/* ScummVM - Scumm Interpreter * Copyright (C) 2004 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #include "common/stdafx.h" #include "common/file.h" #include "sound/vorbis.h" #include "sword1/animation.h" namespace Sword1 { AnimationState::AnimationState(Screen *scr, SoundMixer *snd, OSystem *sys) : _scr(scr), _snd(snd), _sys(sys) { } AnimationState::~AnimationState() { #ifdef USE_MPEG2 _snd->stopHandle(bgSound); if (decoder) mpeg2_close(decoder); delete mpgfile; delete sndfile; #ifndef BACKEND_8BIT _sys->hide_overlay(); delete overlay; #endif #endif } bool AnimationState::init(const char *basename) { #ifdef USE_MPEG2 char tempFile[512]; decoder = NULL; mpgfile = NULL; sndfile = NULL; bgSoundStream = NULL; #ifdef BACKEND_8BIT int i, p; // Load lookup palettes // TODO: Binary format so we can use File class sprintf(tempFile, "%s.pal", basename); FILE *f = fopen(tempFile, "r"); if (!f) { warning("Cutscene: %s.pal palette missing", basename); return false; } p = 0; while (!feof(f)) { if (fscanf(f, "%i %i", &palettes[p].end, &palettes[p].cnt) != 2) break; for (i = 0; i < palettes[p].cnt; i++) { int r, g, b; fscanf(f, "%i", &r); fscanf(f, "%i", &g); fscanf(f, "%i", &b); palettes[p].pal[4 * i] = r; palettes[p].pal[4 * i + 1] = g; palettes[p].pal[4 * i + 2] = b; palettes[p].pal[4 * i + 3] = 0; } for (; i < 256; i++) { palettes[p].pal[4 * i] = 0; palettes[p].pal[4 * i + 1] = 0; palettes[p].pal[4 * i + 2] = 0; palettes[p].pal[4 * i + 3] = 0; } p++; } fclose(f); palnum = 0; maxPalnum = p; _sys->set_palette(palettes[palnum].pal, 0, 256); lut = lut2 = lookup[0]; curpal = -1; cr = 0; buildLookup(palnum, 256); lut2 = lookup[1]; lutcalcnum = (BITDEPTH + palettes[palnum].end + 2) / (palettes[palnum].end + 2); #else buildLookup(); overlay = (NewGuiColor*)calloc(640 * 400, sizeof(NewGuiColor)); _sys->show_overlay(); #endif // Open MPEG2 stream mpgfile = new File(); sprintf(tempFile, "%s.mp2", basename); if (!mpgfile->open(tempFile)) { warning("Cutscene: Could not open %s", tempFile); return false; } // Load and configure decoder decoder = mpeg2_init(); if (decoder == NULL) { warning("Cutscene: Could not allocate an MPEG2 decoder"); return false; } info = mpeg2_info(decoder); framenum = 0; ticks = _sys->get_msecs(); /* 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? sndfile = new File; sprintf(tempFile, "%s.ogg", basename); if (sndfile->open(tempFile)) { bgSoundStream = makeVorbisStream(sndfile, sndfile->size()); _snd->playInputStream(&bgSound, bgSoundStream, false, 255, 0, -1); } #endif return true; #else /* USE_MPEG2 */ return false; #endif } #ifdef BACKEND_8BIT /** * Build 'Best-Match' RGB lookup table */ void AnimationState::buildLookup(int p, int lines) { int y, cb; int r, g, b, ii; if (p >= maxPalnum) return; if (p != curpal) { curpal = p; cr = 0; pos = 0; } if (cr >= BITDEPTH) return; for (ii = 0; ii < lines; ii++) { 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; 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]); 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]); if (d2 < dis) { bst = idx; dis = d2; } } lut2[pos++] = bst; r += (1 << SHIFT); g += (1 << SHIFT); b += (1 << SHIFT); } r -= 256; } cr++; if (cr >= BITDEPTH) return; } } bool AnimationState::checkPaletteSwitch() { // if we have reached the last image with this palette, switch to new one if (framenum == palettes[palnum].end) { unsigned char *l = lut2; palnum++; _sys->set_palette(palettes[palnum].pal, 0, 256); lutcalcnum = (BITDEPTH + palettes[palnum].end - (framenum + 1) + 2) / (palettes[palnum].end - (framenum + 1) + 2); lut2 = lut; lut = l; return true; } return false; } #else NewGuiColor *AnimationState::lookup = 0; void AnimationState::buildLookup() { if (lookup) return; lookup = (NewGuiColor *)calloc(BITDEPTH * BITDEPTH * 256, sizeof(NewGuiColor)); int y, cb, cr; int r, g, b; int pos = 0; for (cr = 0; cr < BITDEPTH; cr++) { for (cb = 0; cb < BITDEPTH; cb++) { for (y = 0; y < 256; y++) { r = ((y-16) * 256 + (int) (256 * 1.596) * ((cr << SHIFT) - 128)) / 256; g = ((y-16) * 256 - (int) (0.813 * 256) * ((cr << SHIFT) - 128) - (int) (0.391 * 256) * ((cb << SHIFT) - 128)) / 256; b = ((y-16) * 256 + (int) (2.018 * 256) * ((cb << SHIFT) - 128)) / 256; if (r < 0) r = 0; else if (r > 255) r = 255; if (g < 0) g = 0; else if (g > 255) g = 255; if (b < 0) b = 0; else if (b > 255) b = 255; lookup[pos++] = _sys->RGBToColor(r, g, b); } } } } void AnimationState::plotYUV(NewGuiColor *lut, int width, int height, byte *const *dat) { NewGuiColor *ptr = overlay + (400-height)/2 * 640 + (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) + ((dat[1][cpos] + ROUNDADD)>>SHIFT)) * 256; cpos++; ptr[linepos ] = lut[i + dat[0][ ypos ]]; ptr[640 + linepos++] = lut[i + dat[0][width + ypos++]]; ptr[linepos ] = lut[i + dat[0][ ypos ]]; ptr[640 + linepos++] = lut[i + dat[0][width + ypos++]]; } linepos += (2 * 640 - width); ypos += width; } _sys->copy_rect_overlay(overlay, 640, 0, 40, 640, 400); } #endif bool AnimationState::decodeFrame() { #ifdef USE_MPEG2 mpeg2_state_t state; const mpeg2_sequence_t *sequence_i; size_t size = (size_t) -1; do { state = mpeg2_parse(decoder); sequence_i = info->sequence; switch (state) { case STATE_BUFFER: size = mpgfile->read(buffer, BUFFER_SIZE); mpeg2_buffer(decoder, buffer, buffer + size); break; case STATE_SLICE: case STATE_END: if (info->display_fbuf) { /* simple audio video sync code: * we calculate the actual frame by taking the delivered audio samples * we add 2 frames as the number of samples delivered is higher than the * number actually played due to buffering * * we then try to stay inside +- 1 frame of this calculated frame number by * dropping frames if we run behind and delaying if we are too fast */ /* FIXME: We shouldn't use delay_msecs() here. * We should use something like the delay() * function in SwordEngine, so that events are * handled properly. For now, at least call the * backend's event handler so that redraw * events are processed. */ OSystem::Event event; #ifdef BACKEND_8BIT if (checkPaletteSwitch() || (bgSoundStream == NULL) || (bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < (framenum+3)){ _scr->plotYUV(lut, sequence_i->width, sequence_i->height, info->display_fbuf->buf); if (bgSoundStream) { while ((bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < framenum+1) _sys->delay_msecs(10); } else { ticks += 83; while (_sys->get_msecs() < ticks) _sys->delay_msecs(10); } _sys->poll_event(&event); } else warning("dropped frame %i", framenum); buildLookup(palnum + 1, lutcalcnum); #else if ((bgSoundStream == NULL) || (bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < (framenum+3)){ plotYUV(lookup, sequence_i->width, sequence_i->height, info->display_fbuf->buf); if (bgSoundStream) { while ((bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < framenum+1) _sys->delay_msecs(10); } else { ticks += 83; while (_sys->get_msecs() < ticks) _sys->delay_msecs(10); } _sys->poll_event(&event); } else warning("dropped frame %i", framenum); #endif framenum++; return true; } break; default: break; } } while (size); #endif return false; } /** * 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 */ void MoviePlayer::play(const char *filename) { #ifdef USE_MPEG2 AnimationState *anim = new AnimationState(_scr, _snd, _sys); if (anim->init(filename)) { while (anim->decodeFrame()) { #ifndef BACKEND_8BIT _sys->update_screen(); #endif // FIXME: check for ESC and abbort animation be just returning from the function } } delete anim; #endif } } // End of namespace Sword2