1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
|
/* 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.
*
* 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 "sword1/sword1.h"
#include "sword1/animation.h"
#include "sword1/text.h"
#include "sound/vorbis.h"
#include "common/config-manager.h"
#include "common/endian.h"
#include "common/str.h"
#include "common/events.h"
#include "common/system.h"
#include "common/list.h"
#include "graphics/surface.h"
#include "gui/message.h"
namespace Sword1 {
static const char *sequenceList[20] = {
"ferrari", // 0 CD2 ferrari running down fitz in sc19
"ladder", // 1 CD2 george walking down ladder to dig sc24->sc$
"steps", // 2 CD2 george walking down steps sc23->sc24
"sewer", // 3 CD1 george entering sewer sc2->sc6
"intro", // 4 CD1 intro sequence ->sc1
"river", // 5 CD1 george being thrown into river by flap & g$
"truck", // 6 CD2 truck arriving at bull's head sc45->sc53/4
"grave", // 7 BOTH george's grave in scotland, from sc73 + from sc38 $
"montfcon", // 8 CD2 monfaucon clue in ireland dig, sc25
"tapestry", // 9 CD2 tapestry room beyond spain well, sc61
"ireland", // 10 CD2 ireland establishing shot europe_map->sc19
"finale", // 11 CD2 grand finale at very end, from sc73
"history", // 12 CD1 George's history lesson from Nico, in sc10
"spanish", // 13 CD2 establishing shot for 1st visit to Spain, europe_m$
"well", // 14 CD2 first time being lowered down well in Spai$
"candle", // 15 CD2 Candle burning down in Spain mausoleum sc59
"geodrop", // 16 CD2 from sc54, George jumping down onto truck
"vulture", // 17 CD2 from sc54, vultures circling George's dead body
"enddemo", // 18 --- for end of single CD demo
"credits", // 19 CD2 credits, to follow "finale" sequence
};
///////////////////////////////////////////////////////////////////////////////
// Basic movie player
///////////////////////////////////////////////////////////////////////////////
MoviePlayer::MoviePlayer(SwordEngine *vm, Text *textMan, Audio::Mixer *snd, OSystem *system, Audio::SoundHandle *bgSoundHandle, Graphics::VideoDecoder *decoder, DecoderType decoderType)
: _vm(vm), _textMan(textMan), _snd(snd), _bgSoundHandle(bgSoundHandle), _system(system), VideoPlayer(decoder) {
_bgSoundStream = NULL;
_decoderType = decoderType;
}
MoviePlayer::~MoviePlayer(void) {
delete _decoder;
delete _bgSoundHandle;
}
/**
* Plays an animated cutscene.
* @param id the id of the file
*/
bool MoviePlayer::load(uint32 id) {
Common::File f;
char filename[20];
if (_decoderType == kVideoDecoderDXA) {
_bgSoundStream = Audio::AudioStream::openStreamFile(sequenceList[id]);
} else {
_bgSoundStream = NULL;
}
if (SwordEngine::_systemVars.showText) {
sprintf(filename, "%s.txt", sequenceList[id]);
if (f.open(filename)) {
Common::String line;
int lineNo = 0;
int lastEnd = -1;
_movieTexts.clear();
while (!f.eos() && !f.err()) {
line = f.readLine();
lineNo++;
if (line.empty() || line[0] == '#') {
continue;
}
const char *ptr = line.c_str();
// TODO: Better error handling
int startFrame = strtoul(ptr, const_cast<char **>(&ptr), 10);
int endFrame = strtoul(ptr, const_cast<char **>(&ptr), 10);
while (*ptr && isspace(*ptr))
ptr++;
if (startFrame > endFrame) {
warning("%s:%d: startFrame (%d) > endFrame (%d)", filename, lineNo, startFrame, endFrame);
continue;
}
if (startFrame <= lastEnd) {
warning("%s:%d startFrame (%d) <= lastEnd (%d)", filename, lineNo, startFrame, lastEnd);
continue;
}
_movieTexts.push_back(new MovieText(startFrame, endFrame, ptr));
lastEnd = endFrame;
}
f.close();
}
}
switch (_decoderType) {
case kVideoDecoderDXA:
snprintf(filename, sizeof(filename), "%s.dxa", sequenceList[id]);
break;
case kVideoDecoderSMK:
snprintf(filename, sizeof(filename), "%s.smk", sequenceList[id]);
break;
}
return _decoder->loadFile(filename);
}
void MoviePlayer::play(void) {
if (_bgSoundStream) {
_snd->playInputStream(Audio::Mixer::kSFXSoundType, _bgSoundHandle, _bgSoundStream);
}
bool terminated = false;
Common::List<Common::Event> stopEvents;
Common::Event stopEvent;
stopEvents.clear();
stopEvent.type = Common::EVENT_KEYDOWN;
stopEvent.kbd = Common::KEYCODE_ESCAPE;
stopEvents.push_back(stopEvent);
terminated = !playVideo(stopEvents);
if (terminated)
_snd->stopHandle(*_bgSoundHandle);
_textMan->releaseText(2, false);
while (!_movieTexts.empty())
delete _movieTexts.remove_at(_movieTexts.size() - 1);
while (_snd->isSoundHandleActive(*_bgSoundHandle))
_system->delayMillis(100);
// It's tempting to call _screen->fullRefresh() here to restore the old
// palette. However, that causes glitches with DXA movies, where the
// previous location would be momentarily drawn, before switching to
// the new one. Work around this by setting the palette to black.
byte pal[4 * 256];
memset(pal, 0, sizeof(pal));
_system->setPalette(pal, 0, 256);
}
void MoviePlayer::performPostProcessing(byte *screen) {
if (!_movieTexts.empty()) {
if (_decoder->getCurFrame() == _movieTexts[0]->_startFrame) {
_textMan->makeTextSprite(2, (uint8 *)_movieTexts[0]->_text, 600, LETTER_COL);
FrameHeader *frame = _textMan->giveSpriteData(2);
_textWidth = frame->width;
_textHeight = frame->height;
_textX = 320 - _textWidth / 2;
_textY = 420 - _textHeight;
}
if (_decoder->getCurFrame() == _movieTexts[0]->_endFrame) {
_textMan->releaseText(2, false);
delete _movieTexts.remove_at(0);
}
}
if (_textMan->giveSpriteData(2)) {
byte *src = (byte *)_textMan->giveSpriteData(2) + sizeof(FrameHeader);
byte *dst = screen + _textY * _decoder->getWidth() + _textX * 1;
for (int y = 0; y < _textHeight; y++) {
for (int x = 0; x < _textWidth; x++) {
switch (src[x]) {
case BORDER_COL:
dst[x] = _decoder->getBlack();
break;
case LETTER_COL:
dst[x] = _decoder->getWhite();
break;
}
}
src += _textWidth;
dst += _decoder->getWidth();
}
}
}
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(uint32 id, SwordEngine *vm, Text *textMan, Audio::Mixer *snd, OSystem *system) {
char filename[20];
char buf[60];
Audio::SoundHandle *bgSoundHandle = new Audio::SoundHandle;
snprintf(filename, sizeof(filename), "%s.smk", sequenceList[id]);
if (Common::File::exists(filename)) {
Graphics::SmackerDecoder *smkDecoder = new Graphics::SmackerDecoder(snd);
return new MoviePlayer(vm, textMan, snd, system, bgSoundHandle, smkDecoder, kVideoDecoderSMK);
}
snprintf(filename, sizeof(filename), "%s.dxa", sequenceList[id]);
if (Common::File::exists(filename)) {
#ifdef USE_ZLIB
DXADecoderWithSound *dxaDecoder = new DXADecoderWithSound(snd, bgSoundHandle);
return new MoviePlayer(vm, textMan, 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", sequenceList[id]);
if (Common::File::exists(filename)) {
GUI::MessageDialog dialog("MPEG2 cutscenes are no longer supported", "OK");
dialog.runModal();
return NULL;
}
sprintf(buf, "Cutscene '%s' not found", sequenceList[id]);
GUI::MessageDialog dialog(buf, "OK");
dialog.runModal();
return NULL;
}
} // End of namespace Sword1
|