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authorTorbjörn Andersson2004-01-13 10:09:53 +0000
committerTorbjörn Andersson2004-01-13 10:09:53 +0000
commit8a66ba33cf44600ccc4e2a3267359d2ac952c586 (patch)
treed3811a423cc4ebf1cf8a0106466e421936605936
parent73d73982afb9ab2f879c7bf00fe6e216137c3328 (diff)
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Moved the rest of the MoviePlayer class into animation.cpp/.h, plus some
minor cleanups. (Mostly spacing and indentation). Unfortunately the Ogg Vorbis playback causes ScummVM to crash for me, so I can't say for certain that I didn't break anything. svn-id: r12356
-rw-r--r--sword2/driver/animation.cpp388
-rw-r--r--sword2/driver/animation.h64
-rw-r--r--sword2/driver/d_draw.cpp285
-rw-r--r--sword2/driver/d_draw.h21
4 files changed, 383 insertions, 375 deletions
diff --git a/sword2/driver/animation.cpp b/sword2/driver/animation.cpp
index 365457be25..74c681de8a 100644
--- a/sword2/driver/animation.cpp
+++ b/sword2/driver/animation.cpp
@@ -28,11 +28,13 @@
namespace Sword2 {
-// Build 'Best-Match' RGB lookup table
+/**
+ * Build 'Best-Match' RGB lookup table
+ */
+
void AnimationState::buildLookup(int p, int lines) {
int y, cb;
int r, g, b, ii;
-
if (p != curpal) {
curpal = p;
@@ -44,17 +46,17 @@ void AnimationState::buildLookup(int p, int lines) {
return;
for (ii = 0; ii < lines; ii++) {
- r = (-16*256 + (int)(256*1.596) * ((cr<<SHIFT)-128)) / 256;
+ r = (-16 * 256 + (int) (256 * 1.596) * ((cr << SHIFT) - 128)) / 256;
for (cb = 0; cb < BITDEPTH; cb++) {
- g = (-16*256 - (int)(0.813*256) * ((cr<<SHIFT)-128) - (int)(0.391*256) * ((cb<<SHIFT)-128)) / 256;
- b = (-16*256 + (int)(2.018*256) * ((cb<<SHIFT)-128)) / 256;
+ g = (-16 * 256 - (int) (0.813 * 256) * ((cr << SHIFT) - 128) - (int) (0.391 * 256) * ((cb << SHIFT) - 128)) / 256;
+ b = (-16 * 256 + (int) (2.018 * 256) * ((cb << SHIFT) - 128)) / 256;
for (y = 0; y < BITDEPTH; y++) {
int idx, bst = 0;
- int dis = 2*SQR(r-palettes[p].pal[0])+4*SQR(g-palettes[p].pal[1])+SQR(b-palettes[p].pal[2]);
+ int dis = 2 * SQR(r - palettes[p].pal[0]) + 4 * SQR(g - palettes[p].pal[1]) + SQR(b - palettes[p].pal[2]);
for (idx = 1; idx < 256; idx++) {
- long d2 = 2*SQR(r-palettes[p].pal[4*idx])+4*SQR(g-palettes[p].pal[4*idx+1])+SQR(b-palettes[p].pal[4*idx+2]);
+ long d2 = 2 * SQR(r - palettes[p].pal[4 * idx]) + 4 * SQR(g - palettes[p].pal[4 * idx + 1]) + SQR(b - palettes[p].pal[4 * idx + 2]);
if (d2 < dis) {
bst = idx;
dis = d2;
@@ -74,6 +76,294 @@ void AnimationState::buildLookup(int p, int lines) {
}
}
+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(MovieTextObject *obj) {
+ if (obj->textSprite && _textSurface)
+ _vm->_graphics->drawSurface(obj->textSprite, _textSurface);
+}
+
+/**
+ * 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[], uint8 *musicOut) {
+#ifdef USE_MPEG2
+ int frameCounter = 0, textCounter = 0;
+ PlayingSoundHandle handle;
+ bool skipCutscene = false, textVisible = false;
+ uint32 flags = SoundMixer::FLAG_16BITS, ticks = _vm->_system->get_msecs() + 83;
+
+ uint8 oldPal[1024];
+ memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
+
+ AnimationState * anim = initAnimation(filename);
+ if (!anim) {
+ // Missing Files? Use the old 'Narration Only' hack
+ playDummy(filename, text, musicOut);
+ return RD_OK;
+ }
+
+ _vm->_graphics->clearScene();
+ memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
+
+#ifndef SCUMM_BIG_ENDIAN
+ flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
+#endif
+
+ while (1) {
+ if (!decodeFrame(anim)) break;
+ _vm->_graphics->setNeedFullRedraw();
+
+ if (text && text[textCounter]) {
+ if (frameCounter == text[textCounter]->startFrame) {
+ openTextObject(text[textCounter]);
+ textVisible = true;
+ if (text[textCounter]->speech) {
+ _vm->_mixer->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
+ }
+ }
+
+ if (frameCounter == text[textCounter]->endFrame) {
+ closeTextObject(text[textCounter]);
+ textCounter++;
+ textVisible = false;
+ }
+ if (textVisible)
+ drawTextObject(text[textCounter]);
+ }
+
+ frameCounter++;
+
+ _vm->_graphics->updateDisplay(true);
+
+ KeyboardEvent ke;
+
+ if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) {
+ _vm->_mixer->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.
+
+ _vm->sleepUntil(ticks);
+ ticks += 82;
+
+ }
+
+ // 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);
+ _vm->_system->delay_msecs(100);
+ }
+
+ if (text)
+ 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)
+ _vm->_sound->playLeadOut(musicOut);
+
+ _vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
+
+ doneAnimation(anim);
+
+ // Lead-in and lead-out music are, as far as I can tell, only used for
+ // the animated cut-scenes, so this seems like a good place to close
+ // both of them.
+
+ _vm->_sound->closeFx(-1);
+ _vm->_sound->closeFx(-2);
+
+ return RD_OK;
+#else
+ // No MPEG2? Use the old 'Narration Only' hack
+ playDummy(filename, text, musicOut);
+ return RD_OK;
+#endif
+}
+
+/**
+ * This just plays the cutscene with voiceovers / subtitles, in case the files
+ * are missing.
+ */
+
+int32 MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], uint8 *musicOut) {
+ int frameCounter = 0, textCounter = 0;
+ if (text) {
+ uint8 oldPal[1024];
+ uint8 tmpPal[1024];
+
+ _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);
+
+ uint8 msg[] = "Cutscene - Narration Only: Press ESC to exit, or visit www.scummvm.org to download cutscene videos";
+ Memory *data = _vm->_fontRenderer->makeTextSprite(msg, 640, 255, _vm->_speechFontId);
+ FrameHeader *frame = (FrameHeader *) data->ad;
+ SpriteInfo msgSprite;
+ uint8 *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->ad + sizeof(FrameHeader);
+
+ _vm->_graphics->createSurface(&msgSprite, &msgSurface);
+ _vm->_graphics->drawSurface(&msgSprite, msgSurface);
+ _vm->_graphics->deleteSurface(msgSurface);
+ _vm->_memory->freeMemory(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?).
+ //
+ // The text should probably be colored the same as the rest of
+ // the in-game text.
+
+ memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
+ memset(tmpPal, 0, 1024);
+ 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(text[textCounter]);
+ if (text[textCounter]->speech) {
+ _vm->_mixer->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;
+
+ if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) {
+ _vm->_mixer->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.
+
+ _vm->_system->delay_msecs(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);
+ _vm->_system->delay_msecs(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)
+ _vm->_sound->playLeadOut(musicOut);
+
+ _vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
+ }
+
+ // Lead-in and lead-out music are, as far as I can tell, only used for
+ // the animated cut-scenes, so this seems like a good place to close
+ // both of them.
+
+ _vm->_sound->closeFx(-1);
+ _vm->_sound->closeFx(-2);
+
+ return RD_OK;
+}
+
void MoviePlayer::checkPaletteSwitch(AnimationState * st) {
// if we have reached the last image with this palette, switch to new one
if (st->framenum == st->palettes[st->palnum].end) {
@@ -86,52 +376,42 @@ void MoviePlayer::checkPaletteSwitch(AnimationState * st) {
}
}
-#ifndef USE_MPEG2
-bool MoviePlayer::decodeFrame(AnimationState * st) {
- // Dummy for MPEG2-less builds
- return false;
-}
-#else
+#ifdef USE_MPEG2
+
bool MoviePlayer::decodeFrame(AnimationState * st) {
mpeg2_state_t state;
const mpeg2_sequence_t *sequence_i;
- size_t size = (size_t)-1;
+ size_t size = (size_t) -1;
do {
- state = mpeg2_parse (st->decoder);
+ state = mpeg2_parse(st->decoder);
sequence_i = st->info->sequence;
switch (state) {
- case STATE_BUFFER:
- size = st->mpgfile->read(st->buffer, BUFFER_SIZE);
- mpeg2_buffer (st->decoder, st->buffer, st->buffer + size);
+ case STATE_BUFFER:
+ size = st->mpgfile->read(st->buffer, BUFFER_SIZE);
+ mpeg2_buffer(st->decoder, st->buffer, st->buffer + size);
break;
- case STATE_SLICE:
- case STATE_END:
- if (st->info->display_fbuf) {
- checkPaletteSwitch(st);
- _vm->_graphics->plotYUV(st->lut, sequence_i->width, sequence_i->height, st->info->display_fbuf->buf);
- st->framenum++;
- st->buildLookup(st->palnum+1, st->lutcalcnum);
- return true;
- }
+ case STATE_SLICE:
+ case STATE_END:
+ if (st->info->display_fbuf) {
+ checkPaletteSwitch(st);
+ _vm->_graphics->plotYUV(st->lut, sequence_i->width, sequence_i->height, st->info->display_fbuf->buf);
+ st->framenum++;
+ st->buildLookup(st->palnum + 1, st->lutcalcnum);
+ return true;
+ }
break;
- default:
- break;
+ default:
+ break;
}
} while (size);
return false;
}
-#endif
-#ifndef USE_MPEG2
-AnimationState *MoviePlayer::initAnimation(const char *name) {
- return 0;
-}
-#else
AnimationState *MoviePlayer::initAnimation(const char *name) {
char basename[512], tempFile[512];
AnimationState *st = new AnimationState;
@@ -158,9 +438,9 @@ AnimationState *MoviePlayer::initAnimation(const char *name) {
fscanf(f, "%i", &r);
fscanf(f, "%i", &g);
fscanf(f, "%i", &b);
- st->palettes[p].pal[4*i] = r;
- st->palettes[p].pal[4*i+1] = g;
- st->palettes[p].pal[4*i+2] = b;
+ st->palettes[p].pal[4 * i] = r;
+ st->palettes[p].pal[4 * i + 1] = g;
+ st->palettes[p].pal[4 * i + 2] = b;
}
p++;
}
@@ -184,7 +464,7 @@ AnimationState *MoviePlayer::initAnimation(const char *name) {
}
// Load and configure decoder
- st->decoder = mpeg2_init ();
+ st->decoder = mpeg2_init();
if (st->decoder == NULL) {
warning("Cutscene: Could not allocate an MPEG2 decoder");
delete st;
@@ -195,34 +475,48 @@ AnimationState *MoviePlayer::initAnimation(const char *name) {
st->framenum = 0;
// Load in palette data
- st->lutcalcnum = (BITDEPTH + st->palettes[st->palnum].end + 2) / (st->palettes[st->palnum].end + 2);
-
+ st->lutcalcnum = (BITDEPTH + st->palettes[st->palnum].end + 2) / (st->palettes[st->palnum].end + 2);
/* Play audio - TODO: Sync with video?*/
+
+#ifdef USE_VORBIS
// Another TODO: There is no reason that this only allows OGG, and not MP3, or any other format
// the mixer might support one day... is there?
File *sndFile = new File;
sprintf(tempFile, "%s.ogg", basename);
if (sndFile->open(tempFile))
_vm->_mixer->playVorbis(&st->bgSound, sndFile, 100000000);
+#endif
// FIXME: This leaks (sndFile will never be deleted)
return st;
}
-#endif
-#ifndef USE_MPEG2
-void MoviePlayer::doneAnimation(AnimationState *st) {
-}
-#else
void MoviePlayer::doneAnimation(AnimationState *st) {
- _vm->_mixer->stopHandle(st->bgSound);
+ if (st->bgSound.isActive())
+ _vm->_mixer->stopHandle(st->bgSound);
mpeg2_close (st->decoder);
st->mpgfile->close();
delete st->mpgfile;
delete st;
}
+
+#else
+
+bool MoviePlayer::decodeFrame(AnimationState * st) {
+ // Dummy for MPEG2-less builds
+ return false;
+}
+
+AnimationState *MoviePlayer::initAnimation(const char *name) {
+ return 0;
+}
+
+void MoviePlayer::doneAnimation(AnimationState *st) {
+}
+
#endif
+
} // End of namespace Sword2
diff --git a/sword2/driver/animation.h b/sword2/driver/animation.h
index a6890df3c4..1d85d86e86 100644
--- a/sword2/driver/animation.h
+++ b/sword2/driver/animation.h
@@ -41,41 +41,61 @@ namespace Sword2 {
#define BUFFER_SIZE 4096
-
class AnimationState {
public:
- int palnum;
+ int palnum;
- byte lookup[2][BITDEPTH * BITDEPTH * BITDEPTH];
- byte *lut;
- byte *lut2;
- int lutcalcnum;
+ byte lookup[2][BITDEPTH * BITDEPTH * BITDEPTH];
+ byte *lut;
+ byte *lut2;
+ int lutcalcnum;
- int framenum;
+ int framenum;
- #ifdef USE_MPEG2
- mpeg2dec_t *decoder;
- const mpeg2_info_t *info;
- #endif
- File *mpgfile;
+#ifdef USE_MPEG2
+ mpeg2dec_t *decoder;
+ const mpeg2_info_t *info;
+#endif
- int curpal;
- int cr;
- int pos;
+ File *mpgfile;
- struct {
- int cnt;
- int end;
- byte pal[4 * 256];
- } palettes[50];
+ int curpal;
+ int cr;
+ int pos;
- byte buffer[BUFFER_SIZE];
+ struct {
+ int cnt;
+ int end;
+ byte pal[4 * 256];
+ } palettes[50];
- PlayingSoundHandle bgSound;
+ byte buffer[BUFFER_SIZE];
+
+ PlayingSoundHandle bgSound;
public:
void buildLookup(int p, int lines);
+};
+class MoviePlayer {
+private:
+ Sword2Engine *_vm;
+ uint8 *_textSurface;
+
+ void openTextObject(MovieTextObject *obj);
+ void closeTextObject(MovieTextObject *obj);
+ void drawTextObject(MovieTextObject *obj);
+
+ void checkPaletteSwitch(AnimationState * st);
+
+ AnimationState * initAnimation(const char *name);
+ void doneAnimation(AnimationState * st);
+ bool decodeFrame(AnimationState * st);
+
+public:
+ MoviePlayer(Sword2Engine *vm) : _vm(vm), _textSurface(NULL) {}
+ int32 play(const char *filename, MovieTextObject *text[], uint8 *musicOut);
+ int32 playDummy(const char *filename, MovieTextObject *text[], uint8 *musicOut);
};
} // End of namespace Sword2
diff --git a/sword2/driver/d_draw.cpp b/sword2/driver/d_draw.cpp
index a56b60af9e..b3e4814df9 100644
--- a/sword2/driver/d_draw.cpp
+++ b/sword2/driver/d_draw.cpp
@@ -116,289 +116,4 @@ void Graphics::clearScene(void) {
memset(_buffer + MENUDEEP * _screenWide, 0, _screenWide * RENDERDEEP);
}
-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(MovieTextObject *obj) {
- if (obj->textSprite && _textSurface)
- _vm->_graphics->drawSurface(obj->textSprite, _textSurface);
-}
-
-/**
- * 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[], uint8 *musicOut) {
-#ifdef USE_MPEG2
- int frameCounter = 0, textCounter = 0;
- PlayingSoundHandle handle;
- bool skipCutscene = false, textVisible = false;
- uint32 flags = SoundMixer::FLAG_16BITS, ticks = _vm->_system->get_msecs() + 83;
-
- uint8 oldPal[1024];
- memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
-
- AnimationState * anim = initAnimation(filename);
- if (!anim) {
- // Missing Files? Use the old 'Narration Only' hack
- playDummy(filename, text, musicOut);
- return RD_OK;
- }
-
- _vm->_graphics->clearScene();
- memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
-
-
-#ifndef SCUMM_BIG_ENDIAN
- flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
-#endif
-
- while (1) {
- if (!decodeFrame(anim)) break;
- _vm->_graphics->setNeedFullRedraw();
-
- if (text && text[textCounter]) {
- if (frameCounter == text[textCounter]->startFrame) {
- openTextObject(text[textCounter]);
- textVisible = true;
- if (text[textCounter]->speech) {
- _vm->_mixer->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
- }
- }
-
- if (frameCounter == text[textCounter]->endFrame) {
- closeTextObject(text[textCounter]);
- textCounter++;
- textVisible = false;
- }
- if (textVisible)
- drawTextObject(text[textCounter]);
- }
-
- frameCounter++;
-
- _vm->_graphics->updateDisplay(true);
-
- KeyboardEvent ke;
-
- if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) {
- _vm->_mixer->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.
-
- _vm->sleepUntil(ticks);
- ticks += 82;
-
- }
-
- // 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);
- _vm->_system->delay_msecs(100);
- }
-
- if (text)
- 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)
- _vm->_sound->playLeadOut(musicOut);
-
- _vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
-
- doneAnimation(anim);
-
- // Lead-in and lead-out music are, as far as I can tell, only used for
- // the animated cut-scenes, so this seems like a good place to close
- // both of them.
-
- _vm->_sound->closeFx(-1);
- _vm->_sound->closeFx(-2);
-
- return RD_OK;
-#else
- // No MPEG2? Use the old 'Narration Only' hack
- playDummy(filename, text, musicOut);
- return RD_OK;
-#endif
-}
-
-// This just plays the cutscene with voiceovers / subtitles, in case the files are missing
-int32 MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], uint8 *musicOut) {
- int frameCounter = 0, textCounter = 0;
- if (text) {
- uint8 oldPal[1024];
- uint8 tmpPal[1024];
-
- _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);
-
- uint8 msg[] = "Cutscene - Narration Only: Press ESC to exit, or visit www.scummvm.org to download cutscene videos";
- Memory *data = _vm->_fontRenderer->makeTextSprite(msg, 640, 255, _vm->_speechFontId);
- FrameHeader *frame = (FrameHeader *) data->ad;
- SpriteInfo msgSprite;
- uint8 *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->ad + sizeof(FrameHeader);
-
- _vm->_graphics->createSurface(&msgSprite, &msgSurface);
- _vm->_graphics->drawSurface(&msgSprite, msgSurface);
- _vm->_graphics->deleteSurface(msgSurface);
- _vm->_memory->freeMemory(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?).
- //
- // The text should probably be colored the same as the rest of
- // the in-game text.
-
- memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
- memset(tmpPal, 0, 1024);
- 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(text[textCounter]);
- if (text[textCounter]->speech) {
- _vm->_mixer->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;
-
- if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) {
- _vm->_mixer->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.
-
- _vm->_system->delay_msecs(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);
- _vm->_system->delay_msecs(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)
- _vm->_sound->playLeadOut(musicOut);
-
- _vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
- }
-
- // Lead-in and lead-out music are, as far as I can tell, only used for
- // the animated cut-scenes, so this seems like a good place to close
- // both of them.
-
- _vm->_sound->closeFx(-1);
- _vm->_sound->closeFx(-2);
-
- return RD_OK;
-}
-
} // End of namespace Sword2
diff --git a/sword2/driver/d_draw.h b/sword2/driver/d_draw.h
index f98e77999c..49cc544124 100644
--- a/sword2/driver/d_draw.h
+++ b/sword2/driver/d_draw.h
@@ -65,27 +65,6 @@ struct MouseAnim {
#pragma END_PACK_STRUCTS
#endif
-class MoviePlayer {
-private:
- Sword2Engine *_vm;
- uint8 *_textSurface;
-
- void openTextObject(MovieTextObject *obj);
- void closeTextObject(MovieTextObject *obj);
- void drawTextObject(MovieTextObject *obj);
-
- void checkPaletteSwitch(AnimationState * st);
-
- AnimationState * initAnimation(const char *name);
- void doneAnimation(AnimationState * st);
- bool decodeFrame(AnimationState * st);
-
-public:
- MoviePlayer(Sword2Engine *vm) : _vm(vm), _textSurface(NULL) {}
- int32 play(const char *filename, MovieTextObject *text[], uint8 *musicOut);
- int32 playDummy(const char *filename, MovieTextObject *text[], uint8 *musicOut);
-};
-
struct BlockSurface {
byte data[BLOCKWIDTH * BLOCKHEIGHT];
bool transparent;