our other engines do this, so there is little reason for BS2 to. I did add a filtering mechanism so that mouse button releases and scroll wheeling is ignored during normal gameplay, but I don't know if that was necessary either. Since this left little more than an empty husk where the Input class used to be, I've eliminated that class and buried its remains in Sword2Engine. svn-id: r13812
487 lines
12 KiB
C++
487 lines
12 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 "sound/mp3.h"
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#include "sword2/sword2.h"
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#include "sword2/maketext.h"
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#include "sword2/driver/animation.h"
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#include "sword2/driver/d_draw.h"
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#include "sword2/driver/d_sound.h"
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#include "sword2/driver/menu.h"
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#include "sword2/driver/render.h"
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namespace Sword2 {
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AnimationState::AnimationState(Sword2Engine *vm)
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: BaseAnimationState(vm->_mixer, vm->_system, 640, 480), _vm(vm) {
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}
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AnimationState::~AnimationState() {
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}
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#ifdef BACKEND_8BIT
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void AnimationState::setPalette(byte *pal) {
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_vm->_graphics->setPalette(0, 256, pal, RDPAL_INSTANT);
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}
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#else
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void AnimationState::drawTextObject(SpriteInfo *s, byte *src) {
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OverlayColor *dst = overlay + RENDERWIDE * (s->y) + s->x;
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// FIXME: These aren't the "right" colours, but look good to me.
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OverlayColor pen = _sys->RGBToColor(255, 255, 255);
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OverlayColor border = _sys->RGBToColor(0, 0, 0);
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for (int y = 0; y < s->h; y++) {
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for (int x = 0; x < s->w; x++) {
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switch (src[x]) {
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case 1:
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dst[x] = border;
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break;
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case 255:
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dst[x] = pen;
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break;
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default:
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break;
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}
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}
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dst += RENDERWIDE;
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src += s->w;
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}
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}
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#endif
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void AnimationState::clearScreen(void) {
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#ifdef BACKEND_8BIT
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memset(_vm->_graphics->getScreen(), 0, MOVIE_WIDTH * MOVIE_HEIGHT);
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#else
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OverlayColor black = _sys->RGBToColor(0, 0, 0);
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for (int i = 0; i < MOVIE_WIDTH * MOVIE_HEIGHT; i++)
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overlay[i] = black;
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#endif
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}
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void AnimationState::updateScreen(void) {
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#ifdef BACKEND_8BIT
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byte *buf = _vm->_graphics->getScreen() + ((480 - MOVIE_HEIGHT) / 2) * RENDERWIDE + (640 - MOVIE_WIDTH) / 2;
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_vm->_system->copyRectToScreen(buf, MOVIE_WIDTH, (640 - MOVIE_WIDTH) / 2, (480 - MOVIE_HEIGHT) / 2, MOVIE_WIDTH, MOVIE_HEIGHT);
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#else
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_sys->copyRectToOverlay(overlay, MOVIE_WIDTH, 0, 0, MOVIE_WIDTH, MOVIE_HEIGHT);
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#endif
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_vm->_system->updateScreen();
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}
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void AnimationState::drawYUV(int width, int height, byte *const *dat) {
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#ifdef BACKEND_8BIT
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_vm->_graphics->plotYUV(lut, width, height, dat);
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#else
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plotYUV(lookup, width, height, dat);
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#endif
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}
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MovieInfo MoviePlayer::_movies[] = {
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{ "carib", 222 },
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{ "escape", 187 },
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{ "eye", 248 },
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{ "finale", 1485 },
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{ "guard", 75 },
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{ "intro", 1800 },
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{ "jungle", 186 },
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{ "museum", 167 },
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{ "pablo", 75 },
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{ "pyramid", 60 },
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{ "quaram", 184 },
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{ "river", 656 },
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{ "sailing", 138 },
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{ "shaman", 788 },
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{ "stone1", 34 },
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{ "stone2", 282 },
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{ "stone3", 65 },
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{ "demo", 60 },
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{ "enddemo", 110 }
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};
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MoviePlayer::MoviePlayer(Sword2Engine *vm)
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: _vm(vm), _snd(_vm->_mixer), _sys(_vm->_system), _textSurface(NULL) {
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}
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void MoviePlayer::openTextObject(MovieTextObject *obj) {
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if (obj->textSprite)
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_vm->_graphics->createSurface(obj->textSprite, &_textSurface);
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}
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void MoviePlayer::closeTextObject(MovieTextObject *obj) {
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if (_textSurface) {
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_vm->_graphics->deleteSurface(_textSurface);
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_textSurface = NULL;
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}
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}
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void MoviePlayer::drawTextObject(AnimationState *anim, MovieTextObject *obj) {
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if (obj->textSprite && _textSurface) {
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#ifdef BACKEND_8BIT
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_vm->_graphics->drawSurface(obj->textSprite, _textSurface);
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#else
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if (anim)
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anim->drawTextObject(obj->textSprite, _textSurface);
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else
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_vm->_graphics->drawSurface(obj->textSprite, _textSurface);
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#endif
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}
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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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int32 MoviePlayer::play(const char *filename, MovieTextObject *text[], byte *musicOut) {
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// This happens if the user quits during the "eye" smacker
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if (_vm->_quit)
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return RD_OK;
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#ifdef USE_MPEG2
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uint frameCounter = 0, textCounter = 0;
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PlayingSoundHandle handle;
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bool skipCutscene = false, textVisible = false;
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uint32 flags = SoundMixer::FLAG_16BITS;
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bool startNextText = false;
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byte oldPal[1024];
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memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
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AnimationState *anim = new AnimationState(_vm);
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if (!anim->init(filename)) {
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delete anim;
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// Missing Files? Use the old 'Narration Only' hack
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playDummy(filename, text, musicOut);
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return RD_OK;
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}
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#ifndef BACKEND_8BIT
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// Clear the screen, because whatever is on it will be visible when the
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// overlay is removed.
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_vm->_graphics->clearScene();
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_vm->_graphics->updateDisplay();
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#endif
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#ifndef SCUMM_BIG_ENDIAN
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flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
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#endif
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int i;
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uint leadOutFrame = (uint) -1;
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for (i = 0; i < ARRAYSIZE(_movies); i++) {
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if (scumm_stricmp(filename, _movies[i].name) == 0) {
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if (_movies[i].frames >= 60)
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leadOutFrame = _movies[i].frames - 60;
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else
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leadOutFrame = 0;
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break;
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}
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}
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if (i == ARRAYSIZE(_movies))
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warning("Unknown movie, '%s'", filename);
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while (!skipCutscene && anim->decodeFrame()) {
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// The frame has been drawn. Now draw the subtitles, if any,
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// before updating the screen.
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if (text && text[textCounter]) {
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if (frameCounter == text[textCounter]->startFrame) {
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openTextObject(text[textCounter]);
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textVisible = true;
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if (text[textCounter]->speech) {
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startNextText = true;
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}
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}
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if (startNextText && !handle.isActive()) {
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_snd->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
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startNextText = false;
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}
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if (frameCounter == text[textCounter]->endFrame) {
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closeTextObject(text[textCounter]);
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textCounter++;
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textVisible = false;
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}
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if (textVisible)
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drawTextObject(anim, text[textCounter]);
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}
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anim->updateScreen();
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frameCounter++;
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if (frameCounter == leadOutFrame && musicOut)
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_vm->_sound->playFx(0, musicOut, 0, 0, RDSE_FXLEADOUT);
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OSystem::Event event;
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while (_sys->poll_event(&event)) {
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switch (event.event_code) {
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#ifndef BACKEND_8BIT
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case OSystem::EVENT_SCREEN_CHANGED:
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anim->invalidateLookup(true);
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break;
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#endif
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case OSystem::EVENT_KEYDOWN:
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if (event.kbd.keycode == 27)
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skipCutscene = true;
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break;
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case OSystem::EVENT_QUIT:
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_vm->closeGame();
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skipCutscene = true;
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break;
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default:
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break;
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}
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}
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}
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if (!skipCutscene) {
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// Sleep for one frame so that the last frame is displayed.
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_sys->delay_msecs(1000 / 12);
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}
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// Most movies fade to black on their own, but not all of them. Since
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// we may be hanging around in the cutscene player for a while longer,
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// waiting for the lead-out sound to finish, paint the overlay black.
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anim->clearScreen();
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// If the speech is still playing, redraw the subtitles. At least in
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// the English version this is most noticeable in the "carib" cutscene.
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if (textVisible && handle.isActive())
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drawTextObject(anim, text[textCounter]);
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if (text)
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closeTextObject(text[textCounter]);
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anim->updateScreen();
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// Wait for the voice to stop playing. This is to make sure
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// that we don't cut off the speech in mid-sentence, and - even
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// more importantly - that we don't free the sound buffer while
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// it's in use.
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if (skipCutscene)
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_snd->stopHandle(handle);
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while (handle.isActive()) {
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_vm->_graphics->updateDisplay(false);
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_sys->delay_msecs(100);
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}
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// Clear the screen again
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anim->clearScreen();
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anim->updateScreen();
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_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
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delete anim;
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// Wait for the lead-out to stop, if there is any.
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_vm->_sound->waitForLeadOut();
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// Lead-in and lead-out music are, as far as I can tell, only used for
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// the animated cut-scenes, so this seems like a good place to close
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// both of them.
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_vm->_sound->stopFx(-1);
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_vm->_sound->stopFx(-2);
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return RD_OK;
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#else
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// No MPEG2? Use the old 'Narration Only' hack
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playDummy(filename, text, musicOut);
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return RD_OK;
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#endif
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}
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/**
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* This just plays the cutscene with voiceovers / subtitles, in case the files
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* are missing.
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*/
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int32 MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], byte *musicOut) {
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int frameCounter = 0, textCounter = 0;
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if (text) {
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byte oldPal[1024];
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byte tmpPal[1024];
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_vm->_graphics->clearScene();
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// HACK: Draw instructions
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//
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// I'm using the the menu area, because that's unlikely to be
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// touched by anything else during the cutscene.
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memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
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byte msg[] = "Cutscene - Narration Only: Press ESC to exit, or visit www.scummvm.org to download cutscene videos";
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byte *data = _vm->_fontRenderer->makeTextSprite(msg, RENDERWIDE, 255, _vm->_speechFontId);
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FrameHeader *frame = (FrameHeader *) data;
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SpriteInfo msgSprite;
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byte *msgSurface;
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msgSprite.x = _vm->_graphics->_screenWide / 2 - frame->width / 2;
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msgSprite.y = RDMENU_MENUDEEP / 2 - frame->height / 2;
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msgSprite.w = frame->width;
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msgSprite.h = frame->height;
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msgSprite.type = RDSPR_NOCOMPRESSION;
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msgSprite.data = data + sizeof(FrameHeader);
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_vm->_graphics->createSurface(&msgSprite, &msgSurface);
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_vm->_graphics->drawSurface(&msgSprite, msgSurface);
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_vm->_graphics->deleteSurface(msgSurface);
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_vm->_memory->memFree(data);
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// In case the cutscene has a long lead-in, start just before
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// the first line of text.
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frameCounter = text[0]->startFrame - 12;
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// Fake a palette that will hopefully make the text visible.
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// In the opening cutscene it seems to use colours 1 (black?)
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// and 255 (white?).
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memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
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memset(tmpPal, 0, 1024);
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tmpPal[255 * 4 + 0] = 255;
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tmpPal[255 * 4 + 1] = 255;
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tmpPal[255 * 4 + 2] = 255;
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_vm->_graphics->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
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PlayingSoundHandle handle;
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bool skipCutscene = false;
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uint32 flags = SoundMixer::FLAG_16BITS;
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#ifndef SCUMM_BIG_ENDIAN
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flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
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#endif
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while (1) {
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if (!text[textCounter])
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break;
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if (frameCounter == text[textCounter]->startFrame) {
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_vm->_graphics->clearScene();
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openTextObject(text[textCounter]);
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drawTextObject(NULL, text[textCounter]);
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if (text[textCounter]->speech) {
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_snd->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
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}
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}
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if (frameCounter == text[textCounter]->endFrame) {
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closeTextObject(text[textCounter]);
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_vm->_graphics->clearScene();
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_vm->_graphics->setNeedFullRedraw();
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textCounter++;
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}
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frameCounter++;
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_vm->_graphics->updateDisplay();
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KeyboardEvent *ke = _vm->keyboardEvent();
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if ((ke && ke->keycode == 27) || _vm->_quit) {
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_snd->stopHandle(handle);
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skipCutscene = true;
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break;
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}
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// Simulate ~12 frames per second. I don't know what
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// frame rate the original movies had, or even if it
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// was constant, but this seems to work reasonably.
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_sys->delay_msecs(90);
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}
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// Wait for the voice to stop playing. This is to make sure
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// that we don't cut off the speech in mid-sentence, and - even
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// more importantly - that we don't free the sound buffer while
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// it's in use.
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while (handle.isActive()) {
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_vm->_graphics->updateDisplay(false);
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_sys->delay_msecs(100);
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}
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closeTextObject(text[textCounter]);
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_vm->_graphics->clearScene();
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_vm->_graphics->setNeedFullRedraw();
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// HACK: Remove the instructions created above
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Common::Rect r;
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memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
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r.left = r.top = 0;
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r.right = _vm->_graphics->_screenWide;
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r.bottom = MENUDEEP;
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_vm->_graphics->updateRect(&r);
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// FIXME: For now, only play the lead-out music for cutscenes
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// that have subtitles.
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if (!skipCutscene && musicOut) {
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_vm->_sound->playFx(0, musicOut, 0, 0, RDSE_FXLEADOUT);
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_vm->_sound->waitForLeadOut();
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}
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_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
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}
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// Lead-in and lead-out music are, as far as I can tell, only used for
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// the animated cut-scenes, so this seems like a good place to close
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// both of them.
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_vm->_sound->stopFx(-1);
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_vm->_sound->stopFx(-2);
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return RD_OK;
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}
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} // End of namespace Sword2
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