mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-17 23:27:37 +00:00
33d7e5a093
svn-id: r12566
390 lines
9.4 KiB
C++
390 lines
9.4 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 "common/file.h"
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#include "sound/vorbis.h"
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#include "sword1/animation.h"
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namespace Sword1 {
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AnimationState::AnimationState(Screen *scr, SoundMixer *snd, OSystem *sys)
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: _scr(scr), _snd(snd), _sys(sys) {
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}
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AnimationState::~AnimationState() {
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#ifdef USE_MPEG2
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_snd->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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_sys->hide_overlay();
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delete overlay;
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#endif
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#endif
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}
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bool AnimationState::init(const char *basename) {
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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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int 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.pal", basename);
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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", basename);
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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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_sys->set_palette(palettes[palnum].pal, 0, 256);
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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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buildLookup2();
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overlay = (NewGuiColor*)calloc(640 * 400, sizeof(NewGuiColor));
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_sys->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", basename);
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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 = _sys->get_msecs();
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/* Play audio - TODO: Sync with video?*/
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#ifdef USE_VORBIS
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// Another TODO: There is no reason that this only allows OGG, and not
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// MP3, or any other format the mixer might support one day... is
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// there?
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sndfile = new File;
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sprintf(tempFile, "%s.ogg", basename);
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if (sndfile->open(tempFile)) {
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bgSoundStream = makeVorbisStream(sndfile, sndfile->size());
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_snd->playInputStream(&bgSound, bgSoundStream, false, 255, 0, -1);
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}
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#endif
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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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_sys->set_palette(palettes[palnum].pal, 0, 256);
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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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bool AnimationState::lookupInit = false;
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NewGuiColor AnimationState::lookup2[BITDEPTH * BITDEPTH * 256];
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void AnimationState::buildLookup2() {
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if (lookupInit) return;
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lookupInit = true;
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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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if (r > 255) r = 255;
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if (g < 0) g = 0;
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if (g > 255) g = 255;
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if (b < 0) b = 0;
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if (b > 255) b = 255;
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lookup2[pos++] = _sys->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 + (400-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[640 + linepos++] = lut[i + dat[0][width + ypos++]];
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ptr[linepos ] = lut[i + dat[0][ ypos ]];
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ptr[640 + 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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_sys->copy_rect_overlay(overlay, 640, 0, 40, 640, 400);
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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 delivered audio samples
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* we add 2 frames as the number of samples delivered is higher than the
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* number actually played due to buffering
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*
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* we then try to stay inside +- 1 frame of this calculated frame number by
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* dropping 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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(bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < (framenum+3)){
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_scr->plotYUV(lut, sequence_i->width, sequence_i->height, info->display_fbuf->buf);
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if (bgSoundStream) {
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while ((bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < framenum+1)
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_sys->delay_msecs(10);
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} else {
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ticks += 83;
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while (_sys->get_msecs() < ticks)
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_sys->delay_msecs(10);
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}
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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) || (bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < (framenum+3)){
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plotYUV(lookup2, sequence_i->width, sequence_i->height, info->display_fbuf->buf);
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if (bgSoundStream) {
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while ((bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < framenum+1)
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_sys->delay_msecs(10);
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} else {
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ticks += 83;
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while (_sys->get_msecs() < ticks)
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_sys->delay_msecs(10);
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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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/**
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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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void MoviePlayer::play(const char *filename) {
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#ifdef USE_MPEG2
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AnimationState *anim = new AnimationState(_scr, _snd, _sys);
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if (anim->init(filename)) {
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while (anim->decodeFrame()) {
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#ifndef BACKEND_8BIT
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_sys->update_screen();
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#endif
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// FIXME: check for ESC and abbort animation be just returning from the function
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}
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}
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delete anim;
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#endif
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}
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} // End of namespace Sword2
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