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synced 2026-06-20 05:45:29 +00:00
reported by Crilith. To elaborate a bit, the engine no longer accesses resource data through packed structs. Instead it uses memory streams and the READ/WRITE functions. If data is mainly read, not written, I have replaced the old struct with a new one with a read() function to read the whole thing from memory into the struct's variables, and a write() function to dump the struct's variables to memory. In fact, most of these write() functions remain unused. If data is both read and written, I have replaced the struct with a class with individual get/set functions to replace the old variables. This manipulates memory directly. Since I'm fairly sure that these structs are frequently stored as local variables for a script, all script variables (both local and global) are stored as little-endian and accessed through the READ/WRITE functions, rather than being treated as arrays of 32-bit integers. On a positive note, the functions for doing endian conversion of resources and save games have been removed, and some general cleanups have been made to assist in the rewrite. Initial reports indicate that this patch indeed fixes alignment issues, and that I have not - surprisingly - broken the game on big-endian platforms. At least not in any immediately obvious way. And there's still plenty of time to fix regressions before 0.9.0, too. svn-id: r19366
536 lines
14 KiB
C++
536 lines
14 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2005 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $Header$
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*
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*/
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#include "common/stdafx.h"
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#include "common/file.h"
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#include "common/config-manager.h"
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#include "common/system.h"
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#include "sound/vorbis.h"
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#include "sound/mp3.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/maketext.h"
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#include "sword2/resman.h"
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#include "sword2/sound.h"
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#include "sword2/driver/animation.h"
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namespace Sword2 {
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AnimationState::AnimationState(Sword2Engine *vm)
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: BaseAnimationState(vm->_mixer, vm->_system, 640, 480), _vm(vm) {
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}
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AnimationState::~AnimationState() {
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}
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#ifdef BACKEND_8BIT
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void AnimationState::setPalette(byte *pal) {
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_vm->_screen->setPalette(0, 256, pal, RDPAL_INSTANT);
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}
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#else
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void AnimationState::drawTextObject(SpriteInfo *s, byte *src) {
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OverlayColor *dst = _overlay + RENDERWIDE * s->y + s->x;
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// FIXME: These aren't the "right" colours, but look good to me.
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OverlayColor pen = _sys->RGBToColor(255, 255, 255);
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OverlayColor border = _sys->RGBToColor(0, 0, 0);
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for (int y = 0; y < s->h; y++) {
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for (int x = 0; x < s->w; x++) {
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switch (src[x]) {
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case 1:
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dst[x] = border;
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break;
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case 255:
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dst[x] = pen;
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break;
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default:
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break;
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}
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}
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dst += RENDERWIDE;
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src += s->w;
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}
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}
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#endif
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void AnimationState::clearScreen() {
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#ifdef BACKEND_8BIT
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memset(_vm->_screen->getScreen(), 0, _movieWidth * _movieHeight);
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#else
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OverlayColor black = _sys->RGBToColor(0, 0, 0);
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for (int i = 0; i < _movieWidth * _movieHeight; i++)
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_overlay[i] = black;
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#endif
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}
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void AnimationState::updateScreen() {
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#ifdef BACKEND_8BIT
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byte *buf = _vm->_screen->getScreen() + ((480 - _movieHeight) / 2) * RENDERWIDE + (640 - _movieWidth) / 2;
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_vm->_system->copyRectToScreen(buf, _movieWidth, (640 - _movieWidth) / 2, (480 - _movieHeight) / 2, _movieWidth, _movieHeight);
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#else
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_sys->copyRectToOverlay(_overlay, _movieWidth, 0, 0, _movieWidth, _movieHeight);
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#endif
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_vm->_system->updateScreen();
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}
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void AnimationState::drawYUV(int width, int height, byte *const *dat) {
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#ifdef BACKEND_8BIT
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_vm->_screen->plotYUV(_lut, width, height, dat);
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#else
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plotYUV(width, height, dat);
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#endif
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}
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MovieInfo MoviePlayer::_movies[] = {
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{ "carib", 222, false },
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{ "escape", 187, false },
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{ "eye", 248, false },
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{ "finale", 1485, false },
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{ "guard", 75, false },
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{ "intro", 1800, false },
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{ "jungle", 186, false },
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{ "museum", 167, false },
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{ "pablo", 75, false },
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{ "pyramid", 60, false },
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{ "quaram", 184, false },
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{ "river", 656, false },
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{ "sailing", 138, false },
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{ "shaman", 788, true },
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{ "stone1", 34, false },
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{ "stone2", 282, false },
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{ "stone3", 65, false },
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{ "demo", 60, false },
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{ "enddemo", 110, false }
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};
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MoviePlayer::MoviePlayer(Sword2Engine *vm)
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: _vm(vm), _snd(_vm->_mixer), _sys(_vm->_system), _textSurface(NULL) {
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}
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void MoviePlayer::openTextObject(MovieTextObject *obj) {
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if (obj->textSprite)
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_vm->_screen->createSurface(obj->textSprite, &_textSurface);
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}
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void MoviePlayer::closeTextObject(MovieTextObject *obj) {
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if (_textSurface) {
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_vm->_screen->deleteSurface(_textSurface);
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_textSurface = NULL;
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}
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}
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void MoviePlayer::drawTextObject(AnimationState *anim, MovieTextObject *obj) {
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if (obj->textSprite && _textSurface) {
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#ifdef BACKEND_8BIT
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_vm->_screen->drawSurface(obj->textSprite, _textSurface);
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#else
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if (anim)
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anim->drawTextObject(obj->textSprite, _textSurface);
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else
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_vm->_screen->drawSurface(obj->textSprite, _textSurface);
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#endif
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}
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}
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/**
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* Plays an animated cutscene.
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* @param filename the file name of the cutscene file
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* @param text the subtitles and voiceovers for the cutscene
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* @param leadInRes lead-in music resource id
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* @param leadOutRes lead-out music resource id
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*/
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int32 MoviePlayer::play(const char *filename, MovieTextObject *text[], int32 leadInRes, int32 leadOutRes) {
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Audio::SoundHandle leadInHandle;
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// This happens if the user quits during the "eye" smacker
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if (_vm->_quit)
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return RD_OK;
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if (leadInRes) {
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byte *leadIn = _vm->_resman->openResource(leadInRes);
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uint32 leadInLen = _vm->_resman->fetchLen(leadInRes) - ResHeader::size();
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assert(_vm->_resman->fetchType(leadIn) == WAV_FILE);
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leadIn += ResHeader::size();
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_vm->_sound->playFx(&leadInHandle, leadIn, leadInLen, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType);
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}
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byte *leadOut = NULL;
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uint32 leadOutLen = 0;
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if (leadOutRes) {
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leadOut = _vm->_resman->openResource(leadOutRes);
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leadOutLen = _vm->_resman->fetchLen(leadOutRes) - ResHeader::size();
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assert(_vm->_resman->fetchType(leadOut) == WAV_FILE);
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leadOut += ResHeader::size();
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}
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_leadOutFrame = (uint)-1;
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int i;
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for (i = 0; i < ARRAYSIZE(_movies); i++) {
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if (scumm_stricmp(filename, _movies[i].name) == 0) {
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_seamless = _movies[i].seamless;
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if (_movies[i].frames > 60)
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_leadOutFrame = _movies[i].frames - 60;
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break;
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}
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}
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if (i == ARRAYSIZE(_movies))
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warning("Unknown movie, '%s'", filename);
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#ifdef USE_MPEG2
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playMPEG(filename, text, leadOut, leadOutLen);
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#else
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// No MPEG2? Use the old 'Narration Only' hack
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playDummy(filename, text, leadOut, leadOutLen);
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#endif
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_snd->stopHandle(leadInHandle);
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// Wait for the lead-out to stop, if there is any. Though don't do it
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// for seamless movies, since they are meant to blend into the rest of
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// the game.
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if (!_seamless) {
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while (_vm->_mixer->isSoundHandleActive(_leadOutHandle)) {
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_vm->_screen->updateDisplay();
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_vm->_system->delayMillis(30);
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}
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}
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if (leadInRes)
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_vm->_resman->closeResource(leadInRes);
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if (leadOutRes)
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_vm->_resman->closeResource(leadOutRes);
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return RD_OK;
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}
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void MoviePlayer::playMPEG(const char *filename, MovieTextObject *text[], byte *leadOut, uint32 leadOutLen) {
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uint frameCounter = 0, textCounter = 0;
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Audio::SoundHandle handle;
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bool skipCutscene = false, textVisible = false;
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uint32 flags = Audio::Mixer::FLAG_16BITS;
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bool startNextText = false;
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byte oldPal[256 * 4];
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memcpy(oldPal, _vm->_screen->getPalette(), sizeof(oldPal));
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AnimationState *anim = new AnimationState(_vm);
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if (!anim->init(filename)) {
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delete anim;
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// Missing Files? Use the old 'Narration Only' hack
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playDummy(filename, text, leadOut, leadOutLen);
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return;
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}
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// Clear the screen, because whatever is on it will be visible when the
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// overlay is removed. And if there isn't an overlay, we don't want it
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// to be visible during the cutscene. (Not all cutscenes cover the
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// entire screen.)
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_vm->_screen->clearScene();
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_vm->_screen->updateDisplay();
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#ifndef SCUMM_BIG_ENDIAN
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flags |= Audio::Mixer::FLAG_LITTLE_ENDIAN;
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#endif
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while (!skipCutscene && anim->decodeFrame()) {
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// The frame has been drawn. Now draw the subtitles, if any,
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// before updating the screen.
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if (text && text[textCounter]) {
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if (frameCounter == text[textCounter]->startFrame) {
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openTextObject(text[textCounter]);
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textVisible = true;
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if (text[textCounter]->speech) {
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startNextText = true;
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}
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}
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if (startNextText && !_snd->isSoundHandleActive(handle)) {
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_snd->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
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startNextText = false;
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}
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if (frameCounter == text[textCounter]->endFrame) {
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closeTextObject(text[textCounter]);
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textCounter++;
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textVisible = false;
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}
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if (textVisible)
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drawTextObject(anim, text[textCounter]);
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}
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anim->updateScreen();
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frameCounter++;
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if (frameCounter == _leadOutFrame && leadOut)
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_vm->_sound->playFx(&_leadOutHandle, leadOut, leadOutLen, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType);
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OSystem::Event event;
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while (_sys->pollEvent(event)) {
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switch (event.type) {
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#ifndef BACKEND_8BIT
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case OSystem::EVENT_SCREEN_CHANGED:
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anim->buildLookup();
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break;
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#endif
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case OSystem::EVENT_KEYDOWN:
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if (event.kbd.keycode == 27)
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skipCutscene = true;
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break;
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case OSystem::EVENT_QUIT:
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_vm->closeGame();
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skipCutscene = true;
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break;
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default:
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break;
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}
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}
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}
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if (!skipCutscene) {
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// Sleep for one frame so that the last frame is displayed.
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_sys->delayMillis(1000 / 12);
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}
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if (!_seamless) {
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// Most movies fade to black on their own, but not all of them.
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// Since we may be hanging around in the cutscene player for a
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// while longer, waiting for the lead-out sound to finish,
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// paint the overlay black.
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anim->clearScreen();
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}
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// If the speech is still playing, redraw the subtitles. At least in
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// the English version this is most noticeable in the "carib" cutscene.
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if (textVisible && _snd->isSoundHandleActive(handle))
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drawTextObject(anim, text[textCounter]);
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if (text)
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closeTextObject(text[textCounter]);
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anim->updateScreen();
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// Wait for the voice to stop playing. This is to make sure that we
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// don't cut off the speech in mid-sentence, and - even more
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// importantly - that we don't free the sound buffer while it's in use.
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if (skipCutscene)
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_snd->stopHandle(handle);
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while (_snd->isSoundHandleActive(handle)) {
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_vm->_screen->updateDisplay(false);
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_sys->delayMillis(100);
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}
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if (!_seamless) {
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// Clear the screen again
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anim->clearScreen();
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anim->updateScreen();
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}
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_vm->_screen->setPalette(0, 256, oldPal, RDPAL_INSTANT);
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delete anim;
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}
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/**
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* This just plays the cutscene with voiceovers / subtitles, in case the files
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* are missing.
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*/
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void MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], byte *leadOut, uint32 leadOutLen) {
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if (!text)
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return;
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int frameCounter = 0, textCounter = 0;
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byte oldPal[256 * 4];
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byte tmpPal[256 * 4];
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_vm->_screen->clearScene();
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// HACK: Draw instructions
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//
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// I'm using the the menu area, because that's unlikely to be touched
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// by anything else during the cutscene.
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memset(_vm->_screen->getScreen(), 0, _vm->_screen->getScreenWide() * MENUDEEP);
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byte *data;
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// Russian version substituted latin characters with cyrillic. That's
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// why it renders completely unreadable with default message
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if (Common::parseLanguage(ConfMan.get("language")) == Common::RU_RUS) {
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byte msg[] = "Po\344uk - to\344\345ko pev\345: hagmute k\344abuwy Ucke\343n, u\344u nocetute ca\343t npoekta u ckava\343te budeo po\344uku";
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data = _vm->_fontRenderer->makeTextSprite(msg, RENDERWIDE, 255, _vm->_speechFontId);
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} else {
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// TODO: Translate message to other languages?
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#ifdef USE_MPEG2
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byte msg[] = "Cutscene - Narration Only: Press ESC to exit, or visit www.scummvm.org to download cutscene videos";
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#else
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byte msg[] = "Cutscene - Narration Only: Press ESC to exit, or recompile ScummVM with MPEG2 support";
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#endif
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data = _vm->_fontRenderer->makeTextSprite(msg, RENDERWIDE, 255, _vm->_speechFontId);
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}
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FrameHeader frame_head;
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SpriteInfo msgSprite;
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byte *msgSurface;
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frame_head.read(data);
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msgSprite.x = _vm->_screen->getScreenWide() / 2 - frame_head.width / 2;
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msgSprite.y = MENUDEEP / 2 - frame_head.height / 2;
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msgSprite.w = frame_head.width;
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msgSprite.h = frame_head.height;
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msgSprite.type = RDSPR_NOCOMPRESSION;
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msgSprite.data = data + FrameHeader::size();
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_vm->_screen->createSurface(&msgSprite, &msgSurface);
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_vm->_screen->drawSurface(&msgSprite, msgSurface);
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_vm->_screen->deleteSurface(msgSurface);
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free(data);
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// In case the cutscene has a long lead-in, start just before the first
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// line of text.
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frameCounter = text[0]->startFrame - 12;
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// Fake a palette that will hopefully make the text visible. In the
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// opening cutscene it seems to use colours 1 (black) and 255 (white).
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memcpy(oldPal, _vm->_screen->getPalette(), sizeof(oldPal));
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memset(tmpPal, 0, sizeof(tmpPal));
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tmpPal[255 * 4 + 0] = 255;
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tmpPal[255 * 4 + 1] = 255;
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tmpPal[255 * 4 + 2] = 255;
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_vm->_screen->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
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Audio::SoundHandle handle;
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bool skipCutscene = false;
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uint32 flags = Audio::Mixer::FLAG_16BITS;
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#ifndef SCUMM_BIG_ENDIAN
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flags |= Audio::Mixer::FLAG_LITTLE_ENDIAN;
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#endif
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while (1) {
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if (!text[textCounter])
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break;
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if (frameCounter == text[textCounter]->startFrame) {
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_vm->_screen->clearScene();
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openTextObject(text[textCounter]);
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drawTextObject(NULL, text[textCounter]);
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if (text[textCounter]->speech) {
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_snd->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
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}
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}
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if (frameCounter == text[textCounter]->endFrame) {
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closeTextObject(text[textCounter]);
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_vm->_screen->clearScene();
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_vm->_screen->setNeedFullRedraw();
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textCounter++;
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}
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frameCounter++;
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_vm->_screen->updateDisplay();
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KeyboardEvent *ke = _vm->keyboardEvent();
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if ((ke && ke->keycode == 27) || _vm->_quit) {
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_snd->stopHandle(handle);
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skipCutscene = true;
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break;
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}
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// Simulate ~12 frames per second. I don't know what frame rate
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// the original movies had, or even if it was constant, but
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// this seems to work reasonably.
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_sys->delayMillis(90);
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}
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// Wait for the voice to stop playing. This is to make sure that we
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// don't cut off the speech in mid-sentence, and - even more
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// importantly - that we don't free the sound buffer while it's in use.
|
|
|
|
while (_snd->isSoundHandleActive(handle)) {
|
|
_vm->_screen->updateDisplay(false);
|
|
_sys->delayMillis(100);
|
|
}
|
|
|
|
closeTextObject(text[textCounter]);
|
|
|
|
_vm->_screen->clearScene();
|
|
_vm->_screen->setNeedFullRedraw();
|
|
|
|
// HACK: Remove the instructions created above
|
|
Common::Rect r;
|
|
|
|
memset(_vm->_screen->getScreen(), 0, _vm->_screen->getScreenWide() * MENUDEEP);
|
|
r.left = r.top = 0;
|
|
r.right = _vm->_screen->getScreenWide();
|
|
r.bottom = MENUDEEP;
|
|
_vm->_screen->updateRect(&r);
|
|
|
|
// FIXME: For now, only play the lead-out music for cutscenes that have
|
|
// subtitles.
|
|
|
|
if (!skipCutscene && leadOut)
|
|
_vm->_sound->playFx(&_leadOutHandle, leadOut, leadOutLen, Audio::Mixer::kMaxChannelVolume, 0, false, Audio::Mixer::kMusicSoundType);
|
|
|
|
_vm->_screen->setPalette(0, 256, oldPal, RDPAL_INSTANT);
|
|
}
|
|
|
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} // End of namespace Sword2
|