/* 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 */ /* * SeqDisp.c (Sequence Display) * * Functions for the display of the Escape Sequences * */ #include #include #include #include "lib/framework/frame.h" #include "lib/widget/widget.h" #include "lib/ivis_common/rendmode.h" #include "seqdisp.h" #include "lib/sequence/sequence.h" #include "loop.h" #include "lib/ivis_common/piedef.h" #include "lib/ivis_common/piefunc.h" #include "lib/ivis_common/piestate.h" #include "hci.h"//for font #include "lib/sound/audio.h" #include "lib/sound/cdaudio.h" #include "deliverance.h" #include "warzoneconfig.h" // FIXME Direct iVis implementation include! #include "lib/ivis_opengl/screen.h" #include "multiplay.h" #include "lib/gamelib/gtime.h" #include "mission.h" #include "lib/script/script.h" #include "scripttabs.h" #include "design.h" #include "wrappers.h" /***************************************************************************/ /* * local Definitions */ /***************************************************************************/ #define INCLUDE_AUDIO #define RPL_WIDTH 640 #define RPL_HEIGHT 480 #define RPL_DEPTH 2 //bytes, 16bit #define RPL_BITS_555 15 //15bit #define RPL_MASK_555 0x7fff //15bit #define RPL_FRAME_TIME frameDuration //milliseconds #define STD_FRAME_TIME 40 //milliseconds #define VIDEO_PLAYBACK_WIDTH 640 #define VIDEO_PLAYBACK_HEIGHT 480 #define VIDEO_PLAYBACK_DELAY 0 #define MAX_TEXT_OVERLAYS 32 #define MAX_SEQ_LIST 6 #define SUBTITLE_BOX_MIN 430 #define SUBTITLE_BOX_MAX 480 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; BOOL bSeqInit = FALSE; BOOL bSeqPlaying = FALSE; BOOL bAudioPlaying = FALSE; BOOL bHoldSeqForAudio = FALSE; BOOL bSeq8Bit = TRUE; BOOL bCDPath = FALSE; BOOL bHardPath = FALSE; BOOL bSeqSubtitles = TRUE; char aCDPath[MAX_STR_LENGTH]; char aHardPath[MAX_STR_LENGTH]; char aVideoName[MAX_STR_LENGTH]; char aAudioName[MAX_STR_LENGTH]; char aTextName[MAX_STR_LENGTH]; char aSubtitleName[MAX_STR_LENGTH]; char* pVideoBuffer = NULL; UWORD *p3DFXVideoBuffer = NULL; char* pVideoPalette = NULL; VIDEO_MODE videoMode; PERF_MODE perfMode = VIDEO_PERF_FULLSCREEN; static SDWORD frameSkip = 1; SEQLIST aSeqList[MAX_SEQ_LIST]; static SDWORD currentSeq = -1; static SDWORD currentPlaySeq = -1; static SDWORD frameDuration = 40; static BOOL g_bResumeInGame = FALSE; static int videoFrameTime = 0; static SDWORD frame = 0; /***************************************************************************/ /* * local ProtoTypes */ /***************************************************************************/ void clearVideoBuffer(iSurface *surface); void seq_SetVideoPath(void); /***************************************************************************/ /* * Source */ /***************************************************************************/ /* Renders a video sequence specified by filename to a buffer*/ BOOL seq_RenderVideoToBuffer( iSurface *pSurface, char *sequenceName, int time, int seqCommand) { SDWORD frameLag; int videoTime; BOOL state = TRUE; if (seqCommand == SEQUENCE_KILL) { //stop the movie seq_ShutDown(); bSeqPlaying = FALSE; // bSeqInit = FALSE; //return seq_ReleaseVideoBuffers(); return TRUE; } if (!bSeqInit) { //this is done in HCI intInitialise() now //if ((bSeqInit = seq_SetupVideoBuffers()) == FALSE) // return FALSE; } if (!bSeqPlaying) { //set a valid video path if there is one if(!bCDPath && !bHardPath) { seq_SetVideoPath(); } if (bHardPath)//use this first { ASSERT( (strlen(sequenceName) + strlen(aHardPath))buffer; for (i=0; i<(UDWORD)(surface->size/4); i++) { *toClear++ = (UDWORD)0xFCFCFCFC; } } BOOL seq_ReleaseVideoBuffers(void) { free(pVideoBuffer); free(pVideoPalette); return TRUE; } BOOL seq_SetupVideoBuffers(void) { SDWORD c,mallocSize; UBYTE r,g,b; //assume 320 * 240 * 16bit playback surface mallocSize = (RPL_WIDTH*RPL_HEIGHT*RPL_DEPTH); if ((pVideoBuffer = (char*)malloc(mallocSize)) == NULL) { return FALSE; } mallocSize = 1<<(RPL_BITS_555);//palette only used in 555mode if ((pVideoPalette = (char*)malloc(mallocSize)) == NULL) { return FALSE; } //Assume 555 RGB buffer for 8 bit rendering c = 0; for(r = 0 ; r < 32 ; r++) { LOADBARCALLBACK(); // loadingScreenCallback(); for(g = 0 ; g < 32 ; g++) { for(b = 0 ; b < 32 ; b++) { pVideoPalette[(SDWORD)c] = (char)pal_GetNearestColour((Uint8)(r<<3),(Uint8)(g<<3),(Uint8)(b<<3)); c++; } } } return TRUE; } void seq_SetVideoPath(void) { // now set up the hard disc path / if (!bHardPath) { strcpy(aHardPath, "sequences/"); #ifdef WAS_WIN32_NOW_UNUSED fileHandle = FindFirstFile("sequences/*.rpl",&findData); if (fileHandle == INVALID_HANDLE_VALUE) { // bHardPath = FALSE; //If it fails, then why say true? Cause we *ALWAYS* need the bHardPath=TRUE; //videos enabled. Yes, we are playing novideo.rpl, but for return; //windows, if we don't have that directory, then what? } //then we run into a game stopping bug! else { bHardPath = TRUE; FindClose(fileHandle); return; } #else bHardPath=TRUE; //yes, always true, as it should be on windows ALSO. #endif } } static BOOL SeqEndCallBack( void *psObj ) { bAudioPlaying = FALSE; debug(LOG_NEVER, "************* briefing ended **************"); return TRUE; } //full screenvideo functions static BOOL seq_StartFullScreenVideo(const char* videoName, const char* audioName) { bHoldSeqForAudio = FALSE; frameSkip = 1; switch(war_GetSeqMode()) { case SEQ_SMALL: perfMode = VIDEO_PERF_WINDOW; break; case SEQ_SKIP: frameSkip = 2; perfMode = VIDEO_PERF_SKIP_FRAMES; break; default: case SEQ_FULL: perfMode = VIDEO_PERF_FULLSCREEN; break; } //set a valid video path if there is one if(!bCDPath && !bHardPath) { seq_SetVideoPath(); } if (bHardPath)//use this first { ASSERT( (strlen(videoName) + strlen(aHardPath))= 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) { if (perfMode != VIDEO_PERF_FULLSCREEN) { *pbClear = CLEAR_BLACK; } } } } } subMin -= D_H;//adjust video window here because text is already ofset for big screens subMax -= D_H; if (subMin < SUBTITLE_BOX_MIN) { subMin = SUBTITLE_BOX_MIN; } if (subMax > SUBTITLE_BOX_MAX) { subMax = SUBTITLE_BOX_MAX; } if (subMax > subMin) { bMoreThanOneSequenceLine = TRUE; } { if (bHoldSeqForAudio == FALSE) { if (perfMode != VIDEO_PERF_SKIP_FRAMES) { //version 1.00 release code //poll the sequence player while timing the video videoTime = SDL_GetTicks(); while (videoTime < (videoFrameTime + (RPL_FRAME_TIME * frameSkip))) { videoTime = SDL_GetTicks(); seq_RefreshVideoBuffers(); } frameLag = videoTime - videoFrameTime; frameLag /= RPL_FRAME_TIME;// if were running slow frame lag will be greater than 1 videoFrameTime += frameLag * RPL_FRAME_TIME;//frame Lag should be 1 (most of the time) //call sequence player to decode a frame frame = seq_RenderOneFrame(frameLag, subMin, subMax); } else { //new version with timeing removed //poll the sequence player while timing the video videoTime = SDL_GetTicks(); while (videoTime < (videoFrameTime + (RPL_FRAME_TIME * frameSkip))) { videoTime = SDL_GetTicks(); seq_RefreshVideoBuffers(); } videoFrameTime += frameSkip * RPL_FRAME_TIME;//frame Lag should be 1 (most of the time) //call sequence player to decode a frame frame = seq_RenderOneFrame(frameSkip, subMin, subMax); } } else { //call sequence player to download last frame frame = seq_RenderOneFrame(0, 2, 0); } //print any text over the video realFrame = textFrame + 1; for(i=0;i= aSeqList[currentPlaySeq].aText[i].startFrame) && (realFrame <= aSeqList[currentPlaySeq].aText[i].endFrame)) { if (bMoreThanOneSequenceLine) { aSeqList[currentPlaySeq].aText[i].x = 20 + D_W; } pie_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_W; } pie_DrawText(&(aSeqList[currentPlaySeq].aText[i].pText[0]), aSeqList[currentPlaySeq].aText[i].x, aSeqList[currentPlaySeq].aText[i].y); } } } } textFrame = frame * RPL_FRAME_TIME/STD_FRAME_TIME; if ((frame == VIDEO_FINISHED) || (bHoldSeqForAudio)) { #ifndef SEQ_LOOP if (bAudioPlaying) #endif { if (aSeqList[currentPlaySeq].bSeqLoop) { seq_ClearMovie(); if (!seq_SetSequence(aVideoName, SDL_GetTicks() + VIDEO_PLAYBACK_DELAY, pVideoBuffer, perfMode)) { bHoldSeqForAudio = TRUE; } frameDuration = seq_GetFrameTimeInClicks(); } else { bHoldSeqForAudio = TRUE; } return TRUE;//should hold the video } #ifndef SEQ_LOOP else { return FALSE;//should terminate the video } #endif } else if (frame < 0) //an ERROR { debug( LOG_NEVER, "VIDEO FRAME ERROR %d\n", frame ); return FALSE; } return TRUE; } BOOL seq_StopFullScreenVideo(void) { if (!seq_AnySeqLeft()) { loop_ClearVideoPlaybackMode(); } seq_ShutDown(); if (!seq_AnySeqLeft()) { if ( g_bResumeInGame == TRUE ) { resetDesignPauseState(); intAddReticule(); g_bResumeInGame = FALSE; } } return TRUE; } BOOL seq_GetVideoSize(SDWORD* pWidth, SDWORD* pHeight) { return seq_GetFrameSize(pWidth, pHeight); } #define BUFFER_WIDTH 600 #define FOLLOW_ON_JUSTIFICATION 160 #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(char* pText, SDWORD xOffset, SDWORD yOffset, SDWORD startFrame, SDWORD endFrame, SDWORD bJustify) { SDWORD sourceLength, currentLength; char* currentText; SDWORD justification; static SDWORD lastX; iV_SetFont(WFont); ASSERT( aSeqList[currentSeq].currentText < MAX_TEXT_OVERLAYS, "seq_AddTextForVideo: 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_W; aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].y = yOffset + D_H; } lastX = aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].x; if ((bJustify) && (currentLength == sourceLength)) { //justify this text justification = BUFFER_WIDTH - iV_GetTextWidth(currentText); if ((bJustify == SEQ_TEXT_JUSTIFY) && (justification > MIN_JUSTIFICATION)) { aSeqList[currentSeq].aText[aSeqList[currentSeq].currentText].x += (justification/2); } else if ((bJustify == 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 = bJustify; 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 (bJustify == SEQ_TEXT_JUSTIFY) { bJustify = SEQ_TEXT_POSITION; } seq_AddTextForVideo(&pText[currentLength + 1], 0, 0, startFrame, endFrame, bJustify); } return TRUE; } BOOL seq_ClearTextForVideo(void) { SDWORD i, j; for (j=0; j < MAX_SEQ_LIST; j++) { for(i=0;i= MAX_SEQ_LIST) { ASSERT( FALSE, "seq_AddSeqToList: too many sequences" ); return; } #ifdef SEQ_LOOP bLoop = TRUE; #endif //OK so add it to the list aSeqList[currentSeq].pSeq = pSeqName; aSeqList[currentSeq].pAudio = pAudioName; aSeqList[currentSeq].bSeqLoop = bLoop; if (pTextName != NULL) { seq_AddTextFromFile(pTextName, FALSE);//SEQ_TEXT_POSITION);//ordinary text not justified } if (bSeqSubtitles) { //check for a subtitle file strLen = strlen(pSeqName); ASSERT( strLen < MAX_STR_LENGTH,"seq_AddSeqToList: sequence name error" ); strcpy(aSubtitleName,pSeqName); aSubtitleName[strLen - 4] = 0; strcat(aSubtitleName,".txt"); seq_AddTextFromFile(aSubtitleName, TRUE);//SEQ_TEXT_JUSTIFY);//subtitles centre justified } } /*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 ); } 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!"); 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; }