/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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 3 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, see . * */ #include "ags/engine/ac/game_setup.h" #include "ags/engine/ac/game_state.h" #include "ags/engine/ac/global_audio.h" #include "ags/engine/ac/global_display.h" #include "ags/engine/ac/global_game.h" #include "ags/engine/ac/global_video.h" #include "ags/engine/ac/path_helper.h" #include "ags/shared/ac/game_setup_struct.h" #include "ags/shared/core/asset_manager.h" #include "ags/engine/debugging/debugger.h" #include "ags/engine/debugging/debug_log.h" #include "ags/engine/media/video/video.h" #include "ags/engine/media/audio/audio_system.h" #include "ags/engine/platform/base/ags_platform_driver.h" #include "ags/shared/util/string_compat.h" #include "ags/ags.h" #include "ags/globals.h" namespace AGS3 { using namespace AGS::Shared; using namespace AGS::Engine; void pause_sound_if_necessary_and_play_video(const char *name, int flags, VideoSkipType skip); void PlayFlic(int numb, int scr_flags) { EndSkippingUntilCharStops(); if (_GP(play).fast_forward) return; if (_G(debug_flags) & DBG_NOVIDEO) return; // AGS 2.x: If the screen is faded out, fade in again when playing a movie. if (_G(loaded_game_file_version) <= kGameVersion_272) _GP(play).screen_is_faded_out = 0; // Convert PlayFlic flags to common video flags /* NOTE: historically using decimal "flags" default (0): the video will be played stretched to screen; player cannot skip animation; screen will be cleared 1: player can press ESC to skip animation 2: player can press any key or click mouse to skip animation 10: play the video at original size 100: do not clear the screen before starting playback */ int flags = kVideo_EnableVideo; VideoSkipType skip = VideoSkipNone; // skip type switch (scr_flags % 10) { case 1: skip = VideoSkipEscape; break; case 2: skip = VideoSkipKeyOrMouse; break; default: skip = VideoSkipNone; break; } // video size switch ((scr_flags % 100) / 10) { case 1: /* play original size, no flag */ break; default: flags |= kVideo_Stretch; } // clear screen switch ((scr_flags % 1000) / 100) { case 1: /* don't clear screen, no flag */ break; default: flags |= kVideo_ClearScreen; } play_flc_video(numb, flags, skip); } void PlayVideo(const char *name, int skip, int scr_flags) { EndSkippingUntilCharStops(); if (_GP(play).fast_forward) return; if (_G(debug_flags) & DBG_NOVIDEO) return; // Convert PlayVideo flags to common video flags /* NOTE: historically using decimal "flags" default (0): the video will be played at original size, video's own audio is playing, game sounds muted; 1: the video will be stretched to full screen; 10: keep game audio only, video's own audio muted; -- since 3.6.0: 20: play both game audio and video's own audio */ int flags = kVideo_EnableVideo; // video size switch (scr_flags % 10) { case 1: flags |= kVideo_Stretch; break; default: break; } // audio option switch ((scr_flags % 100) / 10) { case 1: flags |= kVideo_KeepGameAudio; break; case 2: flags |= kVideo_EnableAudio | kVideo_KeepGameAudio; break; default: flags |= kVideo_EnableAudio; break; } // if game audio is disabled, then don't play any sound on the video either if (!_GP(usetup).audio_enabled) flags &= ~kVideo_EnableAudio; if (_G(loaded_game_file_version) < kGameVersion_360_16) flags |= kVideo_LegacyFrameSize; pause_sound_if_necessary_and_play_video(name, flags, static_cast(skip)); } #ifndef AGS_NO_VIDEO_PLAYER void pause_sound_if_necessary_and_play_video(const char *name, int flags, VideoSkipType skip) { // Save the game audio parameters, in case we stop these int musplaying = _GP(play).cur_music_number, i; int ambientWas[MAX_GAME_CHANNELS]{ 0 }; for (i = NUM_SPEECH_CHANS; i < _GP(game).numGameChannels; i++) ambientWas[i] = _GP(ambient)[i].channel; // Optionally stop the game audio if ((flags & kVideo_KeepGameAudio) == 0) { stop_all_sound_and_music(); } if ((strlen(name) > 3) && (ags_stricmp(&name[strlen(name) - 3], "ogv") == 0)) { play_theora_video(name, flags, skip, true); } else if ((strlen(name) > 3) && (ags_stricmp(&name[strlen(name) - 3], "mpg") == 0)) { play_mpeg_video(name, flags, skip, true); } else if ((strlen(name) > 3) && (ags_stricmp(&name[strlen(name) - 3], "avi") == 0)) { play_avi_video(name, flags, skip, true); } else { // Unsure what the video type is, so try each in turn if (!play_avi_video(name, flags, skip, false) && !play_mpeg_video(name, flags, skip, false) && !play_theora_video(name, flags, skip, false)) Display("Unsupported video '%s'", name); } // Restore the game audio if we stopped them before the video playback if ((flags & kVideo_KeepGameAudio) == 0) { update_music_volume(); if (musplaying >= 0) newmusic(musplaying); for (i = NUM_SPEECH_CHANS; i < _GP(game).numGameChannels; i++) { if (ambientWas[i] > 0) PlayAmbientSound(ambientWas[i], _GP(ambient)[i].num, _GP(ambient)[i].vol, _GP(ambient)[i].x, _GP(ambient)[i].y); } } } #else void pause_sound_if_necessary_and_play_video(const char *name, int flags, VideoSkipType skip) { } #endif } // namespace AGS3