warzone2100/src/seqdisp.c

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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 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.
Warzone 2100 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 Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/**
* @file seqdisp.c
*
* Functions for the display of the Escape Sequences (FMV).
*
*/
#include "lib/framework/frame.h"
#include "lib/framework/frameint.h"
#include <string.h>
#include <SDL_timer.h>
#include <physfs.h>
#include "lib/framework/file.h"
#include "lib/ivis_common/rendmode.h"
#include "lib/ivis_opengl/screen.h"
#include "lib/sequence/sequence.h"
#include "lib/sound/audio.h"
#include "lib/sound/cdaudio.h"
#include "lib/script/script.h"
#include "seqdisp.h"
#include "warzoneconfig.h"
#include "hci.h"//for font
#include "loop.h"
#include "scripttabs.h"
#include "design.h"
#include "wrappers.h"
#include "init.h" // For fileLoadBuffer
#include "drive.h"
/***************************************************************************/
/*
* local Definitions
*/
/***************************************************************************/
#define MAX_TEXT_OVERLAYS 32
#define MAX_SEQ_LIST 6
#define SUBTITLE_BOX_MIN 430
#define SUBTITLE_BOX_MAX 480
// NOTE: The original game never had a true fullscreen mode for FMVs on >640x480 screens.
// They would just use double sized videos, and move the text to that area.
// Since we *do* offer fullscreen FMVs, this isn't really needed anymore, depending
// on how we want to handle the text.
static int D_W2 = 0; // Text width offset
static int D_H2 = 0; // Text height offset
typedef struct
{
char pText[MAX_STR_LENGTH];
UDWORD x;
UDWORD y;
UDWORD startFrame;
UDWORD endFrame;
BOOL bSubtitle;
} SEQTEXT;
typedef struct
{
const char *pSeq; //name of the sequence to play
const char *pAudio; //name of the wav to play
BOOL bSeqLoop; //loop this sequence
SDWORD currentText; //cuurent number of text messages for this seq
SEQTEXT aText[MAX_TEXT_OVERLAYS]; //text data to display for this sequence
} SEQLIST;
/***************************************************************************/
/*
* local Variables
*/
/***************************************************************************/
static BOOL bBackDropWasAlreadyUp;
static BOOL bAudioPlaying = false;
static BOOL bHoldSeqForAudio = false;
static BOOL bSeqSubtitles = true;
static BOOL bSeqPlaying = false;
static const char aHardPath[] = "sequences/";
static char aVideoName[MAX_STR_LENGTH];
static char* pVideoBuffer = NULL;
static char* pVideoPalette = NULL;
static SDWORD frameSkip = 1;
static SEQLIST aSeqList[MAX_SEQ_LIST];
static SDWORD currentSeq = -1;
static SDWORD currentPlaySeq = -1;
static BOOL g_bResumeInGame = false;
/***************************************************************************/
/*
* local ProtoTypes
*/
/***************************************************************************/
typedef enum
{
VIDEO_PRESELECTED_RESOLUTION,
VIDEO_USER_CHOSEN_RESOLUTION,
} VIDEO_RESOLUTION;
static bool seq_StartFullScreenVideo(const char* videoName, const char* audioName, VIDEO_RESOLUTION resolution);
BOOL seq_SetupVideoBuffers(void);
BOOL seq_ReleaseVideoBuffers(void);
/***************************************************************************/
/*
* Source
*/
/***************************************************************************/
/* Renders a video sequence specified by filename to a buffer*/
bool seq_RenderVideoToBuffer(const char* sequenceName, int seqCommand)
{
static enum
{
VIDEO_NOT_PLAYING,
VIDEO_PLAYING,
VIDEO_FINISHED,
} videoPlaying = VIDEO_NOT_PLAYING;
static enum
{
VIDEO_LOOP,
VIDEO_HOLD_LAST_FRAME,
} frameHold = VIDEO_LOOP;
if (seqCommand == SEQUENCE_KILL)
{
//stop the movie
seq_Shutdown();
bSeqPlaying = false;
frameHold = VIDEO_LOOP;
videoPlaying = VIDEO_NOT_PLAYING;
return true;
}
if (!bSeqPlaying
&& frameHold == VIDEO_LOOP)
{
//start the ball rolling
iV_SetFont(font_regular);
iV_SetTextColour(WZCOL_TEXT_BRIGHT);
/* We do *NOT* want to use the user-choosen resolution when we
* are doing intelligence videos.
*/
videoPlaying = seq_StartFullScreenVideo(sequenceName, NULL, VIDEO_PRESELECTED_RESOLUTION) ? VIDEO_PLAYING : VIDEO_FINISHED;
bSeqPlaying = true;
}
if (videoPlaying != VIDEO_FINISHED)
{
videoPlaying = seq_Update() ? VIDEO_PLAYING : VIDEO_FINISHED;
}
if (videoPlaying == VIDEO_FINISHED)
{
seq_Shutdown();
bSeqPlaying = false;
frameHold = VIDEO_HOLD_LAST_FRAME;
videoPlaying = VIDEO_NOT_PLAYING;
return false;
}
return true;
}
BOOL seq_ReleaseVideoBuffers(void)
{
free(pVideoBuffer);
free(pVideoPalette);
pVideoBuffer = NULL;
pVideoPalette = NULL;
return true;
}
BOOL seq_SetupVideoBuffers(void)
{
return true;
}
static void seq_SetUserResolution(void)
{
switch (war_GetFMVmode())
{
case FMV_1X:
{
// Native (1x)
const int x = (screenWidth - 320) / 2;
const int y = (screenHeight - 240) / 2;
seq_SetDisplaySize(320, 240, x, y);
break;
}
case FMV_2X:
{
// Double (2x)
const int x = (screenWidth - 640) / 2;
const int y = (screenHeight - 480) / 2;
seq_SetDisplaySize(640, 480, x, y);
break;
}
case FMV_FULLSCREEN:
seq_SetDisplaySize(screenWidth, screenHeight, 0, 0);
break;
default:
ASSERT(!"invalid FMV mode", "Invalid FMV mode: %u", (unsigned int)war_GetFMVmode());
break;
}
}
//full screenvideo functions
static bool seq_StartFullScreenVideo(const char* videoName, const char* audioName, VIDEO_RESOLUTION resolution)
{
const char* aAudioName;
int chars_printed;
bHoldSeqForAudio = false;
chars_printed = ssprintf(aVideoName, "%s%s", aHardPath, videoName);
ASSERT(chars_printed < sizeof(aVideoName), "sequence path + name greater than max string");
//set audio path
if (audioName != NULL)
{
sasprintf((char**)&aAudioName, "sequenceaudio/%s", audioName);
}
cdAudio_Pause();
iV_SetFont(font_regular);
iV_SetTextColour(WZCOL_TEXT_BRIGHT);
/* We do not want to enter loop_SetVideoPlaybackMode() when we are
* doing intelligence videos.
*/
if (resolution == VIDEO_USER_CHOSEN_RESOLUTION)
{
//start video mode
if (loop_GetVideoMode() == 0)
{
// check to see if we need to pause, and set font each time
cdAudio_Pause();
loop_SetVideoPlaybackMode();
iV_SetFont(font_regular);
iV_SetTextColour(WZCOL_TEXT_BRIGHT);
}
// set the dimensions to show full screen or native or ...
seq_SetUserResolution();
}
if (!seq_Play(aVideoName))
{
seq_Shutdown();
return false;
}
if (audioName == NULL)
{
bAudioPlaying = false;
}
else
{
// NOT controlled by sliders for now?
static const float maxVolume = 1.f;
bAudioPlaying = audio_PlayStream(aAudioName, maxVolume, NULL, NULL) ? true : false;
ASSERT(bAudioPlaying == true, "unable to initialise sound %s", aAudioName);
}
return true;
}
BOOL seq_UpdateFullScreenVideo(int *pbClear)
{
int i;
BOOL bMoreThanOneSequenceLine = false;
bool stillPlaying;
unsigned int subMin = SUBTITLE_BOX_MAX + D_H2;
unsigned int subMax = SUBTITLE_BOX_MIN + D_H2;
//get any text lines over bottom of the video
unsigned int realFrame = seq_GetFrameNumber();
for(i=0;i<MAX_TEXT_OVERLAYS;i++)
{
if (aSeqList[currentPlaySeq].aText[i].pText[0] != '\0')
{
if (aSeqList[currentPlaySeq].aText[i].bSubtitle)
{
if ((realFrame >= aSeqList[currentPlaySeq].aText[i].startFrame) && (realFrame <= aSeqList[currentPlaySeq].aText[i].endFrame))
{
if (subMin > aSeqList[currentPlaySeq].aText[i].y)
{
if (aSeqList[currentPlaySeq].aText[i].y > SUBTITLE_BOX_MIN)
{
subMin = aSeqList[currentPlaySeq].aText[i].y;
}
}
if (subMax < aSeqList[currentPlaySeq].aText[i].y)
{
subMax = aSeqList[currentPlaySeq].aText[i].y;
}
}
else if (aSeqList[currentPlaySeq].bSeqLoop)//if its a looped video always draw the text
{
if (subMin >= aSeqList[currentPlaySeq].aText[i].y)
{
if (aSeqList[currentPlaySeq].aText[i].y > SUBTITLE_BOX_MIN)
{
subMin = aSeqList[currentPlaySeq].aText[i].y;
}
}
if (subMax < aSeqList[currentPlaySeq].aText[i].y)
{
subMax = aSeqList[currentPlaySeq].aText[i].y;
}
}
}
if (realFrame >= aSeqList[currentPlaySeq].aText[i].endFrame
&& realFrame < aSeqList[currentPlaySeq].aText[i].endFrame + frameSkip)
{
if (pbClear != NULL)
{
*pbClear = CLEAR_BLACK;
}
}
}
}
subMin -= D_H2;//adjust video window here because text is already ofset for big screens
subMax -= D_H2;
if (subMin < SUBTITLE_BOX_MIN)
{
subMin = SUBTITLE_BOX_MIN;
}
if (subMax > SUBTITLE_BOX_MAX)
{
subMax = SUBTITLE_BOX_MAX;
}
if (subMax > subMin)
{
bMoreThanOneSequenceLine = true;
}
//call sequence player to download last frame
stillPlaying = seq_Update();
//print any text over the video
realFrame = seq_GetFrameNumber();//textFrame + 1;
for(i=0;i<MAX_TEXT_OVERLAYS;i++)
{
if (aSeqList[currentPlaySeq].aText[i].pText[0] != '\0')
{
if ((realFrame >= aSeqList[currentPlaySeq].aText[i].startFrame) && (realFrame <= aSeqList[currentPlaySeq].aText[i].endFrame))
{
if (bMoreThanOneSequenceLine)
{
aSeqList[currentPlaySeq].aText[i].x = 20 + D_W2;
}
iV_DrawText(&(aSeqList[currentPlaySeq].aText[i].pText[0]),
aSeqList[currentPlaySeq].aText[i].x, aSeqList[currentPlaySeq].aText[i].y);
}
else if (aSeqList[currentPlaySeq].bSeqLoop)//if its a looped video always draw the text
{
if (bMoreThanOneSequenceLine)
{
aSeqList[currentPlaySeq].aText[i].x = 20 + D_W2;
}
iV_DrawText(&(aSeqList[currentPlaySeq].aText[i].pText[0]),
aSeqList[currentPlaySeq].aText[i].x, aSeqList[currentPlaySeq].aText[i].y);
}
}
}
if (!stillPlaying
|| bHoldSeqForAudio)
{
if (bAudioPlaying)
{
if (aSeqList[currentPlaySeq].bSeqLoop)
{
seq_Shutdown();
if (!seq_Play(aVideoName))
{
bHoldSeqForAudio = true;
}
}
else
{
bHoldSeqForAudio = true;
}
return true;//should hold the video
}
else
{
return false;//should terminate the video
}
}
return true;
}
BOOL seq_StopFullScreenVideo(void)
{
StopDriverMode();
if (!seq_AnySeqLeft())
{
loop_ClearVideoPlaybackMode();
}
seq_Shutdown();
if (!seq_AnySeqLeft())
{
if ( g_bResumeInGame == true )
{
resetDesignPauseState();
intAddReticule();
g_bResumeInGame = false;
}
}
return true;
}
#define FOLLOW_ON_JUSTIFICATION 160 // not really used for anything
#define MIN_JUSTIFICATION 40
// add a string at x,y or add string below last line if x and y are 0
BOOL seq_AddTextForVideo(const char* pText, SDWORD xOffset, SDWORD yOffset, SDWORD startFrame, SDWORD endFrame, SEQ_TEXT_POSITIONING textJustification)
{
SDWORD sourceLength, currentLength;
char* currentText;
SDWORD justification;
static SDWORD lastX;
int BUFFER_WIDTH = pie_GetVideoBufferWidth();
iV_SetFont(font_regular);
ASSERT(aSeqList[currentSeq].currentText < MAX_TEXT_OVERLAYS, "too many text lines");
sourceLength = strlen(pText);
currentLength = sourceLength;
currentText = &(aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].pText[0]);
//if the string is bigger than the buffer get the last end of the last fullword in the buffer
if (currentLength >= MAX_STR_LENGTH)
{
currentLength = MAX_STR_LENGTH - 1;
//get end of the last word
while((pText[currentLength] != ' ') && (currentLength > 0))
{
currentLength--;
}
currentLength--;
}
memcpy(currentText,pText,currentLength);
currentText[currentLength] = 0;//terminate the string what ever
//check the string is shortenough to print
//if not take a word of the end and try again
while(iV_GetTextWidth(currentText) > BUFFER_WIDTH)
{
currentLength--;
while((pText[currentLength] != ' ') && (currentLength > 0))
{
currentLength--;
}
currentText[currentLength] = 0;//terminate the string what ever
}
currentText[currentLength] = 0;//terminate the string what ever
//check if x and y are 0 and put text on next line
if (((xOffset == 0) && (yOffset == 0)) && (currentLength > 0))
{
aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].x = lastX;
// aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText-1].x;
aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].y = aSeqList[currentSeq].
aText[aSeqList[currentSeq].currentText-1].y + iV_GetTextLineSize();
}
else
{
aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].x = xOffset + D_W2;
aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].y = yOffset + D_H2;
}
lastX = aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].x;
if (textJustification
&& currentLength == sourceLength)
{
//justify this text
justification = BUFFER_WIDTH - iV_GetTextWidth(currentText);
if (textJustification == SEQ_TEXT_JUSTIFY
&& justification > MIN_JUSTIFICATION)
{
aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].x += (justification/2);
}
else if (textJustification == SEQ_TEXT_FOLLOW_ON
&& justification > FOLLOW_ON_JUSTIFICATION)
{
}
}
//set start and finish times for the objects
aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].startFrame = startFrame;
aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].endFrame = endFrame;
aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].bSubtitle = textJustification;
aSeqList[currentSeq].currentText++;
if (aSeqList[currentSeq].currentText >= MAX_TEXT_OVERLAYS)
{
aSeqList[currentSeq].currentText = 0;
}
//check text is okay on the screen
if (currentLength < sourceLength)
{
//RECURSE x= 0 y = 0 for nextLine
if (textJustification == SEQ_TEXT_JUSTIFY)
{
textJustification = SEQ_TEXT_POSITION;
}
seq_AddTextForVideo(&pText[currentLength + 1], 0, 0, startFrame, endFrame, textJustification);
}
return true;
}
BOOL seq_ClearTextForVideo(void)
{
SDWORD i, j;
for (j=0; j < MAX_SEQ_LIST; j++)
{
for(i=0;i<MAX_TEXT_OVERLAYS;i++)
{
aSeqList[j].aText[i].pText[0] = 0;
aSeqList[j].aText[i].x = 0;
aSeqList[j].aText[i].y = 0;
aSeqList[j].aText[i].startFrame = 0;
aSeqList[j].aText[i].endFrame = 0;
aSeqList[j].aText[i].bSubtitle = 0;
}
aSeqList[j].currentText = 0;
}
return true;
}
static BOOL seq_AddTextFromFile(const char *pTextName, SEQ_TEXT_POSITIONING textJustification)
{
char aTextName[MAX_STR_LENGTH];
char *pTextBuffer, *pCurrentLine, *pText;
UDWORD fileSize;
SDWORD xOffset, yOffset, startFrame, endFrame;
const char *seps = "\n";
// NOTE: The original game never had a fullscreen mode for FMVs on >640x480 screens.
// They would just use double sized videos, and move the text to that area.
// We just use the full screen for text right now, instead of using offsets.
// However, depending on reaction, we may use the old style again.
D_H2 = 0; //( pie_GetVideoBufferHeight()- 480)/2;
D_W2 = 0; //( pie_GetVideoBufferWidth() - 640)/2;
ssprintf(aTextName, "sequenceaudio/%s", pTextName);
if (loadFileToBufferNoError(aTextName, fileLoadBuffer, FILE_LOAD_BUFFER_SIZE, &fileSize) == false) //Did I mention this is lame? -Q
{
return false;
}
pTextBuffer = fileLoadBuffer;
pCurrentLine = strtok(pTextBuffer,seps);
while(pCurrentLine != NULL)
{
if (*pCurrentLine != '/')
{
if (sscanf(pCurrentLine,"%d %d %d %d", &xOffset, &yOffset, &startFrame, &endFrame) == 4)
{
// Since all the positioning was hardcoded to specific values, we now calculate the
// ratio of our screen, compared to what the game expects and multiply that to x, y.
// This makes the text always take up the full screen, instead of original style.
xOffset = ((double)pie_GetVideoBufferWidth() / 640.0f) * (double)xOffset;
yOffset = ((double)pie_GetVideoBufferHeight() / 480.0f) * (double)yOffset;
//get the text
pText = strrchr(pCurrentLine,'"');
ASSERT( pText != NULL,"seq_AddTextFromFile error parsing text file" );
if (pText != NULL)
{
*pText = (UBYTE)0;
}
pText = strchr(pCurrentLine,'"');
ASSERT( pText != NULL,"seq_AddTextFromFile error parsing text file" );
if (pText != NULL)
{
seq_AddTextForVideo(&pText[1], xOffset, yOffset, startFrame, endFrame, textJustification);
}
}
}
//get next line
pCurrentLine = strtok(NULL,seps);
}
return true;
}
//clear the sequence list
void seq_ClearSeqList(void)
{
SDWORD i;
seq_ClearTextForVideo();
for(i=0;i<MAX_SEQ_LIST;i++)
{
aSeqList[i].pSeq = NULL;
}
currentSeq = -1;
currentPlaySeq = -1;
}
//add a sequence to the list to be played
void seq_AddSeqToList(const char *pSeqName, const char *pAudioName, const char *pTextName, BOOL bLoop)
{
SDWORD strLen;
currentSeq++;
if ((currentSeq) >= MAX_SEQ_LIST)
{
ASSERT( false, "seq_AddSeqToList: too many sequences" );
return;
}
//OK so add it to the list
aSeqList[currentSeq].pSeq = pSeqName;
aSeqList[currentSeq].pAudio = pAudioName;
aSeqList[currentSeq].bSeqLoop = bLoop;
if (pTextName != NULL)
{
// Ordinary text shouldn't be justified
seq_AddTextFromFile(pTextName, SEQ_TEXT_POSITION);
}
if (bSeqSubtitles)
{
char aSubtitleName[MAX_STR_LENGTH];
//check for a subtitle file
strLen = strlen(pSeqName);
ASSERT( strLen < MAX_STR_LENGTH,"seq_AddSeqToList: sequence name error" );
sstrcpy(aSubtitleName, pSeqName);
aSubtitleName[strLen - 4] = 0;
sstrcat(aSubtitleName, ".txt");
// Subtitles should be center justified
seq_AddTextFromFile(aSubtitleName, SEQ_TEXT_JUSTIFY);
}
}
/*checks to see if there are any sequences left in the list to play*/
BOOL seq_AnySeqLeft(void)
{
UBYTE nextSeq;
nextSeq = (UBYTE)(currentPlaySeq+1);
//check haven't reached end
if (nextSeq > MAX_SEQ_LIST)
{
return false;
}
else if (aSeqList[nextSeq].pSeq)
{
return true;
}
else
{
return false;
}
}
static void seqDispCDOK( void )
{
BOOL bPlayedOK;
if ( bBackDropWasAlreadyUp == false )
{
screen_StopBackDrop();
}
currentPlaySeq++;
if (currentPlaySeq >= MAX_SEQ_LIST)
{
bPlayedOK = false;
}
else
{
bPlayedOK = seq_StartFullScreenVideo(aSeqList[currentPlaySeq].pSeq, aSeqList[currentPlaySeq].pAudio, VIDEO_USER_CHOSEN_RESOLUTION);
}
if ( bPlayedOK == false )
{
//don't do the callback if we're playing the win/lose video
if (!getScriptWinLoseVideo())
{
debug(LOG_SCRIPT, "*** Called video quit trigger!");
// Not sure this is correct... CHECK, since the callback should ONLY
// be called when a video is playing (always?)
if (seq_Playing())
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_VIDEO_QUIT);
}
else
{
displayGameOver(getScriptWinLoseVideo() == PLAY_WIN);
}
}
}
/*returns the next sequence in the list to play*/
void seq_StartNextFullScreenVideo(void)
{
seqDispCDOK();
return;
}
void seq_SetSubtitles(BOOL bNewState)
{
bSeqSubtitles = bNewState;
}
BOOL seq_GetSubtitles(void)
{
return bSeqSubtitles;
}