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-rw-r--r--sword2/driver/animation.cpp388
1 files changed, 341 insertions, 47 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