scummvm/sword2/driver/animation.cpp
Torbjörn Andersson c0a3816e17 Began what I hope is the final major restructuring of the BS2 engine.
In this first step, I have moved all opcode functions into functions.cpp,
instead of having them scattered all over the place.

To get things to compile again, I had to rewrite the overly complicated
sound effects handling. It's much simpler now.

The next step will be to move any non-trivial code out of the opcode
functions and into the appropriate object. This, I hope, will make it
easier to create well-separated objects, instead of the current mess.

I also want to tear down the artificial boundary between the main directory
and the "driver" directory. We already have a cross-platform layer; there's
no need to have yet another one. (Actually, the rewriting of the sound
effects code took one first step in this direction.)

At the final stage, I'd like to get rid of the "drivers" directory
completely, but I'll probably need some help with that if I want to
preserve the CVS history of the code.

Things will probably be a bit bumpy along the way, but I seem to have
reached a point of relative stability again, which is why I'm commiting
this now.

svn-id: r16668
2005-01-28 16:33:14 +00:00

526 lines
14 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 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 "common/config-manager.h"
#include "common/system.h"
#include "sound/vorbis.h"
#include "sound/mp3.h"
#include "sword2/sword2.h"
#include "sword2/maketext.h"
#include "sword2/resman.h"
#include "sword2/sound.h"
#include "sword2/driver/animation.h"
#include "sword2/driver/d_draw.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, byte *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->copyRectToScreen(buf, MOVIE_WIDTH, (640 - MOVIE_WIDTH) / 2, (480 - MOVIE_HEIGHT) / 2, MOVIE_WIDTH, MOVIE_HEIGHT);
#else
_sys->copyRectToOverlay(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[], int32 leadInRes, int32 leadOutRes) {
PlayingSoundHandle leadInHandle;
// This happens if the user quits during the "eye" smacker
if (_vm->_quit)
return RD_OK;
if (leadInRes) {
byte *leadIn = _vm->_resman->openResource(leadInRes);
uint32 leadInLen = _vm->_resman->fetchLen(leadInRes) - sizeof(StandardHeader);
StandardHeader *header = (StandardHeader *) leadIn;
assert(header->fileType == WAV_FILE);
leadIn += sizeof(StandardHeader);
_vm->_sound->playFx(&leadInHandle, leadIn, leadInLen, SoundMixer::kMaxChannelVolume, 0, false, SoundMixer::kMusicAudioDataType);
}
byte *leadOut = NULL;
uint32 leadOutLen = 0;
if (leadOutRes) {
leadOut = _vm->_resman->openResource(leadOutRes);
leadOutLen = _vm->_resman->fetchLen(leadOutRes) - sizeof(StandardHeader);
StandardHeader *header = (StandardHeader *) leadOut;
assert(header->fileType == WAV_FILE);
leadOut += sizeof(StandardHeader);
}
#ifdef USE_MPEG2
playMPEG(filename, text, leadOut, leadOutLen);
#else
// No MPEG2? Use the old 'Narration Only' hack
playDummy(filename, text, leadOut);
#endif
_vm->_mixer->stopHandle(leadInHandle);
// Wait for the lead-out to stop, if there is any.
while (_leadOutHandle.isActive()) {
_vm->_graphics->updateDisplay();
_vm->_system->delayMillis(30);
}
if (leadInRes)
_vm->_resman->closeResource(leadInRes);
if (leadOutRes)
_vm->_resman->closeResource(leadOutRes);
return RD_OK;
}
void MoviePlayer::playMPEG(const char *filename, MovieTextObject *text[], byte *leadOut, uint32 leadOutLen) {
uint frameCounter = 0, textCounter = 0;
PlayingSoundHandle handle;
bool skipCutscene = false, textVisible = false;
uint32 flags = SoundMixer::FLAG_16BITS;
bool startNextText = false;
byte oldPal[256 * 4];
memcpy(oldPal, _vm->_graphics->_palette, sizeof(oldPal));
AnimationState *anim = new AnimationState(_vm);
if (!anim->init(filename)) {
delete anim;
// Missing Files? Use the old 'Narration Only' hack
playDummy(filename, text, leadOut, leadOutLen);
return;
}
#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 && leadOut)
_vm->_sound->playFx(&_leadOutHandle, leadOut, leadOutLen, SoundMixer::kMaxChannelVolume, 0, false, SoundMixer::kMusicAudioDataType);
OSystem::Event event;
while (_sys->pollEvent(event)) {
switch (event.type) {
#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->delayMillis(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->delayMillis(100);
}
// Clear the screen again
anim->clearScreen();
anim->updateScreen();
_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
delete anim;
}
/**
* This just plays the cutscene with voiceovers / subtitles, in case the files
* are missing.
*/
void MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], byte *leadOut, uint32 leadOutLen) {
if (!text)
return;
int frameCounter = 0, textCounter = 0;
byte oldPal[256 * 4];
byte tmpPal[256 * 4];
_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);
byte *data;
// Russian version substituted latin characters with cyrillic. That's
// why it renders completely unreadable with default message
if (Common::parseLanguage(ConfMan.get("language")) == Common::RU_RUS) {
byte msg[] = "Po\344uk - to\344\345ko pev\345: hagmute k\344abuwy Ucke\343n, u\344u nocetute ca\343t npoekta u ckava\343te budeo po\344uku";
data = _vm->_fontRenderer->makeTextSprite(msg, RENDERWIDE, 255, _vm->_speechFontId);
} else {
// TODO: Translate message to other languages?
#ifdef USE_MPEG2
byte msg[] = "Cutscene - Narration Only: Press ESC to exit, or visit www.scummvm.org to download cutscene videos";
#else
byte msg[] = "Cutscene - Narration Only: Press ESC to exit, or recompile ScummVM with MPEG2 support";
#endif
data = _vm->_fontRenderer->makeTextSprite(msg, RENDERWIDE, 255, _vm->_speechFontId);
}
FrameHeader *frame = (FrameHeader *) data;
SpriteInfo msgSprite;
byte *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 + sizeof(FrameHeader);
_vm->_graphics->createSurface(&msgSprite, &msgSurface);
_vm->_graphics->drawSurface(&msgSprite, msgSurface);
_vm->_graphics->deleteSurface(msgSurface);
free(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->_palette, sizeof(oldPal));
memset(tmpPal, 0, sizeof(tmpPal));
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 = _vm->keyboardEvent();
if ((ke && 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->delayMillis(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->delayMillis(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 && leadOut)
_vm->_sound->playFx(&_leadOutHandle, leadOut, leadOutLen, SoundMixer::kMaxChannelVolume, 0, false, SoundMixer::kMusicAudioDataType);
_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
}
} // End of namespace Sword2