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path: root/sword1/animation.cpp
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/* 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
	buildLookup2();
	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

bool AnimationState::lookupInit = false;
NewGuiColor AnimationState::lookup2[BITDEPTH * BITDEPTH * 256];

void AnimationState::buildLookup2() {

	if (lookupInit) return;
	lookupInit = true;

	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;
				if (r > 255) r = 255;
				if (g < 0) g = 0;
				if (g > 255) g = 255;
				if (b < 0) b = 0;
				if (b > 255) b = 255;

				lookup2[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
				 */

#ifdef BACKEND_8BIT
				if (checkPaletteSwitch() || (bgSoundStream == 0) ||
                                    (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);
					}



				} else
					printf("dropped frame %i\n", framenum);

				buildLookup(palnum + 1, lutcalcnum);

#else

				if ((bgSoundStream->getSamplesPlayed()*12/bgSoundStream->getRate()) < (framenum+3)){
					plotYUV(lookup2, 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);
					}

				} else
					printf("dropped frame %i\n", 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