BACKEND_8BIT
_vm->_screen->drawSurface(obj->textSprite, _textSurface);
#else
if (anim)
anim->drawTextObject(obj->textSprite, _textSurface);
else
_vm->_screen->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 leadInRes lead-in music resource id
* @param leadOutRes lead-out music resource id
*/
int32 MoviePlayer::play(const char *filename, MovieTextObject *text[], int32 leadInRes, int32 leadOutRes) {
Audio::SoundHandle leadInHandle;
// This happens if the user quits during the "eye" smacker
if (_vm->_quit)
return RD_OK;
if (leadInRes) {
byte *leadIn = _vm->_resman->openResource(leadInRes);
uint32 leadInLen = _vm->_resman->fetchLen(leadInRes) - ResHeader::size();
assert(_vm->_resman->fetchType(leadIn) == WAV_FILE);
leadIn += ResHeader::size();
_vm->_sound->playFx(&leadInHandle, leadIn, leadInLen, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType);
}
byte *leadOut = NULL;
uint32 leadOutLen = 0;
if (leadOutRes) {
leadOut = _vm->_resman->openResource(leadOutRes);
leadOutLen = _vm->_resman->fetchLen(leadOutRes) - ResHeader::size();
assert(_vm->_resman->fetchType(leadOut) == WAV_FILE);
leadOut += ResHeader::size();
}
_leadOutFrame = (uint)-1;
int i;
for (i = 0; i < ARRAYSIZE(_movies); i++) {
if (scumm_stricmp(filename, _movies[i].name) == 0) {
_seamless = _movies[i].seamless;
if (_movies[i].frames > 60)
_leadOutFrame = _movies[i].frames - 60;
break;
}
}
if (i == ARRAYSIZE(_movies))
warning("Unknown movie, '%s'", filename);
#ifdef USE_MPEG2
playMPEG(filename, text, leadOut, leadOutLen);
#else
// No MPEG2? Use the old 'Narration Only' hack
playDummy(filename, text, leadOut, leadOutLen);
#endif
_snd->stopHandle(leadInHandle);
// Wait for the lead-out to stop, if there is any. Though don't do it
// for seamless movies, since they are meant to blend into the rest of
// the game.
if (!_seamless) {
while (_vm->_mixer->isSoundHandleActive(_leadOutHandle)) {
_vm->_screen->updateDisplay();
_vm->_system->delayMillis(30);
}
}
if (leadInRes)
_vm->_resman->closeResource(leadInRes);
if (leadOutRes)
_vm->_resman->closeResource(leadOutRes);
return RD_OK;
}
void MoviePlayer::playMPEG(const char *filename, MovieTextObject *text[], byte *leadOut, uint32 leadOutLen) {
uint frameCounter = 0, textCounter = 0;
Audio::SoundHandle handle;
bool skipCutscene = false, textVisible = false;
uint32 flags = Audio::Mixer::FLAG_16BITS;
bool startNextText = false;
byte oldPal[256 * 4];
memcpy(oldPal, _vm->_screen->getPalette(), sizeof(oldPal));
AnimationState *anim = new AnimationState(_vm);
if (!anim->init(filename)) {
delete anim;
// Missing Files? Use the old 'Narration Only' hack
playDummy(filename, text, leadOut, leadOutLen);
return;
}
// Clear the screen, because whatever is on it will be visible when the
// overlay is removed. And if there isn't an overlay, we don't want it
// to be visible during the cutscene. (Not all cutscenes cover the
// entire screen.)
_vm->_screen->clearScene();
_vm->_screen->updateDisplay();
#ifndef SCUMM_BIG_ENDIAN
flags |= Audio::Mixer::FLAG_LITTLE_ENDIAN;
#endif
while (!skipCutscene && anim->decodeFrame()) {
// The frame has been drawn. Now draw the subtitles, if any,
// before updating the screen.
if (text && text[textCounter]) {
if (frameCounter == text[textCounter]->startFrame) {
openTextObject(text[textCounter]);
textVisible = true;
if (text[textCounter]->speech) {
startNextText = true;
}
}
if (startNextText && !_snd->isSoundHandleActive(handle)) {
_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]);
}
anim->updateScreen();
frameCounter++;
if (frameCounter == _leadOutFrame && leadOut)
_vm->_sound->playFx(&_leadOutHandle, leadOut, leadOutLen, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType);
OSystem::Event event;
while (_sys->pollEvent(event)) {
switch (event.type) {
#ifndef BACKEND_8BIT
case OSystem::EVENT_SCREEN_CHANGED:
anim->buildLookup();
break;
#endif
case OSystem::EVENT_KEYDOWN:
if (event.kbd.keycode == 27)
skipCutscene = true;
break;
case OSystem::EVENT_QUIT:
_vm->closeGame();
skipCutscene = true;
break;
default:
break;
}
}
}
if (!skipCutscene) {
// Sleep for one frame so that the last frame is displayed.
_sys->delayMillis(1000 / 12);
}
if (!_seamless) {
// 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->clearScreen();
}
// 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 && _snd->isSoundHandleActive(handle))
drawTextObject(anim, text[textCounter]);
if (text)
closeTextObject(text[textCounter]);
anim->updateScreen();
// 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.
if (skipCutscene)
_snd->stopHandle(handle);
while (_snd->isSoundHandleActive(handle)) {
_vm->_screen->updateDisplay(false);
_sys->delayMillis(100);
}
if (!_seamless) {
// Clear the screen again
anim->clearScreen();
anim->updateScreen();
}
_vm->_screen->setPalette(0, 256, oldPal, RDPAL_INSTANT);
delete anim;
}
/**
* This just plays the cutscene with voiceovers / subtitles, in case the files
* are missing.
*/
void MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], byte *leadOut, uint32 leadOutLen) {
if (!text)
return;
int frameCounter = 0, textCounter = 0;
byte oldPal[256 * 4];
byte tmpPal[256 * 4];
_vm->_screen->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->_screen->getScreen(), 0, _vm->_screen->getScreenWide() * MENUDEEP);
byte *data;
// Russian version substituted latin characters with cyrillic. That's
// why it renders completely unreadable with default message
if (Common::parseLanguage(ConfMan.get("language")) == Common::RU_RUS) {
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";
data = _vm->_fontRenderer->makeTextSprite(msg, RENDERWIDE, 255, _vm->_speechFontId);
} else {
// TODO: Translate message to other languages?
#ifdef USE_MPEG2
byte msg[] = "Cutscene - Narration Only: Press ESC to exit, or visit www.scummvm.org to download cutscene videos";
#else
byte msg[] = "Cutscene - Narration Only: Press ESC to exit, or recompile ScummVM with MPEG2 support";
#endif
data = _vm->_fontRenderer->makeTextSprite(msg, RENDERWIDE, 255, _vm->_speechFontId);
}
FrameHeader frame_head;
SpriteInfo msgSprite;
byte *msgSurface;
frame_head.read(data);
msgSprite.x = _vm->_screen->getScreenWide() / 2 - frame_head.width / 2;
msgSprite.y = MENUDEEP / 2 - frame_head.height / 2;
msgSprite.w = frame_head.width;
msgSprite.h = frame_head.height;
msgSprite.type = RDSPR_NOCOMPRESSION;
msgSprite.data = data + FrameHeader::size();
_vm->_screen->createSurface(&msgSprite, &msgSurface);
_vm->_screen->drawSurface(&msgSprite, msgSurface);
_vm->_screen->deleteSurface(msgSurface);
free(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->_screen->getPalette(), sizeof(oldPal));
memset(tmpPal, 0, sizeof(tmpPal));
tmpPal[255 * 4 + 0] = 255;
tmpPal[255 * 4 + 1] = 255;
tmpPal[255 * 4 + 2] = 255;
_vm->_screen->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
Audio::SoundHandle handle;
bool skipCutscene = false;
uint32 flags = Audio::Mixer::FLAG_16BITS;
#ifndef SCUMM_BIG_ENDIAN
flags |= Audio::Mixer::FLAG_LITTLE_ENDIAN;
#endif
while (1) {
if (!text[textCounter])
break;
if (frameCounter == text[textCounter]->startFrame) {
_vm->_screen->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->_screen->clearScene();
_vm->_screen->setNeedFullRedraw();
textCounter++;
}
frameCounter++;
_vm->_screen->updateDisplay();
KeyboardEvent *ke = _vm->keyboardEvent();
if ((ke && 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->delayMillis(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 (_snd->isSoundHandleActive(handle)) {
_vm->_screen->updateDisplay(false);
_sys->delayMillis(100);
}
closeTextObject(text[textCounter]);
_vm->_screen->clearScene();
_vm->_screen->setNeedFullRedraw();
// HACK: Remove the instructions created above
Common::Rect r;
memset(_vm->_screen->getScreen(), 0, _vm->_screen->getScreenWide() * MENUDEEP);
r.left = r.top = 0;
r.right = _vm->_screen->getScreenWide();
r.bottom = MENUDEEP;
_vm->_screen->updateRect(&r);
// FIXME: For now, only play the lead-out music for cutscenes that have
// subtitles.
if (!skipCutscene && leadOut)
_vm->_sound->playFx(&_leadOutHandle, leadOut, leadOutLen, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType);
_vm->_screen->setPalette(0, 256, oldPal, RDPAL_INSTANT);
}
} // End of namespace Sword2