[Scummvm-cvs-logs] CVS: scummvm/sword2/driver animation.cpp,1.2,1.3 animation.h,1.4,1.5 d_draw.cpp,1.58,1.59 d_draw.h,1.23,1.24

Torbj?rn Andersson eriktorbjorn at users.sourceforge.net
Tue Jan 13 02:10:01 CET 2004


Update of /cvsroot/scummvm/scummvm/sword2/driver
In directory sc8-pr-cvs1:/tmp/cvs-serv27656

Modified Files:
	animation.cpp animation.h d_draw.cpp d_draw.h 
Log Message:
Moved the rest of the MoviePlayer class into animation.cpp/.h, plus some
minor cleanups. (Mostly spacing and indentation).

Unfortunately the Ogg Vorbis playback causes ScummVM to crash for me, so I
can't say for certain that I didn't break anything.


Index: animation.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/driver/animation.cpp,v
retrieving revision 1.2
retrieving revision 1.3
diff -u -d -r1.2 -r1.3
--- animation.cpp	13 Jan 2004 01:26:18 -0000	1.2
+++ animation.cpp	13 Jan 2004 10:09:53 -0000	1.3
@@ -28,11 +28,13 @@
 
 namespace Sword2 {
 
-// Build 'Best-Match' RGB lookup table
+/**
+ * Build 'Best-Match' RGB lookup table
+ */
+
 void AnimationState::buildLookup(int p, int lines) {
 	int y, cb;
 	int r, g, b, ii;
-
   
 	if (p != curpal) {
 		curpal = p;
@@ -44,17 +46,17 @@
 		return;
 
 	for (ii = 0; ii < lines; ii++) {
-		r = (-16*256 + (int)(256*1.596) * ((cr<<SHIFT)-128)) / 256;
+		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;
+			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]);
+				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]);
+					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;
@@ -74,6 +76,294 @@
 	}
 }
 
+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(MovieTextObject *obj) {
+	if (obj->textSprite && _textSurface)
+		_vm->_graphics->drawSurface(obj->textSprite, _textSurface);
+}
+
+/**
+ * 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, ticks = _vm->_system->get_msecs() + 83;
+
+	uint8 oldPal[1024];
+	memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
+
+	AnimationState * anim = initAnimation(filename);
+	if (!anim) {
+		// Missing Files? Use the old 'Narration Only' hack
+		playDummy(filename, text, musicOut);
+		return RD_OK;
+	}
+
+	_vm->_graphics->clearScene();
+	memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
+
+#ifndef SCUMM_BIG_ENDIAN
+	flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
+#endif
+
+	while (1) {
+		if (!decodeFrame(anim)) break;
+		_vm->_graphics->setNeedFullRedraw();
+
+		if (text && text[textCounter]) {                      
+			if (frameCounter == text[textCounter]->startFrame) {
+				openTextObject(text[textCounter]);
+				textVisible = true;
+				if (text[textCounter]->speech) {
+					_vm->_mixer->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
+				}
+			}
+
+			if (frameCounter == text[textCounter]->endFrame) {
+				closeTextObject(text[textCounter]);
+				textCounter++;
+				textVisible = false;
+			}
+			if (textVisible)
+				drawTextObject(text[textCounter]);
+		}
+
+		frameCounter++;
+
+		_vm->_graphics->updateDisplay(true);
+
+		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->sleepUntil(ticks);
+		ticks += 82;
+
+	}
+
+	// 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]);
+
+	_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);
+
+	doneAnimation(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?).
+		//
+		// The text should probably be colored the same as the rest of
+		// the in-game text.
+
+		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(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;
+}
+
 void MoviePlayer::checkPaletteSwitch(AnimationState * st) {
 	// if we have reached the last image with this palette, switch to new one
 	if (st->framenum == st->palettes[st->palnum].end) {
@@ -86,52 +376,42 @@
 	}
 }
 
-#ifndef USE_MPEG2
-bool MoviePlayer::decodeFrame(AnimationState * st) {
-	// Dummy for MPEG2-less builds
-	return false;
-}
-#else
+#ifdef USE_MPEG2
+
 bool MoviePlayer::decodeFrame(AnimationState * st) {
 	mpeg2_state_t state;
 	const mpeg2_sequence_t *sequence_i;
-	size_t size = (size_t)-1;
+	size_t size = (size_t) -1;
 
 	do {
-		state = mpeg2_parse (st->decoder);
+		state = mpeg2_parse(st->decoder);
 		sequence_i = st->info->sequence;
 
 		switch (state) {
-			case STATE_BUFFER:
-				size = st->mpgfile->read(st->buffer, BUFFER_SIZE);
-				mpeg2_buffer (st->decoder, st->buffer, st->buffer + size);
+		case STATE_BUFFER:
+			size = st->mpgfile->read(st->buffer, BUFFER_SIZE);
+			mpeg2_buffer(st->decoder, st->buffer, st->buffer + size);
 			break;
 
-			case STATE_SLICE:
-			case STATE_END:
-				if (st->info->display_fbuf) {
-					checkPaletteSwitch(st);
-					_vm->_graphics->plotYUV(st->lut, sequence_i->width, sequence_i->height, st->info->display_fbuf->buf);
-					st->framenum++;
-					st->buildLookup(st->palnum+1, st->lutcalcnum);
-					return true;
-				}
+		case STATE_SLICE:
+		case STATE_END:
+			if (st->info->display_fbuf) {
+				checkPaletteSwitch(st);
+				_vm->_graphics->plotYUV(st->lut, sequence_i->width, sequence_i->height, st->info->display_fbuf->buf);
+				st->framenum++;
+				st->buildLookup(st->palnum + 1, st->lutcalcnum);
+				return true;
+			}
 			break;
 
-			default:
-				break;
+		default:
+			break;
 		}
 	} while (size);
 
 	return false;
 }
-#endif
 
-#ifndef USE_MPEG2
-AnimationState *MoviePlayer::initAnimation(const char *name) {
-	return 0;
-}
-#else
 AnimationState *MoviePlayer::initAnimation(const char *name) {
 	char basename[512], tempFile[512];
 	AnimationState *st = new AnimationState;
@@ -158,9 +438,9 @@
   			fscanf(f, "%i", &r);
   			fscanf(f, "%i", &g);
   			fscanf(f, "%i", &b);
-			st->palettes[p].pal[4*i] = r;
-			st->palettes[p].pal[4*i+1] = g;
-			st->palettes[p].pal[4*i+2] = b;
+			st->palettes[p].pal[4 * i] = r;
+			st->palettes[p].pal[4 * i + 1] = g;
+			st->palettes[p].pal[4 * i + 2] = b;
 		}
 		p++;
 	}
@@ -184,7 +464,7 @@
 	}
 
 	// Load and configure decoder
-	st->decoder = mpeg2_init ();
+	st->decoder = mpeg2_init();
 	if (st->decoder == NULL) {
 		warning("Cutscene: Could not allocate an MPEG2 decoder");
 		delete st;
@@ -195,34 +475,48 @@
 	st->framenum = 0;
 
 	// Load in palette data
-	st->lutcalcnum =  (BITDEPTH + st->palettes[st->palnum].end + 2) / (st->palettes[st->palnum].end + 2);
-
+	st->lutcalcnum = (BITDEPTH + st->palettes[st->palnum].end + 2) / (st->palettes[st->palnum].end + 2);
 
 	/* 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?
 	File *sndFile = new File;
 	sprintf(tempFile, "%s.ogg", basename);
 	if (sndFile->open(tempFile))
 		_vm->_mixer->playVorbis(&st->bgSound, sndFile, 100000000);
+#endif
 
 	// FIXME: This leaks (sndFile will never be deleted)
 
 	return st;
 }
-#endif
 
-#ifndef USE_MPEG2
-void MoviePlayer::doneAnimation(AnimationState *st) {
-}
-#else
 void MoviePlayer::doneAnimation(AnimationState *st) {
-	_vm->_mixer->stopHandle(st->bgSound);
+	if (st->bgSound.isActive())
+		_vm->_mixer->stopHandle(st->bgSound);
 
 	mpeg2_close (st->decoder);
 	st->mpgfile->close();
 	delete st->mpgfile;
 	delete st;
 }
+
+#else
+
+bool MoviePlayer::decodeFrame(AnimationState * st) {
+	// Dummy for MPEG2-less builds
+	return false;
+}
+
+AnimationState *MoviePlayer::initAnimation(const char *name) {
+	return 0;
+}
+
+void MoviePlayer::doneAnimation(AnimationState *st) {
+}
+
 #endif
+
 } // End of namespace Sword2

Index: animation.h
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/driver/animation.h,v
retrieving revision 1.4
retrieving revision 1.5
diff -u -d -r1.4 -r1.5
--- animation.h	13 Jan 2004 01:26:18 -0000	1.4
+++ animation.h	13 Jan 2004 10:09:53 -0000	1.5
@@ -41,41 +41,61 @@
 
 #define BUFFER_SIZE 4096
 
-
 class AnimationState {
 public:
-  int palnum;
+	int palnum;
 
-  byte lookup[2][BITDEPTH * BITDEPTH * BITDEPTH];
-  byte *lut;
-  byte *lut2;
-  int lutcalcnum;
+	byte lookup[2][BITDEPTH * BITDEPTH * BITDEPTH];
+	byte *lut;
+	byte *lut2;
+	int lutcalcnum;
 
-  int framenum;
+	int framenum;
 
-  #ifdef USE_MPEG2
-  mpeg2dec_t *decoder;
-  const mpeg2_info_t *info;
-  #endif
-  File *mpgfile;
+#ifdef USE_MPEG2
+	mpeg2dec_t *decoder;
+	const mpeg2_info_t *info;
+#endif
 
-  int curpal;
-  int cr;
-  int pos;
+	File *mpgfile;
 
-  struct {
-    int cnt;
-    int end;
-    byte pal[4 * 256];
-  } palettes[50];
+	int curpal;
+	int cr;
+	int pos;
 
-  byte buffer[BUFFER_SIZE];
+	struct {
+		int cnt;
+		int end;
+		byte pal[4 * 256];
+	} palettes[50];
 
-  PlayingSoundHandle bgSound;
+	byte buffer[BUFFER_SIZE];
+
+	PlayingSoundHandle bgSound;
 
 public:
 	void buildLookup(int p, int lines);
+};
+
+class MoviePlayer {
+private:
+	Sword2Engine *_vm;
+	uint8 *_textSurface;
+
+	void openTextObject(MovieTextObject *obj);
+	void closeTextObject(MovieTextObject *obj);
+	void drawTextObject(MovieTextObject *obj);
+
+	void checkPaletteSwitch(AnimationState * st);
 
+	AnimationState * initAnimation(const char *name);
+	void doneAnimation(AnimationState * st);
+	bool decodeFrame(AnimationState * st);
+
+public:
+	MoviePlayer(Sword2Engine *vm) : _vm(vm), _textSurface(NULL) {}
+	int32 play(const char *filename, MovieTextObject *text[], uint8 *musicOut);
+	int32 playDummy(const char *filename, MovieTextObject *text[], uint8 *musicOut);
 };
 
 } // End of namespace Sword2

Index: d_draw.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/driver/d_draw.cpp,v
retrieving revision 1.58
retrieving revision 1.59
diff -u -d -r1.58 -r1.59
--- d_draw.cpp	13 Jan 2004 01:26:18 -0000	1.58
+++ d_draw.cpp	13 Jan 2004 10:09:53 -0000	1.59
@@ -116,289 +116,4 @@
 	memset(_buffer + MENUDEEP * _screenWide, 0, _screenWide * RENDERDEEP);
 }
 
-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(MovieTextObject *obj) {
-	if (obj->textSprite && _textSurface)
-		_vm->_graphics->drawSurface(obj->textSprite, _textSurface);
-}
-
-/**
- * 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, ticks = _vm->_system->get_msecs() + 83;
-
-	uint8 oldPal[1024];
-	memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
-
-	AnimationState * anim = initAnimation(filename);
-	if (!anim) {
-		// Missing Files? Use the old 'Narration Only' hack
-		playDummy(filename, text, musicOut);
-		return RD_OK;
-	}
-
-	_vm->_graphics->clearScene();
-	memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
-
-
-#ifndef SCUMM_BIG_ENDIAN
-	flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
-#endif
-
-	while (1) {
-		if (!decodeFrame(anim)) break;
-		_vm->_graphics->setNeedFullRedraw();
-
-		if (text && text[textCounter]) {                      
-			if (frameCounter == text[textCounter]->startFrame) {
-				openTextObject(text[textCounter]);
-				textVisible = true;
-				if (text[textCounter]->speech) {
-					_vm->_mixer->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
-				}
-			}
-
-			if (frameCounter == text[textCounter]->endFrame) {
-				closeTextObject(text[textCounter]);
-				textCounter++;
-				textVisible = false;
-			}
-			if (textVisible)
-				drawTextObject(text[textCounter]);
-		}
-
-		frameCounter++;
-
-		_vm->_graphics->updateDisplay(true);
-
-		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->sleepUntil(ticks);
-		ticks += 82;
-
-	}
-
-	// 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]);
-
-	_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);
-
-	doneAnimation(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?).
-		//
-		// The text should probably be colored the same as the rest of
-		// the in-game text.
-
-		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(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

Index: d_draw.h
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/driver/d_draw.h,v
retrieving revision 1.23
retrieving revision 1.24
diff -u -d -r1.23 -r1.24
--- d_draw.h	13 Jan 2004 01:26:18 -0000	1.23
+++ d_draw.h	13 Jan 2004 10:09:53 -0000	1.24
@@ -65,27 +65,6 @@
 	#pragma END_PACK_STRUCTS
 #endif
 
-class MoviePlayer {
-private:
-	Sword2Engine *_vm;
-	uint8 *_textSurface;
-
-	void openTextObject(MovieTextObject *obj);
-	void closeTextObject(MovieTextObject *obj);
-	void drawTextObject(MovieTextObject *obj);
-
-	void checkPaletteSwitch(AnimationState * st);
-
-	AnimationState * initAnimation(const char *name);
-	void doneAnimation(AnimationState * st);
-	bool decodeFrame(AnimationState * st);
-
-public:
-	MoviePlayer(Sword2Engine *vm) : _vm(vm), _textSurface(NULL) {}
-	int32 play(const char *filename, MovieTextObject *text[], uint8 *musicOut);
-	int32 playDummy(const char *filename, MovieTextObject *text[], uint8 *musicOut);
-};
-
 struct BlockSurface {
 	byte data[BLOCKWIDTH * BLOCKHEIGHT];
 	bool transparent;





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