aboutsummaryrefslogtreecommitdiff
path: root/sword2/driver/animation.cpp
diff options
context:
space:
mode:
authorTorbjörn Andersson2006-02-09 15:41:23 +0000
committerTorbjörn Andersson2006-02-09 15:41:23 +0000
commit83b8ad61cc7c30f6ee2cab73d508ee11fcdd4eaf (patch)
tree51e118cdd1e753a24d4da3a49dc76369ba085172 /sword2/driver/animation.cpp
parent87047c85cd420be8129593247dae20ce9e19cc3c (diff)
downloadscummvm-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.cpp535
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