scummvm/sword2/driver/animation.cpp
Torbjörn Andersson d109cc1f98 Fixed bug I introduced in the recent cleanup: It's the screen, not the
overlay, that needs to be cleared at the beginning of the movie. Otherwise
what was on the screen may show at the end of the movie.

svn-id: r13398
2004-03-28 13:10:52 +00:00

488 lines
12 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "common/stdafx.h"
#include "common/file.h"
#include "sound/vorbis.h"
#include "sound/mp3.h"
#include "sword2/sword2.h"
#include "sword2/maketext.h"
#include "sword2/driver/animation.h"
#include "sword2/driver/d_draw.h"
#include "sword2/driver/d_sound.h"
#include "sword2/driver/menu.h"
#include "sword2/driver/render.h"
namespace Sword2 {
AnimationState::AnimationState(Sword2Engine *vm)
: BaseAnimationState(vm->_mixer, vm->_system, 640, 480), _vm(vm) {
}
AnimationState::~AnimationState() {
}
#ifdef BACKEND_8BIT
void AnimationState::setPalette(byte *pal) {
_vm->_graphics->setPalette(0, 256, pal, RDPAL_INSTANT);
}
#else
void AnimationState::drawTextObject(SpriteInfo *s, uint8 *src) {
OverlayColor *dst = overlay + RENDERWIDE * (s->y) + s->x;
// FIXME: These aren't the "right" colours, but look good to me.
OverlayColor pen = _sys->RGBToColor(255, 255, 255);
OverlayColor border = _sys->RGBToColor(0, 0, 0);
for (int y = 0; y < s->h; y++) {
for (int x = 0; x < s->w; x++) {
switch (src[x]) {
case 1:
dst[x] = border;
break;
case 255:
dst[x] = pen;
break;
default:
break;
}
}
dst += RENDERWIDE;
src += s->w;
}
}
#endif
void AnimationState::clearScreen(void) {
#ifdef BACKEND_8BIT
memset(_vm->_graphics->getScreen(), 0, MOVIE_WIDTH * MOVIE_HEIGHT);
#else
OverlayColor black = _sys->RGBToColor(0, 0, 0);
for (int i = 0; i < MOVIE_WIDTH * MOVIE_HEIGHT; i++)
overlay[i] = black;
#endif
}
void AnimationState::updateScreen(void) {
#ifdef BACKEND_8BIT
byte *buf = _vm->_graphics->getScreen() + ((480 - MOVIE_HEIGHT) / 2) * RENDERWIDE + (640 - MOVIE_WIDTH) / 2;
_vm->_system->copy_rect(buf, MOVIE_WIDTH, (640 - MOVIE_WIDTH) / 2, (480 - MOVIE_HEIGHT) / 2, MOVIE_WIDTH, MOVIE_HEIGHT);
#else
_sys->copy_rect_overlay(overlay, MOVIE_WIDTH, 0, 0, MOVIE_WIDTH, MOVIE_HEIGHT);
#endif
_vm->_system->updateScreen();
}
void AnimationState::drawYUV(int width, int height, byte *const *dat) {
#ifdef BACKEND_8BIT
_vm->_graphics->plotYUV(lut, width, height, dat);
#else
plotYUV(lookup, width, height, dat);
#endif
}
MovieInfo MoviePlayer::_movies[] = {
{ "carib", 222 },
{ "escape", 187 },
{ "eye", 248 },
{ "finale", 1485 },
{ "guard", 75 },
{ "intro", 1800 },
{ "jungle", 186 },
{ "museum", 167 },
{ "pablo", 75 },
{ "pyramid", 60 },
{ "quaram", 184 },
{ "river", 656 },
{ "sailing", 138 },
{ "shaman", 788 },
{ "stone1", 34 },
{ "stone2", 282 },
{ "stone3", 65 },
{ "demo", 60 },
{ "enddemo", 110 }
};
MoviePlayer::MoviePlayer(Sword2Engine *vm)
: _vm(vm), _snd(_vm->_mixer), _sys(_vm->_system), _textSurface(NULL) {
}
void MoviePlayer::openTextObject(MovieTextObject *obj) {
if (obj->textSprite)
_vm->_graphics->createSurface(obj->textSprite, &_textSurface);
}
void MoviePlayer::closeTextObject(MovieTextObject *obj) {
if (_textSurface) {
_vm->_graphics->deleteSurface(_textSurface);
_textSurface = NULL;
}
}
void MoviePlayer::drawTextObject(AnimationState *anim, MovieTextObject *obj) {
if (obj->textSprite && _textSurface) {
#ifdef BACKEND_8BIT
_vm->_graphics->drawSurface(obj->textSprite, _textSurface);
#else
if (anim)
anim->drawTextObject(obj->textSprite, _textSurface);
else
_vm->_graphics->drawSurface(obj->textSprite, _textSurface);
#endif
}
}
/**
* Plays an animated cutscene.
* @param filename the file name of the cutscene file
* @param text the subtitles and voiceovers for the cutscene
* @param musicOut lead-out music
*/
int32 MoviePlayer::play(const char *filename, MovieTextObject *text[], uint8 *musicOut) {
// This happens if the user quits during the "eye" smacker
if (_vm->_quit)
return RD_OK;
#ifdef USE_MPEG2
uint frameCounter = 0, textCounter = 0;
PlayingSoundHandle handle;
bool skipCutscene = false, textVisible = false;
uint32 flags = SoundMixer::FLAG_16BITS;
bool startNextText = false;
uint8 oldPal[1024];
memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
AnimationState *anim = new AnimationState(_vm);
if (!anim->init(filename)) {
delete anim;
// Missing Files? Use the old 'Narration Only' hack
playDummy(filename, text, musicOut);
return RD_OK;
}
#ifndef BACKEND_8BIT
// Clear the screen, because whatever is on it will be visible when the
// overlay is removed.
_vm->_graphics->clearScene();
_vm->_graphics->updateDisplay();
#endif
#ifndef SCUMM_BIG_ENDIAN
flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
#endif
int i;
uint leadOutFrame = (uint) -1;
for (i = 0; i < ARRAYSIZE(_movies); i++) {
if (scumm_stricmp(filename, _movies[i].name) == 0) {
if (_movies[i].frames >= 60)
leadOutFrame = _movies[i].frames - 60;
else
leadOutFrame = 0;
break;
}
}
if (i == ARRAYSIZE(_movies))
warning("Unknown movie, '%s'", filename);
while (!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 && !handle.isActive()) {
_snd->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
startNextText = false;
}
if (frameCounter == text[textCounter]->endFrame) {
closeTextObject(text[textCounter]);
textCounter++;
textVisible = false;
}
if (textVisible)
drawTextObject(anim, text[textCounter]);
}
anim->updateScreen();
frameCounter++;
if (frameCounter == leadOutFrame && musicOut)
_vm->_sound->playFx(0, musicOut, 0, 0, RDSE_FXLEADOUT);
OSystem::Event event;
while (_sys->poll_event(&event)) {
switch (event.event_code) {
#ifndef BACKEND_8BIT
case OSystem::EVENT_SCREEN_CHANGED:
anim->invalidateLookup(true);
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->delay_msecs(1000 / 12);
}
// 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 && handle.isActive())
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 (handle.isActive()) {
_vm->_graphics->updateDisplay(false);
_sys->delay_msecs(100);
}
// Clear the screen again
anim->clearScreen();
anim->updateScreen();
_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
delete anim;
// Wait for the lead-out to stop, if there is any.
_vm->_sound->waitForLeadOut();
// Lead-in and lead-out music are, as far as I can tell, only used for
// the animated cut-scenes, so this seems like a good place to close
// both of them.
_vm->_sound->closeFx(-1);
_vm->_sound->closeFx(-2);
return RD_OK;
#else
// No MPEG2? Use the old 'Narration Only' hack
playDummy(filename, text, musicOut);
return RD_OK;
#endif
}
/**
* This just plays the cutscene with voiceovers / subtitles, in case the files
* are missing.
*/
int32 MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], uint8 *musicOut) {
int frameCounter = 0, textCounter = 0;
if (text) {
uint8 oldPal[1024];
uint8 tmpPal[1024];
_vm->_graphics->clearScene();
// HACK: Draw instructions
//
// I'm using the the menu area, because that's unlikely to be
// touched by anything else during the cutscene.
memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
uint8 msg[] = "Cutscene - Narration Only: Press ESC to exit, or visit www.scummvm.org to download cutscene videos";
Memory *data = _vm->_fontRenderer->makeTextSprite(msg, RENDERWIDE, 255, _vm->_speechFontId);
FrameHeader *frame = (FrameHeader *) data->ad;
SpriteInfo msgSprite;
uint8 *msgSurface;
msgSprite.x = _vm->_graphics->_screenWide / 2 - frame->width / 2;
msgSprite.y = RDMENU_MENUDEEP / 2 - frame->height / 2;
msgSprite.w = frame->width;
msgSprite.h = frame->height;
msgSprite.type = RDSPR_NOCOMPRESSION;
msgSprite.data = data->ad + sizeof(FrameHeader);
_vm->_graphics->createSurface(&msgSprite, &msgSurface);
_vm->_graphics->drawSurface(&msgSprite, msgSurface);
_vm->_graphics->deleteSurface(msgSurface);
_vm->_memory->freeMemory(data);
// In case the cutscene has a long lead-in, start just before
// the first line of text.
frameCounter = text[0]->startFrame - 12;
// Fake a palette that will hopefully make the text visible.
// In the opening cutscene it seems to use colours 1 (black?)
// and 255 (white?).
memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
memset(tmpPal, 0, 1024);
tmpPal[255 * 4 + 0] = 255;
tmpPal[255 * 4 + 1] = 255;
tmpPal[255 * 4 + 2] = 255;
_vm->_graphics->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
PlayingSoundHandle handle;
bool skipCutscene = false;
uint32 flags = SoundMixer::FLAG_16BITS;
#ifndef SCUMM_BIG_ENDIAN
flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
#endif
while (1) {
if (!text[textCounter])
break;
if (frameCounter == text[textCounter]->startFrame) {
_vm->_graphics->clearScene();
openTextObject(text[textCounter]);
drawTextObject(NULL, text[textCounter]);
if (text[textCounter]->speech) {
_snd->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
}
}
if (frameCounter == text[textCounter]->endFrame) {
closeTextObject(text[textCounter]);
_vm->_graphics->clearScene();
_vm->_graphics->setNeedFullRedraw();
textCounter++;
}
frameCounter++;
_vm->_graphics->updateDisplay();
KeyboardEvent ke;
if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) {
_snd->stopHandle(handle);
skipCutscene = true;
break;
}
// Simulate ~12 frames per second. I don't know what
// frame rate the original movies had, or even if it
// was constant, but this seems to work reasonably.
_sys->delay_msecs(90);
}
// Wait for the voice to stop playing. This is to make sure
// that we don't cut off the speech in mid-sentence, and - even
// more importantly - that we don't free the sound buffer while
// it's in use.
while (handle.isActive()) {
_vm->_graphics->updateDisplay(false);
_sys->delay_msecs(100);
}
closeTextObject(text[textCounter]);
_vm->_graphics->clearScene();
_vm->_graphics->setNeedFullRedraw();
// HACK: Remove the instructions created above
Common::Rect r;
memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
r.left = r.top = 0;
r.right = _vm->_graphics->_screenWide;
r.bottom = MENUDEEP;
_vm->_graphics->updateRect(&r);
// FIXME: For now, only play the lead-out music for cutscenes
// that have subtitles.
if (!skipCutscene && musicOut) {
_vm->_sound->playFx(0, musicOut, 0, 0, RDSE_FXLEADOUT);
_vm->_sound->waitForLeadOut();
}
_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
}
// Lead-in and lead-out music are, as far as I can tell, only used for
// the animated cut-scenes, so this seems like a good place to close
// both of them.
_vm->_sound->closeFx(-1);
_vm->_sound->closeFx(-2);
return RD_OK;
}
} // End of namespace Sword2