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author | Torbjörn Andersson | 2006-02-09 15:41:23 +0000 |
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committer | Torbjörn Andersson | 2006-02-09 15:41:23 +0000 |
commit | 83b8ad61cc7c30f6ee2cab73d508ee11fcdd4eaf (patch) | |
tree | 51e118cdd1e753a24d4da3a49dc76369ba085172 /sword2/driver/animation.cpp | |
parent | 87047c85cd420be8129593247dae20ce9e19cc3c (diff) | |
download | scummvm-rg350-83b8ad61cc7c30f6ee2cab73d508ee11fcdd4eaf.tar.gz scummvm-rg350-83b8ad61cc7c30f6ee2cab73d508ee11fcdd4eaf.tar.bz2 scummvm-rg350-83b8ad61cc7c30f6ee2cab73d508ee11fcdd4eaf.zip |
Finally got rid of the "driver" directory. It made sense in the original code,
because that's where the Windows-specific stuff was, but in ScummVM we let the
backend handle the platform-specific stuff.
Next step will be to rename and restructure some of the files. I'll need to
look a bit more at the BASS and BS1 code bases first, to see if I can get any
sensible ideas from there.
svn-id: r20445
Diffstat (limited to 'sword2/driver/animation.cpp')
-rw-r--r-- | sword2/driver/animation.cpp | 535 |
1 files changed, 0 insertions, 535 deletions
diff --git a/sword2/driver/animation.cpp b/sword2/driver/animation.cpp deleted file mode 100644 index 0b5adb6a9c..0000000000 --- a/sword2/driver/animation.cpp +++ /dev/null @@ -1,535 +0,0 @@ -/* Copyright (C) 1994-1998 Revolution Software Ltd. - * Copyright (C) 2003-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * $URL$ - * $Id$ - */ - -#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/defs.h" -#include "sword2/maketext.h" -#include "sword2/resman.h" -#include "sword2/sound.h" -#include "sword2/driver/animation.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->_screen->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() { -#ifdef BACKEND_8BIT - memset(_vm->_screen->getScreen(), 0, _movieWidth * _movieHeight); -#else - OverlayColor black = _sys->RGBToColor(0, 0, 0); - - for (int i = 0; i < _movieWidth * _movieHeight; i++) - _overlay[i] = black; -#endif -} - -void AnimationState::updateScreen() { -#ifdef BACKEND_8BIT - byte *buf = _vm->_screen->getScreen() + ((480 - _movieHeight) / 2) * RENDERWIDE + (640 - _movieWidth) / 2; - - _vm->_system->copyRectToScreen(buf, _movieWidth, (640 - _movieWidth) / 2, (480 - _movieHeight) / 2, _movieWidth, _movieHeight); -#else - _sys->copyRectToOverlay(_overlay, _movieWidth, 0, 0, _movieWidth, _movieHeight); -#endif - _vm->_system->updateScreen(); -} - -void AnimationState::drawYUV(int width, int height, byte *const *dat) { -#ifdef BACKEND_8BIT - _vm->_screen->plotYUV(_lut, width, height, dat); -#else - plotYUV(width, height, dat); -#endif -} - -MovieInfo MoviePlayer::_movies[] = { - { "carib", 222, false }, - { "escape", 187, false }, - { "eye", 248, false }, - { "finale", 1485, false }, - { "guard", 75, false }, - { "intro", 1800, false }, - { "jungle", 186, false }, - { "museum", 167, false }, - { "pablo", 75, false }, - { "pyramid", 60, false }, - { "quaram", 184, false }, - { "river", 656, false }, - { "sailing", 138, false }, - { "shaman", 788, true }, - { "stone1", 34, false }, - { "stone2", 282, false }, - { "stone3", 65, false }, - { "demo", 60, false }, - { "enddemo", 110, false } -}; - -MoviePlayer::MoviePlayer(Sword2Engine *vm) - : _vm(vm), _snd(_vm->_mixer), _sys(_vm->_system), _textSurface(NULL) { -} - -void MoviePlayer::openTextObject(MovieTextObject *obj) { - if (obj->textSprite) - _vm->_screen->createSurface(obj->textSprite, &_textSurface); -} - -void MoviePlayer::closeTextObject(MovieTextObject *obj) { - if (_textSurface) { - _vm->_screen->deleteSurface(_textSurface); - _textSurface = NULL; - } -} - -void MoviePlayer::drawTextObject(AnimationState *anim, MovieTextObject *obj) { - if (obj->textSprite && _textSurface) { -#ifdef BACKEND_8BIT - _vm->_screen->drawSurface(obj->textSprite, _textSurface); -#else - if (anim) - anim->drawTextObject(obj->textSprite, _textSurface); - else - _vm->_screen->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 leadInRes lead-in music resource id - * @param leadOutRes lead-out music resource id - */ - -int32 MoviePlayer::play(const char *filename, MovieTextObject *text[], int32 leadInRes, int32 leadOutRes) { - Audio::SoundHandle 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) - ResHeader::size(); - - assert(_vm->_resman->fetchType(leadIn) == WAV_FILE); - - leadIn += ResHeader::size(); - - _vm->_sound->playFx(&leadInHandle, leadIn, leadInLen, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType); - } - - byte *leadOut = NULL; - uint32 leadOutLen = 0; - - if (leadOutRes) { - leadOut = _vm->_resman->openResource(leadOutRes); - leadOutLen = _vm->_resman->fetchLen(leadOutRes) - ResHeader::size(); - - assert(_vm->_resman->fetchType(leadOut) == WAV_FILE); - - leadOut += ResHeader::size(); - } - - _leadOutFrame = (uint)-1; - - int i; - - for (i = 0; i < ARRAYSIZE(_movies); i++) { - if (scumm_stricmp(filename, _movies[i].name) == 0) { - _seamless = _movies[i].seamless; - if (_movies[i].frames > 60) - _leadOutFrame = _movies[i].frames - 60; - break; - } - } - - if (i == ARRAYSIZE(_movies)) - warning("Unknown movie, '%s'", filename); - -#ifdef USE_MPEG2 - playMPEG(filename, text, leadOut, leadOutLen); -#else - // No MPEG2? Use the old 'Narration Only' hack - playDummy(filename, text, leadOut, leadOutLen); -#endif - - _snd->stopHandle(leadInHandle); - - // Wait for the lead-out to stop, if there is any. Though don't do it - // for seamless movies, since they are meant to blend into the rest of - // the game. - - if (!_seamless) { - while (_vm->_mixer->isSoundHandleActive(_leadOutHandle)) { - _vm->_screen->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; - Audio::SoundHandle handle; - bool skipCutscene = false, textVisible = false; - uint32 flags = Audio::Mixer::FLAG_16BITS; - bool startNextText = false; - - byte oldPal[256 * 4]; - memcpy(oldPal, _vm->_screen->getPalette(), 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; - } - - // Clear the screen, because whatever is on it will be visible when the - // overlay is removed. And if there isn't an overlay, we don't want it - // to be visible during the cutscene. (Not all cutscenes cover the - // entire screen.) - _vm->_screen->clearScene(); - _vm->_screen->updateDisplay(); - -#ifndef SCUMM_BIG_ENDIAN - flags |= Audio::Mixer::FLAG_LITTLE_ENDIAN; -#endif - - 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 && !_snd->isSoundHandleActive(handle)) { - _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, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType); - - OSystem::Event event; - while (_sys->pollEvent(event)) { - switch (event.type) { -#ifndef BACKEND_8BIT - case OSystem::EVENT_SCREEN_CHANGED: - anim->buildLookup(); - 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); - } - - if (!_seamless) { - // 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 && _snd->isSoundHandleActive(handle)) - 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 (_snd->isSoundHandleActive(handle)) { - _vm->_screen->updateDisplay(false); - _sys->delayMillis(100); - } - - if (!_seamless) { - // Clear the screen again - anim->clearScreen(); - anim->updateScreen(); - } - - _vm->_screen->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->_screen->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->_screen->getScreen(), 0, _vm->_screen->getScreenWide() * 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_head; - SpriteInfo msgSprite; - byte *msgSurface; - - frame_head.read(data); - - msgSprite.x = _vm->_screen->getScreenWide() / 2 - frame_head.width / 2; - msgSprite.y = MENUDEEP / 2 - frame_head.height / 2; - msgSprite.w = frame_head.width; - msgSprite.h = frame_head.height; - msgSprite.type = RDSPR_NOCOMPRESSION; - msgSprite.data = data + FrameHeader::size(); - - _vm->_screen->createSurface(&msgSprite, &msgSurface); - _vm->_screen->drawSurface(&msgSprite, msgSurface); - _vm->_screen->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->_screen->getPalette(), sizeof(oldPal)); - memset(tmpPal, 0, sizeof(tmpPal)); - tmpPal[255 * 4 + 0] = 255; - tmpPal[255 * 4 + 1] = 255; - tmpPal[255 * 4 + 2] = 255; - _vm->_screen->setPalette(0, 256, tmpPal, RDPAL_INSTANT); - - Audio::SoundHandle handle; - - bool skipCutscene = false; - - uint32 flags = Audio::Mixer::FLAG_16BITS; - -#ifndef SCUMM_BIG_ENDIAN - flags |= Audio::Mixer::FLAG_LITTLE_ENDIAN; -#endif - - while (1) { - if (!text[textCounter]) - break; - - if (frameCounter == text[textCounter]->startFrame) { - _vm->_screen->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->_screen->clearScene(); - _vm->_screen->setNeedFullRedraw(); - textCounter++; - } - - frameCounter++; - _vm->_screen->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 (_snd->isSoundHandleActive(handle)) { - _vm->_screen->updateDisplay(false); - _sys->delayMillis(100); - } - - closeTextObject(text[textCounter]); - - _vm->_screen->clearScene(); - _vm->_screen->setNeedFullRedraw(); - - // HACK: Remove the instructions created above - Common::Rect r; - - memset(_vm->_screen->getScreen(), 0, _vm->_screen->getScreenWide() * MENUDEEP); - r.left = r.top = 0; - r.right = _vm->_screen->getScreenWide(); - r.bottom = MENUDEEP; - _vm->_screen->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, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType); - - _vm->_screen->setPalette(0, 256, oldPal, RDPAL_INSTANT); -} - -} // End of namespace Sword2 |