/* 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/config-manager.h" #include "common/file.h" #include "common/system.h" #include "sound/vorbis.h" #include "sound/mp3.h" #include "sword2/sword2.h" #include "sword2/defs.h" #include "sword2/header.h" #include "sword2/maketext.h" #include "sword2/mouse.h" #include "sword2/resman.h" #include "sword2/screen.h" #include "sword2/sound.h" #include "sword2/animation.h" namespace Sword2 { // TODO: The interaction between the basic cutscene player class and the // specific plyers is sometimes a bit awkward, since our classes for // DXA and MPEG decoding are so fundamentally different. The DXA decoder // is just a decoder, while the MPEG decoder has delusions of being a // player. This could probably be simplified quite a bit. /////////////////////////////////////////////////////////////////////////////// // Basic movie player /////////////////////////////////////////////////////////////////////////////// const MovieInfo MoviePlayer::_movies[19] = { { "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, true }, { "stone2", 282, false }, { "stone3", 65, true }, { "demo", 60, false }, { "enddemo", 110, false } }; MoviePlayer::MoviePlayer(Sword2Engine *vm) { _vm = vm; _mixer = _vm->_mixer; _system = _vm->_system; _textSurface = NULL; _bgSoundStream = NULL; _ticks = 0; _currentFrame = 0; _frameBuffer = NULL; _frameWidth = 0; _frameHeight = 0; _frameX = 0; _frameY = 0; _black = 1; _white = 255; _numFrames = 0; _leadOutFrame = (uint)-1; _seamless = false; _framesSkipped = 0; _forceFrame = false; _textList = NULL; _currentText = 0; } MoviePlayer::~MoviePlayer() { } void MoviePlayer::updatePalette(byte *pal, bool packed) { byte palette[4 * 256]; byte *p = palette; uint32 maxWeight = 0; uint32 minWeight = 0xFFFFFFFF; for (int i = 0; i < 256; i++) { int r = *pal++; int g = *pal++; int b = *pal++; if (!packed) pal++; uint32 weight = 3 * r * r + 6 * g * g + 2 * b * b; if (weight >= maxWeight) { _white = i; maxWeight = weight; } if (weight <= minWeight) { _black = i; minWeight = i; } *p++ = r; *p++ = g; *p++ = b; *p++ = 0; } _vm->_screen->setPalette(0, 256, palette, RDPAL_INSTANT); _forceFrame = true; } void MoviePlayer::savePalette() { memcpy(_originalPalette, _vm->_screen->getPalette(), sizeof(_originalPalette)); } void MoviePlayer::restorePalette() { _vm->_screen->setPalette(0, 256, _originalPalette, RDPAL_INSTANT); } void MoviePlayer::clearFrame() { memset(_frameBuffer, 0, _vm->_screen->getScreenWide() * _vm->_screen->getScreenDeep()); } void MoviePlayer::updateScreen() { _system->updateScreen(); } bool MoviePlayer::checkSkipFrame() { if (_forceFrame) { _forceFrame = false; return false; } if (_framesSkipped > 10) { warning("Forced frame %d to be displayed", _currentFrame); _framesSkipped = 0; return false; } if (_bgSoundStream) { if ((_mixer->getSoundElapsedTime(_bgSoundHandle) * 12) / 1000 < _currentFrame + 1) return false; } else { if (_system->getMillis() <= _ticks) return false; } _framesSkipped++; return true; } void MoviePlayer::syncFrame() { _ticks += 83; if (checkSkipFrame()) { warning("Skipped frame %d", _currentFrame); return; } if (_bgSoundStream) { while (_mixer->isSoundHandleActive(_bgSoundHandle) && (_mixer->getSoundElapsedTime(_bgSoundHandle) * 12) / 1000 < _currentFrame) { _system->delayMillis(10); } // In case the background sound ends prematurely, update _ticks // so that we can still fall back on the no-sound sync case for // the subsequent frames. _ticks = _system->getMillis(); } else { while (_system->getMillis() < _ticks) { _system->delayMillis(10); } } } void MoviePlayer::drawFrame() { int screenWidth = _vm->_screen->getScreenWide(); _system->copyRectToScreen(_frameBuffer + _frameY * screenWidth + _frameX, screenWidth, _frameX, _frameY, _frameWidth, _frameHeight); } void MoviePlayer::openTextObject(MovieTextObject *t) { if (t->textSprite) { _vm->_screen->createSurface(t->textSprite, &_textSurface); } } void MoviePlayer::closeTextObject(MovieTextObject *t) { if (_textSurface) { _vm->_screen->deleteSurface(_textSurface); _textSurface = NULL; } } void MoviePlayer::drawTextObject(MovieTextObject *t) { if (t->textSprite && _textSurface) { int screenWidth = _vm->_screen->getScreenWide(); byte *src = t->textSprite->data; byte *dst = _frameBuffer + (_frameY + _frameHeight - t->textSprite->h - 20) * screenWidth + _frameX + (_frameWidth - t->textSprite->w) / 2; for (int y = 0; y < t->textSprite->h; y++) { for (int x = 0; x < t->textSprite->w; x++) { if (src[x] == 1) dst[x] = _black; else if (src[x] == 255) dst[x] = _white; } src += t->textSprite->w; dst += screenWidth; } } } void MoviePlayer::undrawTextObject(MovieTextObject *t) { } bool MoviePlayer::load(const char *name, MovieTextObject *text[]) { _bgSoundStream = NULL; _textList = text; _currentText = 0; _currentFrame = 0; for (int i = 0; i < ARRAYSIZE(_movies); i++) { if (scumm_stricmp(name, _movies[i].name) == 0) { _seamless = _movies[i].seamless; _numFrames = _movies[i].frames; if (_numFrames > 60) _leadOutFrame = _numFrames - 60; // Not all cutscenes cover the entire screen, so clear // it. We will always clear the game screen, no matter // how the cutscene is to be displayed. (We have to do // this before showing the overlay.) _vm->_mouse->closeMenuImmediately(); if (!_seamless) { _vm->_screen->clearScene(); } _vm->_screen->updateDisplay(); return true; } } return false; } void MoviePlayer::play(int32 leadIn, int32 leadOut) { bool terminate = false; bool textVisible = false; bool startNextText = false; byte *data; uint32 len; Audio::SoundHandle leadInHandle, leadOutHandle; uint32 flags = Audio::Mixer::FLAG_16BITS; // This happens if the user quits during the "eye" cutscene. if (_vm->_quit) return; if (leadIn) { data = _vm->_resman->openResource(leadIn); len = _vm->_resman->fetchLen(leadIn) - ResHeader::size(); assert(_vm->_resman->fetchType(data) == WAV_FILE); data += ResHeader::size(); _vm->_sound->playFx(&leadInHandle, data, len, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType); } savePalette(); #ifndef SCUMM_BIG_ENDIAN flags |= Audio::Mixer::FLAG_LITTLE_ENDIAN; #endif _framesSkipped = 0; _ticks = _system->getMillis(); if (_bgSoundStream) { _mixer->playInputStream(Audio::Mixer::kSFXSoundType, &_bgSoundHandle, _bgSoundStream); } while (!terminate && _currentFrame < _numFrames && decodeFrame()) { _currentFrame++; // The frame has been decoded. Now draw the subtitles, if any, // before drawing it to the screen. if (_textList && _textList[_currentText]) { MovieTextObject *t = _textList[_currentText]; if (_currentFrame == t->startFrame) { openTextObject(t); textVisible = true; if (t->speech) { startNextText = true; } } if (startNextText && !_mixer->isSoundHandleActive(_speechHandle)) { _mixer->playRaw(&_speechHandle, t->speech, t->speechBufferSize, 22050, flags); startNextText = false; } if (_currentFrame == t->endFrame) { undrawTextObject(t); closeTextObject(t); _currentText++; textVisible = false; } if (textVisible) drawTextObject(t); } if (leadOut && _currentFrame == _leadOutFrame) { data = _vm->_resman->openResource(leadOut); len = _vm->_resman->fetchLen(leadOut) - ResHeader::size(); assert(_vm->_resman->fetchType(data) == WAV_FILE); data += ResHeader::size(); _vm->_sound->playFx(&leadOutHandle, data, len, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType); } syncFrame(); drawFrame(); updateScreen(); OSystem::Event event; while (_system->pollEvent(event)) { switch (event.type) { case OSystem::EVENT_SCREEN_CHANGED: handleScreenChanged(); break; case OSystem::EVENT_QUIT: _vm->closeGame(); terminate = true; break; case OSystem::EVENT_KEYDOWN: if (event.kbd.keycode == 27) terminate = true; break; default: break; } } } if (!_seamless) { // Most cutscenes fade to black on their own, but not all of // them. I think it looks better if they do. clearFrame(); // If the sound is still playing, draw the subtitles one final // time. This happens in the "carib" cutscene. if (textVisible && _mixer->isSoundHandleActive(_speechHandle)) { drawTextObject(_textList[_currentText]); } drawFrame(); updateScreen(); } // The current text object may still be open if (_textList && _textList[_currentText]) { closeTextObject(_textList[_currentText]); } if (!terminate) { // Wait for the voice and sound track 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 still in use. while (_mixer->isSoundHandleActive(_speechHandle) || _mixer->isSoundHandleActive(_bgSoundHandle)) { _system->delayMillis(100); } } else { _mixer->stopHandle(_speechHandle); _mixer->stopHandle(_bgSoundHandle); } if (!_seamless) { clearFrame(); drawFrame(); updateScreen(); } // Setting the palette implies a full redraw. restorePalette(); } #ifdef USE_ZLIB /////////////////////////////////////////////////////////////////////////////// // Movie player for the new DXA movies /////////////////////////////////////////////////////////////////////////////// MoviePlayerDXA::MoviePlayerDXA(Sword2Engine *vm) : MoviePlayer(vm) { debug(0, "Creating DXA cutscene player"); } MoviePlayerDXA::~MoviePlayerDXA() { closeFile(); } void MoviePlayerDXA::setPalette(byte *pal) { updatePalette(pal); } bool MoviePlayerDXA::decodeFrame() { decodeNextFrame(); copyFrameToBuffer(_frameBuffer, _frameX, _frameY, _vm->_screen->getScreenWide()); return true; } bool MoviePlayerDXA::load(const char *name, MovieTextObject *text[]) { if (!MoviePlayer::load(name, text)) return false; char filename[20]; snprintf(filename, sizeof(filename), "%s.dxa", name); if (loadFile(filename)) { // The Broken Sword games always use external audio tracks. if (_fd.readUint32BE() != MKID_BE('NULL')) return false; _frameBuffer = _vm->_screen->getScreen(); _frameWidth = getWidth(); _frameHeight = getHeight(); _frameX = (_vm->_screen->getScreenWide() - _frameWidth) / 2; _frameY = (_vm->_screen->getScreenDeep() - _frameHeight) / 2; _bgSoundStream = Audio::AudioStream::openStreamFile(name); return true; } return false; } #endif #ifdef USE_MPEG2 /////////////////////////////////////////////////////////////////////////////// // Movie player for the old MPEG movies /////////////////////////////////////////////////////////////////////////////// MoviePlayerMPEG::MoviePlayerMPEG(Sword2Engine *vm) : MoviePlayer(vm) { #ifdef BACKEND_8BIT debug(0, "Creating MPEG cutscene player (8-bit)"); #else debug(0, "Creating MPEG cutscene player (16-bit)"); #endif } MoviePlayerMPEG::~MoviePlayerMPEG() { delete _anim; _anim = NULL; } bool MoviePlayerMPEG::load(const char *name, MovieTextObject *text[]) { if (!MoviePlayer::load(name, text)) return false; _anim = new AnimationState(_vm, this); if (!_anim->init(name)) { delete _anim; _anim = NULL; return false; } #ifdef BACKEND_8BIT _frameBuffer = _vm->_screen->getScreen(); #endif return true; } bool MoviePlayerMPEG::decodeFrame() { bool result = _anim->decodeFrame(); #ifdef BACKEND_8BIT _frameWidth = _anim->getFrameWidth(); _frameHeight = _anim->getFrameHeight(); _frameX = (_vm->_screen->getScreenWide() - _frameWidth) / 2; _frameY = (_vm->_screen->getScreenDeep() - _frameHeight) / 2; #endif return result; } void MoviePlayerMPEG::syncFrame() { } AnimationState::AnimationState(Sword2Engine *vm, MoviePlayer *player) : BaseAnimationState(vm->_mixer, vm->_system, 640, 480) { _vm = vm; _player = player; } AnimationState::~AnimationState() { } #ifdef BACKEND_8BIT void AnimationState::setPalette(byte *pal) { _player->updatePalette(pal, false); } #else void MoviePlayerMPEG::handleScreenChanged() { _anim->handleScreenChanged(); } void MoviePlayerMPEG::clearFrame() { _anim->clearFrame(); } void MoviePlayerMPEG::drawFrame() { } void MoviePlayerMPEG::updateScreen() { _anim->updateScreen(); } void MoviePlayerMPEG::drawTextObject(MovieTextObject *t) { if (t->textSprite && _textSurface) { _anim->drawTextObject(t->textSprite, _textSurface); } } void AnimationState::drawTextObject(SpriteInfo *s, byte *src) { int moviePitch = _movieScale * _movieWidth; int textX = _movieScale * s->x; int textY = _movieScale * (_frameHeight - s->h - 12); OverlayColor *dst = _overlay + textY * moviePitch + textX; OverlayColor pen = _sys->RGBToColor(255, 255, 255); OverlayColor border = _sys->RGBToColor(0, 0, 0); // TODO: Use the AdvMame scalers for the text? Pre-scale it? for (int y = 0; y < s->h; y++) { OverlayColor *ptr = dst; for (int x = 0; x < s->w; x++) { switch (src[x]) { case 1: *ptr++ = border; if (_movieScale > 1) { *ptr++ = border; if (_movieScale > 2) *ptr++ = border; } break; case 255: *ptr++ = pen; if (_movieScale > 1) { *ptr++ = pen; if (_movieScale > 2) *ptr++ = pen; } break; default: ptr += _movieScale; break; } } if (_movieScale > 1) { memcpy(dst + moviePitch, dst, _movieScale * s->w * sizeof(OverlayColor)); if (_movieScale > 2) memcpy(dst + 2 * moviePitch, dst, _movieScale * s->w * sizeof(OverlayColor)); } dst += _movieScale * moviePitch; src += s->w; } } #endif void AnimationState::clearFrame() { #ifdef BACKEND_8BIT memset(_vm->_screen->getScreen(), 0, _movieWidth * _movieHeight); #else OverlayColor black = _sys->RGBToColor(0, 0, 0); for (int i = 0; i < _movieScale * _movieWidth * _movieScale * _movieHeight; i++) _overlay[i] = black; #endif } void AnimationState::drawYUV(int width, int height, byte *const *dat) { _frameWidth = width; _frameHeight = height; #ifdef BACKEND_8BIT byte *buf = _vm->_screen->getScreen() + ((480 - height) / 2) * RENDERWIDE + (640 - width) / 2; int x, y; int ypos = 0; int cpos = 0; int linepos = 0; for (y = 0; y < height; y += 2) { for (x = 0; x < width; x += 2) { int i = ((((dat[2][cpos] + ROUNDADD) >> SHIFT) * (BITDEPTH + 1)) + ((dat[1][cpos] + ROUNDADD) >> SHIFT)) * (BITDEPTH + 1); cpos++; buf[linepos ] = _lut[i + ((dat[0][ ypos ] + ROUNDADD) >> SHIFT)]; buf[RENDERWIDE + linepos++] = _lut[i + ((dat[0][width + ypos++] + ROUNDADD) >> SHIFT)]; buf[linepos ] = _lut[i + ((dat[0][ ypos ] + ROUNDADD) >> SHIFT)]; buf[RENDERWIDE + linepos++] = _lut[i + ((dat[0][width + ypos++] + ROUNDADD) >> SHIFT)]; } linepos += (2 * RENDERWIDE - width); ypos += width; } #else plotYUV(width, height, dat); #endif } #endif /////////////////////////////////////////////////////////////////////////////// // Dummy player for subtitled speech only /////////////////////////////////////////////////////////////////////////////// MoviePlayerDummy::MoviePlayerDummy(Sword2Engine *vm) : MoviePlayer(vm) { debug(0, "Creating Dummy cutscene player"); } MoviePlayerDummy::~MoviePlayerDummy() { } bool MoviePlayerDummy::load(const char *name, MovieTextObject *text[]) { if (!MoviePlayer::load(name, text)) return false; _frameBuffer = _vm->_screen->getScreen(); _frameWidth = 640; _frameHeight = 400; _frameX = 0; _frameY = 40; return true; } bool MoviePlayerDummy::decodeFrame() { if (_currentFrame == 0 && _textList) { byte dummyPalette[] = { 0, 0, 0, 0, 255, 255, 255, 0, }; // 0 is always black // 1 is the border colour - black // 255 is the pen colour - white _system->setPalette(dummyPalette, 0, 1); _system->setPalette(dummyPalette, 1, 1); _system->setPalette(dummyPalette + 4, 255, 1); byte msgNoCutscenesRU[] = "Po\344uk - to\344\345ko pev\345: hagmute k\344abuwy Ucke\343n, u\344u nocetute ca\343t npoekta u ckava\343te budeo po\344uku"; #if defined(USE_MPEG2) || defined(USE_ZLIB) byte msgNoCutscenes[] = "Cutscene - Narration Only: Press ESC to exit, or visit www.scummvm.org to download cutscene videos"; #else byte msgNoCutscenes[] = "Cutscene - Narration Only: Press ESC to exit, or recompile ScummVM with MPEG2 or ZLib support"; #endif byte *msg; // Russian version substituted latin characters with Cyrillic. if (Common::parseLanguage(ConfMan.get("language")) == Common::RU_RUS) { msg = msgNoCutscenesRU; } else { msg = msgNoCutscenes; } byte *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 = (480 - 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); updateScreen(); } // If we have played the final voice-over, skip ahead to the lead out if (_textList && !_textList[_currentText] && !_mixer->isSoundHandleActive(_speechHandle) && _leadOutFrame != (uint)-1 && _currentFrame < _leadOutFrame) { _currentFrame = _leadOutFrame - 1; } return true; } void MoviePlayerDummy::syncFrame() { if (!_textList || _currentFrame < _textList[0]->startFrame) { _ticks = _system->getMillis(); return; } MoviePlayer::syncFrame(); } void MoviePlayerDummy::drawFrame() { } void MoviePlayerDummy::drawTextObject(MovieTextObject *t) { if (t->textSprite && _textSurface) { _vm->_screen->drawSurface(t->textSprite, _textSurface); } } void MoviePlayerDummy::undrawTextObject(MovieTextObject *t) { if (t->textSprite && _textSurface) { memset(_textSurface, 1, t->textSprite->w * t->textSprite->h); drawTextObject(t); } } /////////////////////////////////////////////////////////////////////////////// // Factory function for creating the appropriate cutscene player /////////////////////////////////////////////////////////////////////////////// MoviePlayer *makeMoviePlayer(Sword2Engine *vm, const char *name) { char filename[20]; #ifdef USE_ZLIB snprintf(filename, sizeof(filename), "%s.dxa", name); if (Common::File::exists(filename)) { return new MoviePlayerDXA(vm); } #endif #ifdef USE_MPEG2 snprintf(filename, sizeof(filename), "%s.mp2", name); if (Common::File::exists(filename)) { return new MoviePlayerMPEG(vm); } #endif return new MoviePlayerDummy(vm); } } // End of namespace Sword2