/* ResidualVM - A 3D game interpreter * * ResidualVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the AUTHORS * file distributed with this source distribution. * * Additional copyright for this file: * Copyright (C) 1999-2000 Revolution Software Ltd. * This code is based on source code created by Revolution Software, * used with permission. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "engines/icb/common/px_rccommon.h" #include "engines/icb/movie_pc.h" #include "engines/icb/direct_input.h" #include "engines/icb/sound/music_manager.h" #include "engines/icb/cluster_manager_pc.h" #include "engines/icb/res_man_pc.h" #include "engines/icb/global_objects.h" #include "common/system.h" #include "common/keyboard.h" namespace ICB { // Instance our global bink handler for movies MovieManager *g_theSequenceManager; SequenceManager::SequenceManager() { m_binkObject = NULL; m_x = 0; m_y = 0; m_fadeCounter = 255; m_fadeRate = 4; m_haveFaded = FALSE8; m_rater = TRUE8; m_haveClearedScreen = FALSE8; m_mission1intro = FALSE8; // Zero these, as the global construction handled it earlier: m_loop = FALSE8; m_endAtFrame = FALSE8; } SequenceManager::~SequenceManager() {} bool8 SequenceManager::Register(const char *fileName, bool8 fade, bool8 loop, uint32 flags) { // Release any currently held sequence Kill(); if (g_theMusicManager) g_theMusicManager->StopMusic(); // Special case hack if (strstr(fileName, "m01intro") != NULL) m_mission1intro = TRUE8; else m_mission1intro = FALSE8; // No hack for russian or polish thanks if (g_theClusterManager->GetLanguage() == T_RUSSIAN || g_theClusterManager->GetLanguage() == T_POLISH) m_mission1intro = FALSE8; // Let bink make it's own direct sound interface BinkSoundUseDirectSound(0); // Open the Bink file m_binkObject = BinkOpen(fileName, flags); if (!m_binkObject) { Fatal_error("[FILE %s]: BINK error: %s", fileName, BinkGetError()); return FALSE8; } // Mute the sound if necessary if (m_rater) SetVolume(GetMusicVolume()); else SetVolume(0); // Now we need to centre the movie in the screen so calculate the correct coordinates uint32 movieWidth = m_binkObject->Width; uint32 movieHeight = m_binkObject->Height; if (movieWidth != SCREEN_WIDTH) { m_x = (SCREEN_WIDTH / 2) - (movieWidth / 2); } if (movieHeight != SCREEN_DEPTH) { m_y = (SCREEN_DEPTH / 2) - (movieHeight / 2); } m_flags = BINKSURFACE32; // Should we fade the screen out before playing the movie if (fade) { m_fadeCounter = 1; // Yes we should } else { m_fadeCounter = 255; // No thanks } m_haveFaded = FALSE8; m_loop = loop; m_endAtFrame = 0; return TRUE8; } bool8 SequenceManager::Busy() { if (!m_binkObject) return FALSE8; return TRUE8; } uint32 SequenceManager::GetMovieHeight() { if (Busy()) return m_binkObject->Height; return 0; } uint32 SequenceManager::GetMovieWidth() { if (Busy()) return m_binkObject->Width; return 0; } uint32 SequenceManager::GetMovieFrames() { if (Busy()) return m_binkObject->Frames; return 0; } int SequenceManager::GetFrameNumber() { if (Busy()) return m_binkObject->FrameNum; return 0; } uint32 SequenceManager::DrawFrame(uint32 surface_id) { if (!m_binkObject) return NOMOVIE; // Get the current time count uint32 timeStart = g_system->getMillis(); // Non-looping movies can be quit using the escape key if (Read_DI_once_keys(Common::KEYCODE_ESCAPE) && !m_loop) { // Release Bink object and file Kill(); return FINISHED; } // And also the joystick pause button cos I'm lazy if (Read_Joystick_once(pause_button) && !m_loop) { // Release Bink object and file Kill(); return FINISHED; } // Don't do bink, fade the screen if (m_fadeCounter < (255 / m_fadeRate)) { FadeScreen(surface_id); m_haveFaded = TRUE8; return FADING; } // Have we performed a fade if (m_haveFaded) { // Reassign correct surface id surface_id = working_buffer_id; m_haveFaded = FALSE8; } else { // Black out the screen before we play the movie if ((m_binkObject->FrameNum == 1) && !m_haveClearedScreen) { surface_manager->Clear_surface(working_buffer_id); m_haveClearedScreen = TRUE8; } } if (m_rater) { // Don't do anything (skipping frames for audio sync and that I think) if (BinkWait(m_binkObject)) { BinkService(m_binkObject); // Mission 1 intro is special case (25fps rather than 12fps) if (m_mission1intro) { while (g_system->getMillis() - timeStart < 25) ; } else return WAITING; } } // Decompress a frame BinkDoFrame(m_binkObject); // For access to buffer uint32 pitch; uint8 *surface_address; // Lock the directdraw surface surface_address = surface_manager->Lock_surface(surface_id); pitch = surface_manager->Get_pitch(surface_id); // Copy the data onto the screen BinkCopyToBuffer(m_binkObject, surface_address, pitch, surface_manager->Get_height(surface_id), m_x, m_y, m_flags); // Unlock the buffer surface_manager->Unlock_surface(surface_id); // Advance to next frame or signal end of sequence if (m_binkObject->FrameNum == m_binkObject->Frames || (m_endAtFrame != 0 && m_endAtFrame == m_binkObject->FrameNum)) { if (m_loop) { BinkGoto(m_binkObject, 1, 0); } else { // Release Bink object and file Kill(); surface_manager->Clear_surface(working_buffer_id); return FINISHED; } } else BinkNextFrame(m_binkObject); // An extra precaution preventing sound break-up BinkService(m_binkObject); // No problemo return JUSTFINE; } void SequenceManager::SetRate() { // Toggle if (m_rater) m_rater = FALSE8; else m_rater = TRUE8; if (m_binkObject) { // Mute the sound if necessary if (m_rater) SetVolume(GetMusicVolume()); else SetVolume(0); } } void SequenceManager::FadeScreen(uint32 surface_id) { // Pointer to subtractive table block uint8 subtractive[8]; // Fade by table subtractive[4] = subtractive[0] = (uint8)m_fadeRate; subtractive[5] = subtractive[1] = (uint8)m_fadeRate; subtractive[6] = subtractive[2] = (uint8)m_fadeRate; subtractive[7] = subtractive[3] = 0; // Lock the directdraw surface uint8 *surface_address = surface_manager->Lock_surface(surface_id); uint32 pitch = surface_manager->Get_pitch(surface_id); #if 1 for (uint32 lines = 0; lines < SCREEN_DEPTH; lines++) { for (int xPos = 0; xPos < SCREEN_WIDTH; xPos++) { // 32-bit BGRA pixel uint8 *pixel = &surface_address[xPos * 4]; // Subtract from RGB components for (int i = 0; i < 3; i++) { pixel[i] = MAX(0, pixel[i] - subtractive[i]); } } // Next line surface_address += pitch; } #else // Safe surface pointer uint32 *safe_ad = (uint32 *)surface_address; int pixelPairs = SCREEN_WIDTH / 2; for (uint32 lines = 0; lines < SCREEN_DEPTH; lines++) { _asm { lea edi, subtractive ; // Load the address of the blend colour block mov ecx, pixelPairs ; // Pixel Counter (2 pixels at a time mind) mov esi, safe_ad ; // Load the address of the pixels movq MM0, [edi] ; // Put address of the blend colour block into MMX register subtractive_fade_loop: movq MM1, [esi] ; // Load 2 pixels psubusb MM1, MM0 ; // Do the subtract movq [esi], MM1 ; // Store the result add esi, 8 ; // Move pixel pointer on dec ecx ; // Reduce counter jne subtractive_fade_loop ; // On to the next 2 pixels EMMS ; // Clear/Set MMX/FPU flag } safe_ad += (pitch / 4); } #endif // Unlock the buffer surface_manager->Unlock_surface(surface_id); // Increment fade level (pixel shift right) m_fadeCounter++; } void SequenceManager::SetVolume(int32 vol) { if (!m_binkObject) return; int bink_vol = vol * 256; if (bink_vol < 0) bink_vol = 0; if (bink_vol > 32768) bink_vol = 32768; BinkSetVolume(m_binkObject, bink_vol); } void SequenceManager::Kill() { if (m_binkObject) { BinkClose(m_binkObject); m_binkObject = NULL; } // Reset blitting coordinates m_x = 0; m_y = 0; m_fadeCounter = 255; m_haveClearedScreen = FALSE8; } bool MovieManager::registerMovie(const char *fileName, bool8 fade, bool8 loop) { // Release any currently held sequence kill(); _x = 0; _y = 0; if (g_theMusicManager) g_theMusicManager->StopMusic(); /* // Special case hack if (strstr(fileName, "m01intro") != NULL) m_mission1intro = TRUE8; else m_mission1intro = FALSE8; // No hack for russian or polish thanks if (g_theClusterManager->GetLanguage() == T_RUSSIAN || g_theClusterManager->GetLanguage() == T_POLISH) m_mission1intro = FALSE8; */ Common::SeekableReadStream *stream = openDiskFileForBinaryStreamRead(fileName); if (!stream) { return false; } if (!_binkDecoder->loadStream(stream)) { return false; } if (_binkDecoder->getWidth() != SCREEN_WIDTH) { _x = (SCREEN_WIDTH / 2) - (_binkDecoder->getWidth() / 2); } if (_binkDecoder->getHeight() != SCREEN_DEPTH) { _y = (SCREEN_DEPTH / 2) - (_binkDecoder->getHeight() / 2); } _binkDecoder->start(); return true; } uint32 MovieManager::drawFrame(uint32 surface_id) { if (!_binkDecoder->isPlaying()) { return FINISHED; } // Non-looping movies can be quit using the escape key if (Read_DI_once_keys(Common::KEYCODE_ESCAPE) /* && !m_loop*/) { kill(); return FINISHED; } // TODO: The rest. const Graphics::Surface *surface = _binkDecoder->decodeNextFrame(); if (!surface) { kill(); return FINISHED; } // For access to buffer uint16 pitch; uint8 *surface_address; // Lock the directdraw surface surface_address = surface_manager->Lock_surface(surface_id); pitch = surface_manager->Get_pitch(surface_id); uint32 height = surface_manager->Get_height(surface_id); for (int i = 0; i < surface->h; i++) { if (i + _y >= height) { warning("Movie out of bounds"); break; } memcpy(surface_address + (i + _y) * pitch, surface->getBasePtr(0, i), MIN(surface->pitch, pitch)); } // Unlock the buffer surface_manager->Unlock_surface(surface_id); return JUSTFINE; } } // End of namespace ICB