aboutsummaryrefslogtreecommitdiff
path: root/sword2/driver/animation.cpp
blob: 65ac6a9583c57909b8b408293be1fe0a9fb6854f (plain)
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
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
/* Copyright (C) 1994-1998 Revolution Software Ltd.
 * Copyright (C) 2003-2005 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 "common/system.h"
#include "sound/vorbis.h"
#include "sound/mp3.h"

#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/maketext.h"
#include "sword2/resman.h"
#include "sword2/sound.h"
#include "sword2/driver/animation.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->_screen->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() {
#ifdef BACKEND_8BIT
	memset(_vm->_screen->getScreen(), 0, _movieWidth * _movieHeight);
#else
	OverlayColor black = _sys->RGBToColor(0, 0, 0);

	for (int i = 0; i < _movieWidth * _movieHeight; i++)
		_overlay[i] = black;
#endif
}

void AnimationState::updateScreen() {
#ifdef BACKEND_8BIT
	byte *buf = _vm->_screen->getScreen() + ((480 - _movieHeight) / 2) * RENDERWIDE + (640 - _movieWidth) / 2;

	_vm->_system->copyRectToScreen(buf, _movieWidth, (640 - _movieWidth) / 2, (480 - _movieHeight) / 2, _movieWidth, _movieHeight);
#else
	_sys->copyRectToOverlay(_overlay, _movieWidth, 0, 0, _movieWidth, _movieHeight);
#endif
	_vm->_system->updateScreen();
}

void AnimationState::drawYUV(int width, int height, byte *const *dat) {
#ifdef BACKEND_8BIT
	_vm->_screen->plotYUV(_lut, width, height, dat);
#else
	plotYUV(width, height, dat);
#endif
}

MovieInfo MoviePlayer::_movies[] = {
	{ "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, false },
	{ "stone2",   282, false },
	{ "stone3",    65, false },
	{ "demo",      60, false },
	{ "enddemo",  110, false }
};

MoviePlayer::MoviePlayer(Sword2Engine *vm)
	: _vm(vm), _snd(_vm->_mixer), _sys(_vm->_system), _textSurface(NULL) {
}

void MoviePlayer::openTextObject(MovieTextObject *obj) {
	if (obj->textSprite)
		_vm->_screen->createSurface(obj->textSprite, &_textSurface);
}

void MoviePlayer::closeTextObject(MovieTextObject *obj) {
	if (_textSurface) {
		_vm->_screen->deleteSurface(_textSurface);
		_textSurface = NULL;
	}
}

void MoviePlayer::drawTextObject(AnimationState *anim, MovieTextObject *obj) {
	if (obj->textSprite && _textSurface) {
#ifdef BACKEND_8BIT
		_vm->_screen->drawSurface(obj->textSprite, _textSurface);
#else
		if (anim)
			anim->drawTextObject(obj->textSprite, _textSurface);
		else
			_vm->_screen->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 leadInRes lead-in music resource id
 * @param leadOutRes lead-out music resource id
 */

int32 MoviePlayer::play(const char *filename, MovieTextObject *text[], int32 leadInRes, int32 leadOutRes) {
	Audio::SoundHandle leadInHandle;

	// This happens if the user quits during the "eye" smacker
	if (_vm->_quit)
		return RD_OK;

	if (leadInRes) {
		byte *leadIn = _vm->_resman->openResource(leadInRes);
		uint32 leadInLen = _vm->_resman->fetchLen(leadInRes) - sizeof(StandardHeader);
		StandardHeader *header = (StandardHeader *)leadIn;

		assert(header->fileType == WAV_FILE);

		leadIn += sizeof(StandardHeader);

		_vm->_sound->playFx(&leadInHandle, leadIn, leadInLen, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType);
	}

	byte *leadOut = NULL;
	uint32 leadOutLen = 0;

	if (leadOutRes) {
		leadOut = _vm->_resman->openResource(leadOutRes);
		leadOutLen = _vm->_resman->fetchLen(leadOutRes) - sizeof(StandardHeader);
		StandardHeader *header = (StandardHeader *)leadOut;

		assert(header->fileType == WAV_FILE);

		leadOut += sizeof(StandardHeader);
	}

	_leadOutFrame = (uint) -1;

	int i;

	for (i = 0; i < ARRAYSIZE(_movies); i++) {
		if (scumm_stricmp(filename, _movies[i].name) == 0) {
			_seamless = _movies[i].seamless;
			if (_movies[i].frames > 60)
				_leadOutFrame = _movies[i].frames - 60;
			break;
		}
	}

	if (i == ARRAYSIZE(_movies))
		warning("Unknown movie, '%s'", filename);

#ifdef USE_MPEG2
	playMPEG(filename, text, leadOut, leadOutLen);
#else
	// No MPEG2? Use the old 'Narration Only' hack
	playDummy(filename, text, leadOut, leadOutLen);
#endif

	_snd->stopHandle(leadInHandle);

	// Wait for the lead-out to stop, if there is any. Though don't do it
	// for seamless movies, since they are meant to blend into the rest of
	// the game.

	if (!_seamless) {
		while (_vm->_mixer->isSoundHandleActive(_leadOutHandle)) {
			_vm->_screen->updateDisplay();
			_vm->_system->delayMillis(30);
		}
	}

	if (leadInRes)
		_vm->_resman->closeResource(leadInRes);

	if (leadOutRes)
		_vm->_resman->closeResource(leadOutRes);

	return RD_OK;
}

void MoviePlayer::playMPEG(const char *filename, MovieTextObject *text[], byte *leadOut, uint32 leadOutLen) {
	uint frameCounter = 0, textCounter = 0;
	Audio::SoundHandle handle;
	bool skipCutscene = false, textVisible = false;
	uint32 flags = Audio::Mixer::FLAG_16BITS;
	bool startNextText = false;

	byte oldPal[256 * 4];
	memcpy(oldPal, _vm->_screen->getPalette(), sizeof(oldPal));

	AnimationState *anim = new AnimationState(_vm);

	if (!anim->init(filename)) {
		delete anim;
		// Missing Files? Use the old 'Narration Only' hack
		playDummy(filename, text, leadOut, leadOutLen);
		return;
	}

	// Clear the screen, because whatever is on it will be visible when the
	// overlay is removed. And if there isn't an overlay, we don't want it
	// to be visible during the cutscene. (Not all cutscenes cover the
	// entire screen.)
	_vm->_screen->clearScene();
	_vm->_screen->updateDisplay();

#ifndef SCUMM_BIG_ENDIAN
	flags |= Audio::Mixer::FLAG_LITTLE_ENDIAN;
#endif

	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 && !_snd->isSoundHandleActive(handle)) {
				_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 && leadOut)
			_vm->_sound->playFx(&_leadOutHandle, leadOut, leadOutLen, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType);

		OSystem::Event event;
		while (_sys->pollEvent(event)) {
			switch (event.type) {
#ifndef BACKEND_8BIT
			case OSystem::EVENT_SCREEN_CHANGED:
				anim->buildLookup();
				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);
	}

	if (!_seamless) {
		// 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 && _snd->isSoundHandleActive(handle))
		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 (_snd->isSoundHandleActive(handle)) {
		_vm->_screen->updateDisplay(false);
		_sys->delayMillis(100);
	}

	if (!_seamless) {
		// Clear the screen again
		anim->clearScreen();
		anim->updateScreen();
	}

	_vm->_screen->setPalette(0, 256, oldPal, RDPAL_INSTANT);

	delete anim;
}

/**
 * This just plays the cutscene with voiceovers / subtitles, in case the files
 * are missing.
 */

void MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], byte *leadOut, uint32 leadOutLen) {
	if (!text)
		return;

	int frameCounter = 0, textCounter = 0;

	byte oldPal[256 * 4];
	byte tmpPal[256 * 4];

	_vm->_screen->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->_screen->getScreen(), 0, _vm->_screen->getScreenWide() * 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->_screen->getScreenWide() / 2 - frame->width / 2;
	msgSprite.y = MENUDEEP / 2 - frame->height / 2;
	msgSprite.w = frame->width;
	msgSprite.h = frame->height;
	msgSprite.type = RDSPR_NOCOMPRESSION;
	msgSprite.data = data + sizeof(FrameHeader);

	_vm->_screen->createSurface(&msgSprite, &msgSurface);
	_vm->_screen->drawSurface(&msgSprite, msgSurface);
	_vm->_screen->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->_screen->getPalette(), sizeof(oldPal));
	memset(tmpPal, 0, sizeof(tmpPal));
	tmpPal[255 * 4 + 0] = 255;
	tmpPal[255 * 4 + 1] = 255;
	tmpPal[255 * 4 + 2] = 255;
	_vm->_screen->setPalette(0, 256, tmpPal, RDPAL_INSTANT);

	Audio::SoundHandle handle;

	bool skipCutscene = false;

	uint32 flags = Audio::Mixer::FLAG_16BITS;

#ifndef SCUMM_BIG_ENDIAN
	flags |= Audio::Mixer::FLAG_LITTLE_ENDIAN;
#endif

	while (1) {
		if (!text[textCounter])
			break;

		if (frameCounter == text[textCounter]->startFrame) {
			_vm->_screen->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->_screen->clearScene();
			_vm->_screen->setNeedFullRedraw();
			textCounter++;
		}

		frameCounter++;
		_vm->_screen->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 (_snd->isSoundHandleActive(handle)) {
		_vm->_screen->updateDisplay(false);
		_sys->delayMillis(100);
	}

	closeTextObject(text[textCounter]);

	_vm->_screen->clearScene();
	_vm->_screen->setNeedFullRedraw();

	// HACK: Remove the instructions created above
	Common::Rect r;

	memset(_vm->_screen->getScreen(), 0, _vm->_screen->getScreenWide() * MENUDEEP);
	r.left = r.top = 0;
	r.right = _vm->_screen->getScreenWide();
	r.bottom = MENUDEEP;
	_vm->_screen->updateRect(&r);

	// FIXME: For now, only play the lead-out music for cutscenes that have
	// subtitles.

	if (!skipCutscene && leadOut)
		_vm->_sound->playFx(&_leadOutHandle, leadOut, leadOutLen, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType);

	_vm->_screen->setPalette(0, 256, oldPal, RDPAL_INSTANT);
}

} // End of namespace Sword2