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/* 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
///////////////////////////////////////////////////////////////////////////////
static const MovieInfo sequenceList[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, 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) {
_id = -1;
for (int i = 0; i < ARRAYSIZE(sequenceList); i++) {
if (scumm_stricmp(name, sequenceList[i].name) == 0) {
_id = i;
break;
}
}
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;
}
if (_decoder->loadFile(filename)) {
// The DXA animations in the Broken Sword games always use external audio tracks,
// if they have any sound at all.
if (_decoderType == kVideoDecoderDXA && _decoder->readSoundHeader() != MKID_BE('NULL'))
return false;
} else {
return false;
}
return true;
}
void MoviePlayer::play(MovieText *movieTexts, uint32 numMovieTexts, uint32 leadIn, uint32 leadOut) {
// This happens when quitting during the "eye" cutscene.
if (_vm->shouldQuit())
return;
bool seamless = false;
if (_id >= 0) {
seamless = sequenceList[_id].seamless;
_numFrames = sequenceList[_id].frames;
if (_numFrames > 60)
_leadOutFrame = _numFrames - 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<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);
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);
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
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