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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 "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"
#include "common/file.h"
#include "sound/vorbis.h"
#include "sound/mp3.h"
namespace Sword2 {
AnimationState::AnimationState(Sword2Engine *vm)
: _vm(vm) {
}
AnimationState::~AnimationState() {
#ifdef USE_MPEG2
_vm->_mixer->stopHandle(bgSound);
if (decoder)
mpeg2_close(decoder);
delete mpgfile;
delete sndfile;
#ifndef BACKEND_8BIT
_vm->_system->hide_overlay();
free(overlay);
#endif
if (bgSoundStream)
delete bgSoundStream;
#endif
}
bool AnimationState::init(const char *name) {
#ifdef USE_MPEG2
char tempFile[512];
decoder = NULL;
mpgfile = NULL;
sndfile = NULL;
bgSoundStream = NULL;
#ifdef BACKEND_8BIT
uint i, p;
// Load lookup palettes
// TODO: Binary format so we can use File class
sprintf(tempFile, "%s/%s.pal", _vm->getGameDataPath(), name);
FILE *f = fopen(tempFile, "r");
if (!f) {
warning("Cutscene: %s.pal palette missing", name);
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;
_vm->_graphics->setPalette(0, 256, palettes[palnum].pal, RDPAL_INSTANT);
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 * 480, sizeof(NewGuiColor));
_vm->_system->show_overlay();
#endif
// Open MPEG2 stream
mpgfile = new File();
sprintf(tempFile, "%s.mp2", name);
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 = _vm->_system->get_msecs();
// Play audio
sndfile = new File;
#ifdef USE_VORBIS
sprintf(tempFile, "%s.ogg", name);
if (sndfile->open(tempFile))
bgSoundStream = makeVorbisStream(sndfile, sndfile->size());
#endif
#ifdef USE_MAD
if (!sndfile->isOpen()) {
sprintf(tempFile, "%s.mp3", name);
if (sndfile->open(tempFile))
bgSoundStream = makeMP3Stream(sndfile, sndfile->size());
}
#endif
if (sndfile->isOpen())
_vm->_mixer->playInputStream(&bgSound, bgSoundStream, false, 255, 0, -1, false);
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++;
_vm->_graphics->setPalette(0, 256, palettes[palnum].pal, RDPAL_INSTANT);
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++] = _vm->_system->RGBToColor(r, g, b);
}
}
}
}
void AnimationState::plotYUV(NewGuiColor *lut, int width, int height, byte *const *dat) {
NewGuiColor *ptr = overlay + (480 - 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[RENDERWIDE + linepos++] = lut[i + dat[0][width + ypos++]];
ptr[linepos ] = lut[i + dat[0][ ypos ]];
ptr[RENDERWIDE + linepos++] = lut[i + dat[0][width + ypos++]];
}
linepos += (2 * 640 - width);
ypos += width;
}
}
void AnimationState::drawTextObject(SpriteInfo *s, uint8 *src) {
NewGuiColor *dst = overlay + RENDERWIDE * (s->y) + s->x;
// FIXME: These aren't the "right" colours, but look good to me.
NewGuiColor pen = _vm->_system->RGBToColor(255, 255, 255);
NewGuiColor border = _vm->_system->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;
}
}
void AnimationState::clearDisplay(void) {
NewGuiColor black = _vm->_system->RGBToColor(0, 0, 0);
for (int i = 0; i < 640 * 480; i++)
overlay[i] = black;
}
void AnimationState::updateDisplay(void) {
_vm->_system->copy_rect_overlay(overlay, 640, 0, 0, 640, 480);
}
#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 elapsed audio time and 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 == NULL) ||
((_vm->_mixer->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum + 1)) {
_vm->_graphics->plotYUV(lut, sequence_i->width, sequence_i->height, info->display_fbuf->buf);
if (bgSoundStream) {
while ((_vm->_mixer->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum)
_vm->_system->delay_msecs(10);
} else {
ticks += 83;
_vm->sleepUntil(ticks);
}
_vm->_graphics->setNeedFullRedraw();
} else
warning("dropped frame %i", framenum);
buildLookup(palnum + 1, lutcalcnum);
#else
if ((bgSoundStream == NULL) ||
((_vm->_mixer->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum + 1)) {
plotYUV(lookup, sequence_i->width, sequence_i->height, info->display_fbuf->buf);
if (bgSoundStream) {
while ((_vm->_mixer->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum)
_vm->_system->delay_msecs(10);
} else {
ticks += 83;
_vm->sleepUntil(ticks);
}
} else
warning("dropped frame %i", framenum);
#endif
framenum++;
return true;
}
break;
default:
break;
}
} while (size);
#endif
return false;
}
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[], uint8 *musicOut) {
#ifdef USE_MPEG2
int frameCounter = 0, textCounter = 0;
PlayingSoundHandle handle;
bool skipCutscene = false, textVisible = false;
uint32 flags = SoundMixer::FLAG_16BITS;
bool startNextText = false;
uint8 oldPal[1024];
memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
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;
}
_vm->_graphics->clearScene();
#ifndef SCUMM_BIG_ENDIAN
flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
#endif
while (anim->decodeFrame()) {
if (text && text[textCounter]) {
if (frameCounter == text[textCounter]->startFrame) {
openTextObject(text[textCounter]);
textVisible = true;
if (text[textCounter]->speech) {
startNextText = true;
}
}
if (startNextText && !handle.isActive()) {
_vm->_mixer->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]);
}
frameCounter++;
#ifdef BACKEND_8BIT
_vm->_graphics->updateDisplay(true);
#else
anim->updateDisplay();
_vm->_graphics->updateDisplay(false);
#endif
KeyboardEvent ke;
if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) {
_vm->_mixer->stopHandle(handle);
skipCutscene = true;
break;
}
}
// 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);
_vm->_system->delay_msecs(100);
}
if (text)
closeTextObject(text[textCounter]);
#ifndef BACKEND_8BIT
// 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->clearDisplay();
anim->updateDisplay();
#endif
_vm->_graphics->clearScene();
_vm->_graphics->setNeedFullRedraw();
if (!skipCutscene)
_vm->_sound->playLeadOut(musicOut);
_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
delete anim;
// 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->closeFx(-1);
_vm->_sound->closeFx(-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[], uint8 *musicOut) {
int frameCounter = 0, textCounter = 0;
if (text) {
uint8 oldPal[1024];
uint8 tmpPal[1024];
_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);
uint8 msg[] = "Cutscene - Narration Only: Press ESC to exit, or visit www.scummvm.org to download cutscene videos";
Memory *data = _vm->_fontRenderer->makeTextSprite(msg, 640, 255, _vm->_speechFontId);
FrameHeader *frame = (FrameHeader *) data->ad;
SpriteInfo msgSprite;
uint8 *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->ad + sizeof(FrameHeader);
_vm->_graphics->createSurface(&msgSprite, &msgSurface);
_vm->_graphics->drawSurface(&msgSprite, msgSurface);
_vm->_graphics->deleteSurface(msgSurface);
_vm->_memory->freeMemory(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->_palCopy, 1024);
memset(tmpPal, 0, 1024);
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) {
_vm->_mixer->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;
if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) {
_vm->_mixer->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.
_vm->_system->delay_msecs(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);
_vm->_system->delay_msecs(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)
_vm->_sound->playLeadOut(musicOut);
_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->closeFx(-1);
_vm->_sound->closeFx(-2);
return RD_OK;
}
} // End of namespace Sword2
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