/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * Additional copyright for this file: * Copyright (C) 1994-1998 Revolution Software Ltd. * * 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/file.h" #include "common/system.h" #include "sword2/sword2.h" #include "sword2/defs.h" #include "sword2/header.h" #include "sword2/logic.h" #include "sword2/maketext.h" #include "sword2/resman.h" #include "sword2/sound.h" #include "sword2/screen.h" #include "sword2/animation.h" #include "gui/message.h" namespace Sword2 { /////////////////////////////////////////////////////////////////////////////// // Basic movie player /////////////////////////////////////////////////////////////////////////////// MoviePlayer::MoviePlayer(Sword2Engine *vm, Audio::Mixer *snd, OSystem *system, Audio::SoundHandle *bgSoundHandle, Graphics::VideoDecoder *decoder, DecoderType decoderType) : _vm(vm), _snd(snd), _bgSoundHandle(bgSoundHandle), _system(system), VideoPlayer(decoder) { _bgSoundStream = NULL; _decoderType = decoderType; } MoviePlayer:: ~MoviePlayer(void) { delete _bgSoundHandle; delete _decoder; } /** * Plays an animated cutscene. * @param id the id of the file */ bool MoviePlayer::load(const char *name) { if (_decoderType == kVideoDecoderDXA) { _bgSoundStream = Audio::AudioStream::openStreamFile(name); } else { _bgSoundStream = NULL; } _textSurface = NULL; char filename[20]; switch (_decoderType) { case kVideoDecoderDXA: snprintf(filename, sizeof(filename), "%s.dxa", name); break; case kVideoDecoderSMK: snprintf(filename, sizeof(filename), "%s.smk", name); break; } return _decoder->loadFile(filename); } void MoviePlayer::play(MovieText *movieTexts, uint32 numMovieTexts, uint32 leadIn, uint32 leadOut) { // This happens when quitting during the "eye" cutscene. if (_vm->shouldQuit()) return; _leadOutFrame = _decoder->getFrameCount(); if (_leadOutFrame > 60) _leadOutFrame -= 60; _movieTexts = movieTexts; _numMovieTexts = numMovieTexts; _currentMovieText = 0; _leadOut = leadOut; if (leadIn) { _vm->_sound->playMovieSound(leadIn, kLeadInSound); } if (_bgSoundStream) { _snd->playInputStream(Audio::Mixer::kSFXSoundType, _bgSoundHandle, _bgSoundStream); } bool terminated = false; Common::List stopEvents; Common::Event stopEvent; stopEvents.clear(); stopEvent.type = Common::EVENT_KEYDOWN; stopEvent.kbd = Common::KEYCODE_ESCAPE; stopEvents.push_back(stopEvent); terminated = !playVideo(stopEvents); closeTextObject(_currentMovieText); if (terminated) { _snd->stopHandle(*_bgSoundHandle); _vm->_sound->stopMovieSounds(); _vm->_sound->stopSpeech(); } while (_snd->isSoundHandleActive(*_bgSoundHandle)) _system->delayMillis(100); } void MoviePlayer::openTextObject(uint32 index) { MovieText *text = &_movieTexts[index]; // Pull out the text line to get the official text number (for WAV id) uint32 res = text->_textNumber / SIZE; uint32 localText = text->_textNumber & 0xffff; // Open text resource and get the line byte *textData = _vm->fetchTextLine(_vm->_resman->openResource(res), localText); text->_speechId = READ_LE_UINT16(textData); // Is it speech or subtitles, or both? // If we want subtitles, or there was no sound if (_vm->getSubtitles() || !text->_speechId) { text->_textMem = _vm->_fontRenderer->makeTextSprite(textData + 2, 600, 255, _vm->_speechFontId, 1); } _vm->_resman->closeResource(res); if (text->_textMem) { FrameHeader frame; frame.read(text->_textMem); text->_textSprite.x = 320 - frame.width / 2; text->_textSprite.y = 440 - frame.height; text->_textSprite.w = frame.width; text->_textSprite.h = frame.height; text->_textSprite.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION; text->_textSprite.data = text->_textMem + FrameHeader::size(); text->_textSprite.isText = true; _vm->_screen->createSurface(&text->_textSprite, &_textSurface); _textX = 320 - text->_textSprite.w / 2; _textY = 420 - text->_textSprite.h; } } void MoviePlayer::closeTextObject(uint32 index) { if (index < _numMovieTexts) { MovieText *text = &_movieTexts[index]; free(text->_textMem); text->_textMem = NULL; if (_textSurface) { _vm->_screen->deleteSurface(_textSurface); _textSurface = NULL; } } } void MoviePlayer::drawTextObject(uint32 index, byte *screen) { MovieText *text = &_movieTexts[index]; byte white = _decoder->getWhite(); byte black = _decoder->getBlack(); if (text->_textMem && _textSurface) { byte *src = text->_textSprite.data; uint16 width = text->_textSprite.w; uint16 height = text->_textSprite.h; // Resize text sprites for PSX version if (Sword2Engine::isPsx()) { height *= 2; byte *buffer = (byte *)malloc(width * height); Screen::resizePsxSprite(buffer, src, width, height); src = buffer; } byte *dst = screen + _textY * _decoder->getWidth() + _textX; for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { if (src[x] == 1) dst[x] = black; else if (src[x] == 255) dst[x] = white; } src += width; dst += _decoder->getWidth(); } } } // FIXME: This assumes that the subtitles always fit within the frame of the // movie. In Broken Sword 2, that's a fairly safe assumption, but not // necessarily in all other games. void MoviePlayer::performPostProcessing(byte *screen) { MovieText *text; int frame = _decoder->getCurFrame(); if (_currentMovieText < _numMovieTexts) { text = &_movieTexts[_currentMovieText]; } else { text = NULL; } if (text && frame == text->_startFrame) { if ((_vm->getSubtitles() || !text->_speechId) && _currentMovieText < _numMovieTexts) { openTextObject(_currentMovieText); } } if (text && frame >= text->_startFrame) { if (text->_speechId && !text->_played && _vm->_sound->amISpeaking() == RDSE_QUIET) { text->_played = true; _vm->_sound->playCompSpeech(text->_speechId, 16, 0); } if (frame <= text->_endFrame) { drawTextObject(_currentMovieText, screen); } else { _currentMovieText++; } } if (_leadOut && _decoder->getCurFrame() == _leadOutFrame) { _vm->_sound->playMovieSound(_leadOut, kLeadOutSound); } } DXADecoderWithSound::DXADecoderWithSound(Audio::Mixer *mixer, Audio::SoundHandle *bgSoundHandle) : _mixer(mixer), _bgSoundHandle(bgSoundHandle) { } int32 DXADecoderWithSound::getAudioLag() { if (!_fileStream) return 0; if (!_mixer->isSoundHandleActive(*_bgSoundHandle)) return 0; int32 frameDelay = getFrameDelay(); int32 videoTime = _videoInfo.currentFrame * frameDelay; int32 audioTime; audioTime = (((int32) _mixer->getSoundElapsedTime(*_bgSoundHandle)) * 100); return videoTime - audioTime; } /////////////////////////////////////////////////////////////////////////////// // Factory function for creating the appropriate cutscene player /////////////////////////////////////////////////////////////////////////////// MoviePlayer *makeMoviePlayer(const char *name, Sword2Engine *vm, Audio::Mixer *snd, OSystem *system) { char filename[20]; char buf[60]; Audio::SoundHandle *bgSoundHandle = new Audio::SoundHandle; snprintf(filename, sizeof(filename), "%s.smk", name); if (Common::File::exists(filename)) { Graphics::SmackerDecoder *smkDecoder = new Graphics::SmackerDecoder(snd); return new MoviePlayer(vm, snd, system, bgSoundHandle, smkDecoder, kVideoDecoderSMK); } snprintf(filename, sizeof(filename), "%s.dxa", name); if (Common::File::exists(filename)) { #ifdef USE_ZLIB DXADecoderWithSound *dxaDecoder = new DXADecoderWithSound(snd, bgSoundHandle); return new MoviePlayer(vm, snd, system, bgSoundHandle, dxaDecoder, kVideoDecoderDXA); #else GUI::MessageDialog dialog("DXA cutscenes found but ScummVM has been built without zlib support", "OK"); dialog.runModal(); return NULL; #endif } // Old MPEG2 cutscenes snprintf(filename, sizeof(filename), "%s.mp2", name); if (Common::File::exists(filename)) { GUI::MessageDialog dialog("MPEG2 cutscenes are no longer supported", "OK"); dialog.runModal(); return NULL; } // The demo tries to play some cutscenes that aren't there, so make // those warnings more discreet. if (!vm->_logic->readVar(DEMO)) { sprintf(buf, "Cutscene '%s' not found", name); GUI::MessageDialog dialog(buf, "OK"); dialog.runModal(); } else warning("Cutscene '%s' not found", name); return NULL; } void MoviePlayer::pauseMovie(bool pause) { if (_bgSoundHandle) { _snd->pauseHandle(*_bgSoundHandle, pause); } } } // End of namespace Sword2