266 lines
7.7 KiB
C++
266 lines
7.7 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "engines/nancy/graphics.h"
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#include "engines/nancy/nancy.h"
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#include "engines/nancy/sound.h"
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#include "engines/nancy/util.h"
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#include "engines/nancy/video.h"
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#include "engines/nancy/action/secondarymovie.h"
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#include "engines/nancy/state/scene.h"
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#include "common/serializer.h"
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#include "video/bink_decoder.h"
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namespace Nancy {
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namespace Action {
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PlaySecondaryMovie::~PlaySecondaryMovie() {
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if (NancySceneState.getActiveMovie() == this) {
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NancySceneState.setActiveMovie(nullptr);
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}
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if (_playerCursorAllowed == kNoPlayerCursorAllowed) {
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g_nancy->setMouseEnabled(true);
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}
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}
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void PlaySecondaryMovie::readData(Common::SeekableReadStream &stream) {
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Common::Serializer ser(&stream, nullptr);
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ser.setVersion(g_nancy->getGameType());
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readFilename(ser, _videoName);
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readFilename(ser, _paletteName, kGameTypeVampire, kGameTypeVampire);
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readFilename(ser, _bitmapOverlayName);
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ser.syncAsUint16LE(_videoType, kGameTypeNancy7);
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ser.skip(2); // videoPlaySource
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ser.syncAsUint16LE(_videoFormat);
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ser.skip(4, kGameTypeVampire, kGameTypeVampire); // paletteStart, paletteSize
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ser.skip(2); // hasBitmapOverlaySurface
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ser.skip(2); // VIDEO_STOP_RENDERING, VIDEO_CONTINUE_RENDERING
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ser.syncAsUint16LE(_videoSceneChange);
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ser.syncAsUint16LE(_playerCursorAllowed);
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ser.syncAsUint16LE(_playDirection);
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ser.syncAsUint16LE(_firstFrame);
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ser.syncAsUint16LE(_lastFrame);
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if (ser.getVersion() >= kGameTypeNancy1) {
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_frameFlags.resize(15);
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for (uint i = 0; i < 15; ++i) {
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ser.syncAsSint16LE(_frameFlags[i].frameID);
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ser.syncAsSint16LE(_frameFlags[i].flagDesc.label);
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ser.syncAsUint16LE(_frameFlags[i].flagDesc.flag);
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}
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}
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_triggerFlags.readData(stream);
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_sound.readNormal(stream);
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_sceneChange.readData(stream, ser.getVersion() == kGameTypeVampire);
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uint16 numVideoDescs = 0;
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ser.syncAsUint16LE(numVideoDescs);
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_videoDescs.resize(numVideoDescs);
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for (uint i = 0; i < numVideoDescs; ++i) {
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_videoDescs[i].readData(stream);
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}
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if (ser.getVersion() >= kGameTypeNancy6) {
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// Movie sound was deliberately disabled in nancy6
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_sound.name = "NO SOUND";
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}
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}
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void PlaySecondaryMovie::init() {
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if (!_decoder) {
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if (_videoType == kVideoPlaytypeAVF) {
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_decoder.reset(new AVFDecoder());
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} else {
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_decoder.reset(new Video::BinkDecoder());
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}
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}
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if (!_decoder->isVideoLoaded()) {
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if (!_decoder->loadFile(_videoName.append(_videoType == kVideoPlaytypeAVF ? ".avf" : ".bik"))) {
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error("Couldn't load video file %s", _videoName.toString().c_str());
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}
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if (!_paletteName.empty()) {
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GraphicsManager::loadSurfacePalette(_fullFrame, _paletteName);
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GraphicsManager::loadSurfacePalette(_drawSurface, _paletteName);
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}
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if (g_nancy->getGameType() == kGameTypeVampire) {
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setTransparent(true);
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_fullFrame.setTransparentColor(_drawSurface.getTransparentColor());
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// TVD uses empty video files during the endgame ceremony
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// This makes sure the screen doesn't go black while the sound is playing
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_drawSurface.clear(_drawSurface.getTransparentColor());
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}
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}
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_screenPosition = _drawSurface.getBounds();
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RenderObject::init();
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}
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void PlaySecondaryMovie::onPause(bool pause) {
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_decoder->pauseVideo(pause);
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RenderActionRecord::onPause(pause);
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}
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void PlaySecondaryMovie::execute() {
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switch (_state) {
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case kBegin:
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init();
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registerGraphics();
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g_nancy->_sound->loadSound(_sound);
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g_nancy->_sound->playSound(_sound);
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if (_sound.name != "NO SOUND" && g_nancy->getGameType() <= kGameTypeNancy5) {
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// Sync audio and video. This is mostly relevant for some nancy2 scenes, as the
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// devs stopped using the built-in movie sound around nancy4. The 12 ms
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// difference is roughly how long it takes for a single execution of the main game loop
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((AVFDecoder *)_decoder.get())->addFrameTime(12);
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}
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if (_playerCursorAllowed == kNoPlayerCursorAllowed) {
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g_nancy->setMouseEnabled(false);
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}
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NancySceneState.setActiveMovie(this);
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_state = kRun;
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if (Common::Rect(_decoder->getWidth(), _decoder->getHeight()) == NancySceneState.getViewport().getBounds()) {
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g_nancy->_graphics->suppressNextDraw();
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break;
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}
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// fall through
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case kRun: {
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int newFrame = NancySceneState.getSceneInfo().frameID;
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if (newFrame != _curViewportFrame) {
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_curViewportFrame = newFrame;
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int activeFrame = -1;
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for (uint i = 0; i < _videoDescs.size(); ++i) {
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if (newFrame == _videoDescs[i].frameID) {
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activeFrame = i;
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break;
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}
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}
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if (activeFrame != -1) {
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_screenPosition = _videoDescs[activeFrame].destRect;
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setVisible(true);
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} else {
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setVisible(false);
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}
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}
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// We update the decoder here instead of in updateGraphics() to avoid an
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// edge case in nancy4 (scene 3180) where the very last frame has a frameFlag that should trigger
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// another action record, but doesn't do so, because updateGraphics() gets called after all
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// action record execution. Instead, the movie's own scene change (which is inexplicably enabled)
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// gets triggered, and teleports the player to the wrong place instead of making them lose the game
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if (!_decoder->isPlaying() && _isVisible && !_isFinished) {
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_decoder->start();
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if (_playDirection == kPlayMovieReverse) {
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_decoder->setRate(-_decoder->getRate());
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_decoder->seekToFrame(_lastFrame);
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} else {
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_decoder->seekToFrame(_firstFrame);
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}
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}
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if (_decoder->needsUpdate()) {
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uint descID = 0;
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for (uint i = 0; i < _videoDescs.size(); ++i) {
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if (_videoDescs[i].frameID == _curViewportFrame) {
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descID = i;
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}
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}
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GraphicsManager::copyToManaged(*_decoder->decodeNextFrame(), _fullFrame, g_nancy->getGameType() == kGameTypeVampire, _videoFormat == kSmallVideoFormat);
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_drawSurface.create(_fullFrame, _videoDescs[descID].srcRect);
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moveTo(_videoDescs[descID].destRect);
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_needsRedraw = true;
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for (auto &f : _frameFlags) {
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if (_decoder->getCurFrame() == f.frameID) {
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NancySceneState.setEventFlag(f.flagDesc);
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}
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}
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}
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if ((_decoder->getCurFrame() == _lastFrame && _playDirection == kPlayMovieForward) ||
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(_decoder->getCurFrame() == _firstFrame && _playDirection == kPlayMovieReverse) ||
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_decoder->endOfVideo()) {
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// Stop the video and block it from starting again, but also wait for
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// sound to end before changing state
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_decoder->pauseVideo(true);
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_isFinished = true;
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if (!g_nancy->_sound->isSoundPlaying(_sound)) {
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g_nancy->_sound->stopSound(_sound);
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_state = kActionTrigger;
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}
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}
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break;
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}
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case kActionTrigger:
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_triggerFlags.execute();
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if (_videoSceneChange == kMovieSceneChange) {
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NancySceneState.changeScene(_sceneChange);
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} else {
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// Not changing the scene so enable the mouse now
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if (_playerCursorAllowed == kNoPlayerCursorAllowed) {
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g_nancy->setMouseEnabled(true);
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}
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}
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NancySceneState.setActiveMovie(nullptr);
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finishExecution();
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// Allow looping
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if (!_isDone) {
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_isFinished = false;
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_decoder->seek(0);
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_decoder->pauseVideo(false);
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}
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break;
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}
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}
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} // End of namespace Action
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} // End of namespace Nancy
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