/* ScummVM - Scumm Interpreter * Copyright (C) 2004-2005 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 "common/config-manager.h" #include "sound/vorbis.h" #include "sound/mp3.h" #include "sword2/sword2.h" #include "sword2/maketext.h" #include "sword2/driver/animation.h" #include "sword2/driver/d_draw.h" #include "sword2/driver/d_sound.h" #include "sword2/driver/menu.h" #include "sword2/driver/render.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->_graphics->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(void) { #ifdef BACKEND_8BIT memset(_vm->_graphics->getScreen(), 0, MOVIE_WIDTH * MOVIE_HEIGHT); #else OverlayColor black = _sys->RGBToColor(0, 0, 0); for (int i = 0; i < MOVIE_WIDTH * MOVIE_HEIGHT; i++) overlay[i] = black; #endif } void AnimationState::updateScreen(void) { #ifdef BACKEND_8BIT byte *buf = _vm->_graphics->getScreen() + ((480 - MOVIE_HEIGHT) / 2) * RENDERWIDE + (640 - MOVIE_WIDTH) / 2; _vm->_system->copyRectToScreen(buf, MOVIE_WIDTH, (640 - MOVIE_WIDTH) / 2, (480 - MOVIE_HEIGHT) / 2, MOVIE_WIDTH, MOVIE_HEIGHT); #else _sys->copyRectToOverlay(overlay, MOVIE_WIDTH, 0, 0, MOVIE_WIDTH, MOVIE_HEIGHT); #endif _vm->_system->updateScreen(); } void AnimationState::drawYUV(int width, int height, byte *const *dat) { #ifdef BACKEND_8BIT _vm->_graphics->plotYUV(lut, width, height, dat); #else plotYUV(lookup, width, height, dat); #endif } MovieInfo MoviePlayer::_movies[] = { { "carib", 222 }, { "escape", 187 }, { "eye", 248 }, { "finale", 1485 }, { "guard", 75 }, { "intro", 1800 }, { "jungle", 186 }, { "museum", 167 }, { "pablo", 75 }, { "pyramid", 60 }, { "quaram", 184 }, { "river", 656 }, { "sailing", 138 }, { "shaman", 788 }, { "stone1", 34 }, { "stone2", 282 }, { "stone3", 65 }, { "demo", 60 }, { "enddemo", 110 } }; MoviePlayer::MoviePlayer(Sword2Engine *vm) : _vm(vm), _snd(_vm->_mixer), _sys(_vm->_system), _textSurface(NULL) { } 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(AnimationState *anim, MovieTextObject *obj) { if (obj->textSprite && _textSurface) { #ifdef BACKEND_8BIT _vm->_graphics->drawSurface(obj->textSprite, _textSurface); #else if (anim) anim->drawTextObject(obj->textSprite, _textSurface); else _vm->_graphics->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 musicOut lead-out music */ int32 MoviePlayer::play(const char *filename, MovieTextObject *text[], byte *musicOut) { // This happens if the user quits during the "eye" smacker if (_vm->_quit) return RD_OK; #ifdef USE_MPEG2 uint frameCounter = 0, textCounter = 0; PlayingSoundHandle handle; bool skipCutscene = false, textVisible = false; uint32 flags = SoundMixer::FLAG_16BITS; bool startNextText = false; byte oldPal[256 * 4]; memcpy(oldPal, _vm->_graphics->_palette, sizeof(oldPal)); AnimationState *anim = new AnimationState(_vm); if (!anim->init(filename)) { delete anim; // Missing Files? Use the old 'Narration Only' hack playDummy(filename, text, musicOut); return RD_OK; } #ifndef BACKEND_8BIT // Clear the screen, because whatever is on it will be visible when the // overlay is removed. _vm->_graphics->clearScene(); _vm->_graphics->updateDisplay(); #endif #ifndef SCUMM_BIG_ENDIAN flags |= SoundMixer::FLAG_LITTLE_ENDIAN; #endif int i; uint leadOutFrame = (uint) -1; for (i = 0; i < ARRAYSIZE(_movies); i++) { if (scumm_stricmp(filename, _movies[i].name) == 0) { if (_movies[i].frames >= 60) leadOutFrame = _movies[i].frames - 60; else leadOutFrame = 0; break; } } if (i == ARRAYSIZE(_movies)) warning("Unknown movie, '%s'", filename); 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 && !handle.isActive()) { _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 && musicOut) _vm->_sound->playFx(0, musicOut, 0, 0, RDSE_FXLEADOUT); OSystem::Event event; while (_sys->pollEvent(event)) { switch (event.type) { #ifndef BACKEND_8BIT case OSystem::EVENT_SCREEN_CHANGED: anim->invalidateLookup(true); 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); } // 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 && handle.isActive()) 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 (handle.isActive()) { _vm->_graphics->updateDisplay(false); _sys->delayMillis(100); } // Clear the screen again anim->clearScreen(); anim->updateScreen(); _vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT); delete anim; // Wait for the lead-out to stop, if there is any. _vm->_sound->waitForLeadOut(); // 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->stopFx(-1); _vm->_sound->stopFx(-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[], byte *musicOut) { int frameCounter = 0, textCounter = 0; if (text) { byte oldPal[256 * 4]; byte tmpPal[256 * 4]; _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); 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 = (FrameHeader *) data; SpriteInfo msgSprite; byte *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 + sizeof(FrameHeader); _vm->_graphics->createSurface(&msgSprite, &msgSurface); _vm->_graphics->drawSurface(&msgSprite, msgSurface); _vm->_graphics->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->_graphics->_palette, sizeof(oldPal)); memset(tmpPal, 0, sizeof(tmpPal)); 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(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->_graphics->clearScene(); _vm->_graphics->setNeedFullRedraw(); textCounter++; } frameCounter++; _vm->_graphics->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 (handle.isActive()) { _vm->_graphics->updateDisplay(false); _sys->delayMillis(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 && musicOut) { _vm->_sound->playFx(0, musicOut, 0, 0, RDSE_FXLEADOUT); _vm->_sound->waitForLeadOut(); } _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->stopFx(-1); _vm->_sound->stopFx(-2); return RD_OK; } } // End of namespace Sword2