mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-07 10:21:31 +00:00
421 lines
13 KiB
C++
421 lines
13 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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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 "bladerunner/time.h"
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#include "bladerunner/audio_player.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() {
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_s = _vm->getResourceStream(_vm->_enhancedEdition ? ("video/" + _name) : _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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#if !BLADERUNNER_ORIGINAL_BUGS
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// TB05 has wrong end of a loop and this will load empty zbuffer from next loop, which will lead to broken pathfinding
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if (_name.equals("TB05_2.VQA")) {
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_decoder._loopInfo.loops[1].end = 60;
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} else if (_name.equals("DR04OVER.VQA")) {
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// smoke (overlay) after explosion of Dermo Labs in DR04
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// This has still frames in the end that so it looked as if the smoke was "frozen"
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_decoder._loopInfo.loops[0].end = 58; // 59 up to 74 are still frames
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}
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#endif
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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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_lastAudioFrameSuccessfullyQueued = 1;
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}
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_repeatsCount = 0;
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_loopNext = -1;
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_frame = -1;
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_frameBeginNext = -1;
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_frameEnd = getFrameCount() - 1;
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_frameEndQueued = -1;
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_repeatsCountQueued = -1;
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if (_loopInitial >= 0) {
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// loopInitial is set to the loop Id value that should play,
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// when the SeekableReadStream (_s) is nullptr
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// see setLoop()
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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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// TODO? Removed as redundant
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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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bool VQAPlayer::loadVQPTable(const Common::String &vqpResName) {
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Common::SeekableReadStream *vqpFileSRS = _vm->getResourceStream(vqpResName);
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if (!vqpFileSRS) {
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return false;
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}
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bool vqpFileReadError = false;
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if (vqpFileSRS != nullptr) {
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uint32 numOfPalettes = vqpFileSRS->readUint32LE();
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uint32 palettesReadIn = 0;
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if (vqpFileSRS->eos() || vqpFileSRS->err()) {
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vqpFileReadError = true;
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} else {
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_decoder.allocatePaletteVQPTable(numOfPalettes);
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uint8 colorb = 0;
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uint32 colorsReadIn = 0;
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bool endVqpFileParsing = false;
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for (uint32 i = 0; i < numOfPalettes && !endVqpFileParsing; ++i) {
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colorsReadIn = 0;
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// For each palette read a 2d array for color combinations
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for (uint16 j = 0; j < 256 && !endVqpFileParsing; ++j) {
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for (uint16 k = 0; k <= j && !endVqpFileParsing; ++k) {
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colorb = vqpFileSRS->readByte();
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if (vqpFileSRS->eos() || vqpFileSRS->err()) {
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endVqpFileParsing = true;
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break;
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}
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++colorsReadIn;
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_decoder.updatePaletteVQPTable(i, j, k, colorb);
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}
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}
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// Since VQP is omitting the duplicates the palette entries are
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// the number of combinations of 256 items in tuples of 2 items
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// with the addition of the number of tuples of the same item
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// (ie. (0,0), (1,1)) which are 256 (the whole diagonal of the 2d array).
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// Thus:
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// (256! / (2! * (256-2)!)) + 256 = ((256 * 255) / 2) + 256 = 32896 entries per palette
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if (colorsReadIn == 32896) {
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++palettesReadIn;
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}
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}
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// Quick validation check
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if (palettesReadIn != numOfPalettes) {
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debug("Error: [VQP] Palettes Read-In: %d mismatch with number in header: %d\n", palettesReadIn, numOfPalettes);
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_decoder.deleteVQPTable();
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vqpFileReadError = true;
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}
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}
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delete vqpFileSRS;
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vqpFileSRS = nullptr;
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if (!vqpFileReadError) {
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//debug("Info: [VQP] Palettes Read-In: %d matches number in header", palettesReadIn);
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return true;
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}
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}
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return false;
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}
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int VQAPlayer::update(bool forceDraw, bool advanceFrame, bool useTime, Graphics::Surface *customSurface) {
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uint32 now = 60 * _vm->_time->currentSystem();
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int result = -1;
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if (_frameNext < 0) {
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_frameNext = _frameBeginNext;
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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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#if !BLADERUNNER_ORIGINAL_BUGS
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// Fix glitch in transition from inShot to mainloop
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// in Act 5 at McCoy's apartment (moving from bedroom to balcony).
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// This emulates a fast-forward, which is required
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// in order to have proper z-buffer info,
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// and display the new first frame of the loop (60) without artifacts.
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// The code is similar to Scene::advanceFrame()
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// This will be done once, since this first loop (loopId 1)
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// is only executed once before moving on to loopId 2
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if (_name.equals("MA05_3.VQA") && _loopNext == 1) {
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while (update(false, true, false) != 59) {
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updateZBuffer(_vm->_zbuffer);
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}
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// This works because the loopId 1 executes once before moving to _loop 2
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// See Scene::advanceFrame()
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// Scene::loopEnded()
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//
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_frameBeginNext = 60;
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}
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#endif
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}
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if (_frameNext != _frameBeginNext) {
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_frameNext = _frameBeginNext;
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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, _loopNext);
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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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// _repeatsCount == 0, so return here at the end of the video, to release the resource
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return result;
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} else if (useTime && (now - (_frameNextTime - kVqaFrameTimeDiff) < kVqaFrameTimeDiff)) {
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// Not yet time to move to next frame.
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// Note, we use unsigned difference to avoid potential time overflow issues
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result = -1;
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} else if (advanceFrame) {
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_frame = _frameNext;
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_decoder.readFrame(_frameNext, kVQAReadVideo);
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_decoder.decodeVideoFrame(customSurface != nullptr ? customSurface : _surface, _frameNext);
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int maxAllowedAudioPreloadedFrames = kMaxAudioPreloadedFrames;
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if (_frameEnd - _frameNext < kMaxAudioPreloadedFrames - 1) {
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maxAllowedAudioPreloadedFrames = _frameEnd - _frameNext + 1;
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}
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if (_hasAudio) {
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if (!_audioStarted) {
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// start with preloading up to (kMaxAudioPreloadedFrames - 1) frames at most, before reaching the _frameEnd frame
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for (int i = 0; i < kMaxAudioPreloadedFrames - 1; ++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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_lastAudioFrameSuccessfullyQueued = _frameNext + i;
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}
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}
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if (_vm->_mixer->isReady()) {
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// Audio stream starts playing, consuming queued "audio frames"
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// Note: On its own, the audio will not re-synch with video;
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// It plays independently so it can get ahead!
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_vm->_mixer->playStream(kVQASoundType, &_soundHandle, _audioStream);
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}
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_audioStarted = true;
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}
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// Due to our audio stream being queuable, the queued audio frames will play,
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// even if the game is "paused" eg. by moving the ScummVM window.
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// However, the video will stop playing immediately in that case.
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// That would result in a audio video desynch, with audio being ahead of video.
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// When the video resumes, we need to catch up to the audio "frame" of the queue that was last played,
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// without queuing more audio, and then start queuing audio again.
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// The following still covers the case of adding the final 15th audio frame to the queue
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// when first starting the audio stream.
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int tmpCurrentQueuedAudioFrames = getQueuedAudioFrames();
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if (_lastAudioFrameSuccessfullyQueued != _frameEnd) {
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// if video is behind audio, then resynch,
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// which here means: don't queue and don't play audio until video catches up.
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if (_lastAudioFrameSuccessfullyQueued - tmpCurrentQueuedAudioFrames < _frameNext) {
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int addToQueueRep = 0;
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while (addToQueueRep < (maxAllowedAudioPreloadedFrames - tmpCurrentQueuedAudioFrames)
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&& _lastAudioFrameSuccessfullyQueued + 1 <= _frameEnd) {
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_decoder.readFrame(_lastAudioFrameSuccessfullyQueued + 1, kVQAReadAudio);
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queueAudioFrame(_decoder.decodeAudioFrame());
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++_lastAudioFrameSuccessfullyQueued;
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++addToQueueRep;
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}
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}
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}
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}
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if (useTime) {
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_frameNextTime += kVqaFrameTimeDiff;
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// In some cases (as overlay paused by kia or game window is moved) new time might be still in the past.
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// This can cause rapid playback of video where every refresh renders different frame of the video.
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// Can be avoided by setting next time to the future.
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// Note, we use unsigned difference to avoid time overflow issues
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if (now - (_frameNextTime - kVqaFrameTimeDiff) > kVqaFrameTimeDiff) {
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_frameNextTime = now + kVqaFrameTimeDiff;
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}
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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(customSurface != nullptr ? customSurface : _surface, _frame, true);
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result = _frame;
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}
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return result; // Note: result here could be negative.
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// Negative valid value should only be -1, since there are various assertions
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// assert(frame >= -1) in overlay modes (elevator, scores, spinner)
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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 (_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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_loopNext = 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 ( begin >= getFrameCount()
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|| end >= getFrameCount()
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|| begin >= end
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|| loopSetMode < 0
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|| loopSetMode >= 3
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) {
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warning("VQAPlayer::setBeginAndEndFrame - Invalid arguments for video");
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return false; // VQA_DECODER_ERROR_BAD_INPUT case
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}
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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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// if the member var _repeatsCount is 0 (which means "current playing loop will not be repeated")
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// then do not enqueue and, instead, treat the request as kLoopSetModeImmediate
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loopSetMode = kLoopSetModeImmediate;
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}
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_frameBeginNext = begin;
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if (loopSetMode == kLoopSetModeJustStart) {
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_repeatsCount = repeatsCount;
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_frameEnd = end;
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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->_time->currentSystem();
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return true;
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}
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bool VQAPlayer::getCurrentBeginAndEndFrame(int frame, int *begin, int *end) {
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int playingLoop = _decoder.getLoopIdFromFrame(frame);
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if (playingLoop != -1) {
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return _decoder.getLoopBeginAndEndFrame(playingLoop, begin, end);
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}
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return false;
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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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int VQAPlayer::getFrameCount() const {
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return _decoder.numFrames();
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}
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int VQAPlayer::getQueuedAudioFrames() const {
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return _audioStream->numQueuedStreams();
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}
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// Adds another audio "frame" to the queue of the audio stream
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void VQAPlayer::queueAudioFrame(Audio::AudioStream *audioStream) {
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if (audioStream == nullptr) {
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return;
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}
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int n = _audioStream->numQueuedStreams();
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// TODO Maybe remove this warning or make it a debug-only message?
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if (n == 0) {
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warning("numQueuedStreams: %d", n);
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}
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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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