scummvm/engines/bladerunner/vqa_player.cpp
2022-06-28 23:48:22 +02:00

421 lines
13 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "bladerunner/vqa_player.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/time.h"
#include "bladerunner/audio_player.h"
#include "audio/decoders/raw.h"
#include "common/system.h"
namespace BladeRunner {
bool VQAPlayer::open() {
_s = _vm->getResourceStream(_vm->_enhancedEdition ? ("video/" + _name) : _name);
if (!_s) {
return false;
}
if (!_decoder.loadStream(_s)) {
delete _s;
_s = nullptr;
return false;
}
#if !BLADERUNNER_ORIGINAL_BUGS
// TB05 has wrong end of a loop and this will load empty zbuffer from next loop, which will lead to broken pathfinding
if (_name.equals("TB05_2.VQA")) {
_decoder._loopInfo.loops[1].end = 60;
} else if (_name.equals("DR04OVER.VQA")) {
// smoke (overlay) after explosion of Dermo Labs in DR04
// This has still frames in the end that so it looked as if the smoke was "frozen"
_decoder._loopInfo.loops[0].end = 58; // 59 up to 74 are still frames
}
#endif
_hasAudio = _decoder.hasAudio();
if (_hasAudio) {
_audioStream = Audio::makeQueuingAudioStream(_decoder.frequency(), false);
_lastAudioFrameSuccessfullyQueued = 1;
}
_repeatsCount = 0;
_loopNext = -1;
_frame = -1;
_frameBeginNext = -1;
_frameEnd = getFrameCount() - 1;
_frameEndQueued = -1;
_repeatsCountQueued = -1;
if (_loopInitial >= 0) {
// loopInitial is set to the loop Id value that should play,
// when the SeekableReadStream (_s) is nullptr
// see setLoop()
setLoop(_loopInitial, _repeatsCountInitial, kLoopSetModeImmediate, nullptr, nullptr);
} else {
_frameNext = 0;
// TODO? Removed as redundant
// setBeginAndEndFrame(0, _frameEnd, 0, kLoopSetModeJustStart, nullptr, nullptr);
}
return true;
}
void VQAPlayer::close() {
_vm->_mixer->stopHandle(_soundHandle);
delete _s;
_s = nullptr;
}
bool VQAPlayer::loadVQPTable(const Common::String &vqpResName) {
Common::SeekableReadStream *vqpFileSRS = _vm->getResourceStream(vqpResName);
if (!vqpFileSRS) {
return false;
}
bool vqpFileReadError = false;
if (vqpFileSRS != nullptr) {
uint32 numOfPalettes = vqpFileSRS->readUint32LE();
uint32 palettesReadIn = 0;
if (vqpFileSRS->eos() || vqpFileSRS->err()) {
vqpFileReadError = true;
} else {
_decoder.allocatePaletteVQPTable(numOfPalettes);
uint8 colorb = 0;
uint32 colorsReadIn = 0;
bool endVqpFileParsing = false;
for (uint32 i = 0; i < numOfPalettes && !endVqpFileParsing; ++i) {
colorsReadIn = 0;
// For each palette read a 2d array for color combinations
for (uint16 j = 0; j < 256 && !endVqpFileParsing; ++j) {
for (uint16 k = 0; k <= j && !endVqpFileParsing; ++k) {
colorb = vqpFileSRS->readByte();
if (vqpFileSRS->eos() || vqpFileSRS->err()) {
endVqpFileParsing = true;
break;
}
++colorsReadIn;
_decoder.updatePaletteVQPTable(i, j, k, colorb);
}
}
// Since VQP is omitting the duplicates the palette entries are
// the number of combinations of 256 items in tuples of 2 items
// with the addition of the number of tuples of the same item
// (ie. (0,0), (1,1)) which are 256 (the whole diagonal of the 2d array).
// Thus:
// (256! / (2! * (256-2)!)) + 256 = ((256 * 255) / 2) + 256 = 32896 entries per palette
if (colorsReadIn == 32896) {
++palettesReadIn;
}
}
// Quick validation check
if (palettesReadIn != numOfPalettes) {
debug("Error: [VQP] Palettes Read-In: %d mismatch with number in header: %d\n", palettesReadIn, numOfPalettes);
_decoder.deleteVQPTable();
vqpFileReadError = true;
}
}
delete vqpFileSRS;
vqpFileSRS = nullptr;
if (!vqpFileReadError) {
//debug("Info: [VQP] Palettes Read-In: %d matches number in header", palettesReadIn);
return true;
}
}
return false;
}
int VQAPlayer::update(bool forceDraw, bool advanceFrame, bool useTime, Graphics::Surface *customSurface) {
uint32 now = 60 * _vm->_time->currentSystem();
int result = -1;
if (_frameNext < 0) {
_frameNext = _frameBeginNext;
}
if ((_repeatsCount > 0 || _repeatsCount == -1) && (_frameNext > _frameEnd)) {
int loopEndQueued = _frameEndQueued;
if (_frameEndQueued != -1) {
_frameEnd = _frameEndQueued;
_frameEndQueued = -1;
#if !BLADERUNNER_ORIGINAL_BUGS
// Fix glitch in transition from inShot to mainloop
// in Act 5 at McCoy's apartment (moving from bedroom to balcony).
// This emulates a fast-forward, which is required
// in order to have proper z-buffer info,
// and display the new first frame of the loop (60) without artifacts.
// The code is similar to Scene::advanceFrame()
// This will be done once, since this first loop (loopId 1)
// is only executed once before moving on to loopId 2
if (_name.equals("MA05_3.VQA") && _loopNext == 1) {
while (update(false, true, false) != 59) {
updateZBuffer(_vm->_zbuffer);
}
// This works because the loopId 1 executes once before moving to _loop 2
// See Scene::advanceFrame()
// Scene::loopEnded()
//
_frameBeginNext = 60;
}
#endif
}
if (_frameNext != _frameBeginNext) {
_frameNext = _frameBeginNext;
}
if (loopEndQueued == -1) {
if (_repeatsCount != -1) {
--_repeatsCount;
}
//callback for repeat, it is not used in the blade runner
} else {
_repeatsCount = _repeatsCountQueued;
_repeatsCountQueued = -1;
if (_callbackLoopEnded != nullptr) {
_callbackLoopEnded(_callbackData, 0, _loopNext);
}
}
result = -1;
} else if (_frameNext > _frameEnd) {
result = -3;
// _repeatsCount == 0, so return here at the end of the video, to release the resource
return result;
} else if (useTime && (now - (_frameNextTime - kVqaFrameTimeDiff) < kVqaFrameTimeDiff)) {
// Not yet time to move to next frame.
// Note, we use unsigned difference to avoid potential time overflow issues
result = -1;
} else if (advanceFrame) {
_frame = _frameNext;
_decoder.readFrame(_frameNext, kVQAReadVideo);
_decoder.decodeVideoFrame(customSurface != nullptr ? customSurface : _surface, _frameNext);
int maxAllowedAudioPreloadedFrames = kMaxAudioPreloadedFrames;
if (_frameEnd - _frameNext < kMaxAudioPreloadedFrames - 1) {
maxAllowedAudioPreloadedFrames = _frameEnd - _frameNext + 1;
}
if (_hasAudio) {
if (!_audioStarted) {
// start with preloading up to (kMaxAudioPreloadedFrames - 1) frames at most, before reaching the _frameEnd frame
for (int i = 0; i < kMaxAudioPreloadedFrames - 1; ++i) {
if (_frameNext + i < _frameEnd) {
_decoder.readFrame(_frameNext + i, kVQAReadAudio);
queueAudioFrame(_decoder.decodeAudioFrame());
_lastAudioFrameSuccessfullyQueued = _frameNext + i;
}
}
if (_vm->_mixer->isReady()) {
// Audio stream starts playing, consuming queued "audio frames"
// Note: On its own, the audio will not re-synch with video;
// It plays independently so it can get ahead!
_vm->_mixer->playStream(kVQASoundType, &_soundHandle, _audioStream);
}
_audioStarted = true;
}
// Due to our audio stream being queuable, the queued audio frames will play,
// even if the game is "paused" eg. by moving the ScummVM window.
// However, the video will stop playing immediately in that case.
// That would result in a audio video desynch, with audio being ahead of video.
// When the video resumes, we need to catch up to the audio "frame" of the queue that was last played,
// without queuing more audio, and then start queuing audio again.
// The following still covers the case of adding the final 15th audio frame to the queue
// when first starting the audio stream.
int tmpCurrentQueuedAudioFrames = getQueuedAudioFrames();
if (_lastAudioFrameSuccessfullyQueued != _frameEnd) {
// if video is behind audio, then resynch,
// which here means: don't queue and don't play audio until video catches up.
if (_lastAudioFrameSuccessfullyQueued - tmpCurrentQueuedAudioFrames < _frameNext) {
int addToQueueRep = 0;
while (addToQueueRep < (maxAllowedAudioPreloadedFrames - tmpCurrentQueuedAudioFrames)
&& _lastAudioFrameSuccessfullyQueued + 1 <= _frameEnd) {
_decoder.readFrame(_lastAudioFrameSuccessfullyQueued + 1, kVQAReadAudio);
queueAudioFrame(_decoder.decodeAudioFrame());
++_lastAudioFrameSuccessfullyQueued;
++addToQueueRep;
}
}
}
}
if (useTime) {
_frameNextTime += kVqaFrameTimeDiff;
// In some cases (as overlay paused by kia or game window is moved) new time might be still in the past.
// This can cause rapid playback of video where every refresh renders different frame of the video.
// Can be avoided by setting next time to the future.
// Note, we use unsigned difference to avoid time overflow issues
if (now - (_frameNextTime - kVqaFrameTimeDiff) > kVqaFrameTimeDiff) {
_frameNextTime = now + kVqaFrameTimeDiff;
}
}
++_frameNext;
result = _frame;
}
if (result < 0 && forceDraw && _frame != -1) {
_decoder.decodeVideoFrame(customSurface != nullptr ? customSurface : _surface, _frame, true);
result = _frame;
}
return result; // Note: result here could be negative.
// Negative valid value should only be -1, since there are various assertions
// assert(frame >= -1) in overlay modes (elevator, scores, spinner)
}
void VQAPlayer::updateZBuffer(ZBuffer *zbuffer) {
_decoder.decodeZBuffer(zbuffer);
}
void VQAPlayer::updateView(View *view) {
_decoder.decodeView(view);
}
void VQAPlayer::updateScreenEffects(ScreenEffects *screenEffects) {
_decoder.decodeScreenEffects(screenEffects);
}
void VQAPlayer::updateLights(Lights *lights) {
_decoder.decodeLights(lights);
}
bool VQAPlayer::setLoop(int loop, int repeatsCount, int loopSetMode, void (*callback)(void *, int, int), void *callbackData) {
if (_s == nullptr) {
_loopInitial = loop;
_repeatsCountInitial = repeatsCount;
return true;
}
int begin, end;
if (!_decoder.getLoopBeginAndEndFrame(loop, &begin, &end)) {
return false;
}
if (setBeginAndEndFrame(begin, end, repeatsCount, loopSetMode, callback, callbackData)) {
_loopNext = loop;
return true;
}
return false;
}
bool VQAPlayer::setBeginAndEndFrame(int begin, int end, int repeatsCount, int loopSetMode, void (*callback)(void *, int, int), void *callbackData) {
if ( begin >= getFrameCount()
|| end >= getFrameCount()
|| begin >= end
|| loopSetMode < 0
|| loopSetMode >= 3
) {
warning("VQAPlayer::setBeginAndEndFrame - Invalid arguments for video");
return false; // VQA_DECODER_ERROR_BAD_INPUT case
}
if (repeatsCount < 0) {
repeatsCount = -1;
}
if (_repeatsCount == 0 && loopSetMode == kLoopSetModeEnqueue) {
// if the member var _repeatsCount is 0 (which means "current playing loop will not be repeated")
// then do not enqueue and, instead, treat the request as kLoopSetModeImmediate
loopSetMode = kLoopSetModeImmediate;
}
_frameBeginNext = begin;
if (loopSetMode == kLoopSetModeJustStart) {
_repeatsCount = repeatsCount;
_frameEnd = end;
} else if (loopSetMode == kLoopSetModeEnqueue) {
_repeatsCountQueued = repeatsCount;
_frameEndQueued = end;
} else if (loopSetMode == kLoopSetModeImmediate) {
_repeatsCount = repeatsCount;
_frameEnd = end;
seekToFrame(begin);
}
_callbackLoopEnded = callback;
_callbackData = callbackData;
return true;
}
bool VQAPlayer::seekToFrame(int frame) {
_frameNext = frame;
_frameNextTime = 60 * _vm->_time->currentSystem();
return true;
}
bool VQAPlayer::getCurrentBeginAndEndFrame(int frame, int *begin, int *end) {
int playingLoop = _decoder.getLoopIdFromFrame(frame);
if (playingLoop != -1) {
return _decoder.getLoopBeginAndEndFrame(playingLoop, begin, end);
}
return false;
}
int VQAPlayer::getLoopBeginFrame(int loop) {
int begin, end;
if (!_decoder.getLoopBeginAndEndFrame(loop, &begin, &end)) {
return -1;
}
return begin;
}
int VQAPlayer::getLoopEndFrame(int loop) {
int begin, end;
if (!_decoder.getLoopBeginAndEndFrame(loop, &begin, &end)) {
return -1;
}
return end;
}
int VQAPlayer::getFrameCount() const {
return _decoder.numFrames();
}
int VQAPlayer::getQueuedAudioFrames() const {
return _audioStream->numQueuedStreams();
}
// Adds another audio "frame" to the queue of the audio stream
void VQAPlayer::queueAudioFrame(Audio::AudioStream *audioStream) {
if (audioStream == nullptr) {
return;
}
int n = _audioStream->numQueuedStreams();
// TODO Maybe remove this warning or make it a debug-only message?
if (n == 0) {
warning("numQueuedStreams: %d", n);
}
_audioStream->queueAudioStream(audioStream, DisposeAfterUse::YES);
}
} // End of namespace BladeRunner