[Scummvm-cvs-logs] CVS: scummvm/sword2/driver d_draw.cpp,1.55,1.56 d_draw.h,1.20,1.21 render.cpp,1.48,1.49

James Brown ender at users.sourceforge.net
Mon Jan 12 03:11:02 CET 2004


Update of /cvsroot/scummvm/scummvm/sword2/driver
In directory sc8-pr-cvs1:/tmp/cvs-serv13821/sword2/driver

Modified Files:
	d_draw.cpp d_draw.h render.cpp 
Log Message:
Initial libmpeg2 cutscene support based on patch #874510.
Pre-converted cutscenes w/ palette files available - ask LeChuck about Cutscenes :)



Index: d_draw.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/driver/d_draw.cpp,v
retrieving revision 1.55
retrieving revision 1.56
diff -u -d -r1.55 -r1.56
--- d_draw.cpp	8 Jan 2004 13:03:50 -0000	1.55
+++ d_draw.cpp	12 Jan 2004 11:10:30 -0000	1.56
@@ -141,11 +141,125 @@
  */
 
 int32 MoviePlayer::play(char *filename, MovieTextObject *text[], uint8 *musicOut) {
-	warning("semi-stub PlaySmacker %s", filename);
+#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;
 
-	// WORKAROUND: For now, we just do the voice-over parts of the
-	// movies, since they're separate from the actual smacker files.
+	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 (!pic(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.
+
+		while (_vm->_system->get_msecs() < 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(char *filename, MovieTextObject *text[], uint8 *musicOut) {
+	int frameCounter = 0, textCounter = 0;
 	if (text) {
 		uint8 oldPal[1024];
 		uint8 tmpPal[1024];
@@ -159,7 +273,7 @@
 
 		memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
 
-		uint8 msg[] = "Cutscene - Press ESC to exit";
+		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;
@@ -180,8 +294,7 @@
 		// In case the cutscene has a long lead-in, start just before
 		// the first line of text.
 
-		int frameCounter = text[0]->startFrame - 12;
-		int textCounter = 0;
+		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?)
@@ -197,7 +310,7 @@
 		tmpPal[255 * 4 + 2] = 255;
 		_vm->_graphics->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
 
-		PlayingSoundHandle handle;
+PlayingSoundHandle handle;
 
 		bool skipCutscene = false;
 
@@ -219,7 +332,6 @@
 					_vm->_mixer->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
 				}
 			}
-
 			if (frameCounter == text[textCounter]->endFrame) {
 				closeTextObject(text[textCounter]);
 				_vm->_graphics->clearScene();

Index: d_draw.h
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/driver/d_draw.h,v
retrieving revision 1.20
retrieving revision 1.21
diff -u -d -r1.20 -r1.21
--- d_draw.h	9 Jan 2004 07:53:08 -0000	1.20
+++ d_draw.h	12 Jan 2004 11:10:30 -0000	1.21
@@ -22,6 +22,8 @@
 
 #include "common/rect.h"
 
+#include "animation.h"
+
 namespace Sword2 {
 
 // This is the maximum mouse cursor size in the SDL backend
@@ -72,9 +74,17 @@
 	void closeTextObject(MovieTextObject *obj);
 	void drawTextObject(MovieTextObject *obj);
 
+	void buildlookup(AnimationState * st, int p, int lines);
+	void checkPaletteSwitch(AnimationState * st);
+
+	AnimationState * initanimation(char *name);
+	void doneanimation(AnimationState * st);
+	bool pic(AnimationState * st);
+
 public:
 	MoviePlayer(Sword2Engine *vm) : _vm(vm), _textSurface(NULL) {}
 	int32 play(char *filename, MovieTextObject *text[], uint8 *musicOut);
+	int32 playDummy(char *filename, MovieTextObject *text[], uint8 *musicOut);
 };
 
 struct BlockSurface {
@@ -185,6 +195,7 @@
 	void unwindRaw16(uint8 *dest, uint8 *source, uint8 blockSize, uint8 *colTable);
 	int32 decompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uint8 *colTable);
 
+
 public:
 	Graphics(Sword2Engine *vm, int16 width, int16 height);
 	~Graphics();
@@ -238,6 +249,7 @@
 
 	void plotPoint(uint16 x, uint16 y, uint8 colour);
 	void drawLine(int16 x1, int16 y1, int16 x2, int16 y2, uint8 colour);
+	void plotYUV(unsigned char * lut, int width, int height, uint8_t * const * buf);
 
 	int32 createSurface(SpriteInfo *s, uint8 **surface);
 	void drawSurface(SpriteInfo *s, uint8 *surface, Common::Rect *clipRect = NULL);

Index: render.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/driver/render.cpp,v
retrieving revision 1.48
retrieving revision 1.49
diff -u -d -r1.48 -r1.49
--- render.cpp	9 Jan 2004 07:53:08 -0000	1.48
+++ render.cpp	12 Jan 2004 11:10:30 -0000	1.49
@@ -820,4 +820,31 @@
 	_layer = 0;
 }
 
+
+void Graphics::plotYUV(unsigned char * lut, int width, int height, uint8_t * const * dat)
+{
+	uint8 *buf = _buffer + (40+(400-height)/2) * RENDERWIDE + (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)) * BITDEPTH;
+			cpos++;
+
+			buf[linepos               ] = lut[i+((dat[0][      ypos  ]+ROUNDADD)>>SHIFT)];
+			buf[RENDERWIDE + linepos++] = lut[i+((dat[0][width+ypos++]+ROUNDADD)>>SHIFT)];
+			buf[linepos               ] = lut[i+((dat[0][      ypos  ]+ROUNDADD)>>SHIFT)];
+			buf[RENDERWIDE + linepos++] = lut[i+((dat[0][width+ypos++]+ROUNDADD)>>SHIFT)];
+		}
+		linepos += (2*RENDERWIDE-width);
+		ypos += width;
+	}
+}
+
+
 } // End of namespace Sword2





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