mirror of
https://github.com/libretro/scummvm.git
synced 2025-02-13 23:43:34 +00:00
![Peter Kohaut](/assets/img/avatar_default.png)
added async walking named some of the game flags & variables renamed aesc to screen effects
251 lines
6.3 KiB
C++
251 lines
6.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "bladerunner/vqa_player.h"
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#include "bladerunner/bladerunner.h"
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#include "audio/decoders/raw.h"
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#include "common/system.h"
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namespace BladeRunner {
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bool VQAPlayer::open(const Common::String &name) {
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_s = _vm->getResourceStream(name);
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if (!_s) {
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return false;
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}
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if (!_decoder.loadStream(_s)) {
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delete _s;
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_s = nullptr;
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return false;
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}
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_hasAudio = _decoder.hasAudio();
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if (_hasAudio) {
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_audioStream = Audio::makeQueuingAudioStream(_decoder.frequency(), false);
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}
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_repeatsCount = 0;
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_loop = -1;
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_frame = -1;
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_frameBegin = -1;
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_frameEnd = _decoder.numFrames() - 1;
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_frameEndQueued = -1;
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_repeatsCountQueued = -1;
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if (_loopInitial >= 0) {
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setLoop(_loopInitial, _repeatsCountInitial, kLoopSetModeImmediate, nullptr, nullptr);
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} else {
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_frameNext = 0;
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setBeginAndEndFrame(0, _frameEnd, 0, kLoopSetModeJustStart, nullptr, nullptr);
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}
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return true;
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}
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void VQAPlayer::close() {
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_vm->_mixer->stopHandle(_soundHandle);
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delete _s;
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_s = nullptr;
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}
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int VQAPlayer::update(bool forceDraw) {
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uint32 now = 60 * _vm->_system->getMillis();
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int result = -1;
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if (_frameNext < 0) {
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_frameNext = _frameBegin;
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}
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if ((_repeatsCount > 0 || _repeatsCount == -1) && (_frameNext > _frameEnd)) {
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int loopEndQueued = _frameEndQueued;
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if (_frameEndQueued != -1) {
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_frameEnd = _frameEndQueued;
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_frameEndQueued = -1;
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}
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if (_frameNext != _frameBegin) {
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_frameNext = _frameBegin;
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}
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if (loopEndQueued == -1) {
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if (_repeatsCount != -1) {
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_repeatsCount--;
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}
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//callback for repeat, it is not used in the blade runner
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} else {
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_repeatsCount = _repeatsCountQueued;
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_repeatsCountQueued = -1;
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if (_callbackLoopEnded != nullptr) {
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_callbackLoopEnded(_callbackData, 0, _loop);
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}
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}
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result = -1;
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} else if (_frameNext > _frameEnd) {
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result = -3;
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} else if (now < _frameNextTime) {
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result = -1;
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} else {
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_frame = _frameNext;
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_decoder.readFrame(_frameNext, kVQAReadVideo);
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_decoder.decodeVideoFrame(_frameNext);
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int audioPreloadFrames = 14;
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if (_hasAudio) {
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if (!_audioStarted) {
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for (int i = 0; i < audioPreloadFrames; i++) {
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if (_frameNext + i < _frameEnd) {
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_decoder.readFrame(_frameNext + i, kVQAReadAudio);
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queueAudioFrame(_decoder.decodeAudioFrame());
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}
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}
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_vm->_mixer->playStream(Audio::Mixer::kPlainSoundType, &_soundHandle, _audioStream);
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_audioStarted = true;
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}
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if (_frameNext + audioPreloadFrames < _frameEnd) {
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_decoder.readFrame(_frameNext + audioPreloadFrames, kVQAReadAudio);
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queueAudioFrame(_decoder.decodeAudioFrame());
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}
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}
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if (_frameNextTime == 0) {
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_frameNextTime = now + 60000 / 15;
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}
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else {
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_frameNextTime += 60000 / 15;
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}
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_frameNext++;
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result = _frame;
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}
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if (result < 0 && forceDraw && _frame != -1) {
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_decoder.decodeVideoFrame(_frame, true);
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result = _frame;
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}
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return result;
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}
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void VQAPlayer::updateZBuffer(ZBuffer *zbuffer) {
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_decoder.decodeZBuffer(zbuffer);
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}
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void VQAPlayer::updateView(View *view) {
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_decoder.decodeView(view);
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}
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void VQAPlayer::updateScreenEffects(ScreenEffects *screenEffects) {
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_decoder.decodeScreenEffects(screenEffects);
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}
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void VQAPlayer::updateLights(Lights *lights) {
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_decoder.decodeLights(lights);
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}
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bool VQAPlayer::setLoop(int loop, int repeatsCount, int loopSetMode, void (*callback)(void *, int, int), void *callbackData) {
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#if 0
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debug("VQAPlayer::setBeginAndEndFrameFromLoop(%i, %i, %i), streamLoaded = %i", loop, repeatsCount, loopSetMode, _s != nullptr);
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#endif
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if (_s == nullptr) {
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_loopInitial = loop;
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_repeatsCountInitial = repeatsCount;
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return true;
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}
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int begin, end;
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if (!_decoder.getLoopBeginAndEndFrame(loop, &begin, &end)) {
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return false;
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}
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if (setBeginAndEndFrame(begin, end, repeatsCount, loopSetMode, callback, callbackData)) {
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_loop = loop;
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return true;
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}
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return false;
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}
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bool VQAPlayer::setBeginAndEndFrame(int begin, int end, int repeatsCount, int loopSetMode, void (*callback)(void *, int, int), void *callbackData) {
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#if 0
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debug("VQAPlayer::setBeginAndEndFrame(%i, %i, %i, %i), streamLoaded = %i", begin, end, repeatsCount, loopSetMode, _s != nullptr);
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#endif
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if (repeatsCount < 0) {
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repeatsCount = -1;
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}
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if (_repeatsCount == 0 && loopSetMode == kLoopSetModeEnqueue) {
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loopSetMode = kLoopSetModeImmediate;
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}
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//TODO: there is code in original game which deals with changing loop at start of loop, is it nescesarry? loc_46EA04
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_frameBegin = begin;
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if (loopSetMode == kLoopSetModeJustStart) {
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_repeatsCount = repeatsCount;
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} else if (loopSetMode == kLoopSetModeEnqueue) {
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_repeatsCountQueued = repeatsCount;
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_frameEndQueued = end;
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} else if (loopSetMode == kLoopSetModeImmediate) {
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_repeatsCount = repeatsCount;
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_frameEnd = end;
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seekToFrame(begin);
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}
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_callbackLoopEnded = callback;
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_callbackData = callbackData;
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return true;
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}
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bool VQAPlayer::seekToFrame(int frame) {
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_frameNext = frame;
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_frameNextTime = 60 * _vm->_system->getMillis();
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return true;
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}
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int VQAPlayer::getLoopBeginFrame(int loop) {
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int begin, end;
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if (!_decoder.getLoopBeginAndEndFrame(loop, &begin, &end)) {
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return -1;
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}
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return begin;
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}
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int VQAPlayer::getLoopEndFrame(int loop) {
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int begin, end;
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if (!_decoder.getLoopBeginAndEndFrame(loop, &begin, &end)) {
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return -1;
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}
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return end;
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}
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void VQAPlayer::queueAudioFrame(Audio::AudioStream *audioStream) {
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int n = _audioStream->numQueuedStreams();
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if (n == 0)
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warning("numQueuedStreams: %d", n);
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_audioStream->queueAudioStream(audioStream, DisposeAfterUse::YES);
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}
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} // End of namespace BladeRunner
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