Files
Jedi-Academy/code/client/cl_cin_console.cpp
2013-04-04 14:32:05 -07:00

479 lines
10 KiB
C++

/*****************************************************************************
* name: cl_cin_console.cpp
*
* desc: video and cinematic playback interface for Xbox (using Bink)
*
*****************************************************************************/
#include "client.h"
#include "../win32/win_local.h"
#include "../win32/win_input.h"
#include "../win32/glw_win_dx8.h"
#include "BinkVideo.h"
//#define XBOX_VIDEO_PATH "d:\\base\\video\\"
char XBOX_VIDEO_PATH[64] = "d:\\base\\video\\";
#define SHADER_VIDEO_PATH "z:\\"
BinkVideo bVideo; // bink video object
connstate_t previousState = CA_UNINITIALIZED; // previous cinematic state
struct CinematicData
{
char filename[MAX_OSPATH]; // No path, no extension
int x, y, w, h; // Dimensions
int bits; // Flags (loop, silent, shader)
};
// We have a fixed lookup table of all cinematics that can be played
// Video handles are just indices into the array. An entry is not
// considered initialized until its width is nonzero
CinematicData cinFiles[] = {
// Opening logos
{ "logos", 0, 0, 0, 0, 0 },
// Attract sequence
{ "attract", 0, 0, 0, 0, 0 },
// Planet shaders
{ "cos", 0, 0, 0, 0, 0 },
{ "bakura", 0, 0, 0, 0, 0 },
{ "blenjeel", 0, 0, 0, 0, 0 },
{ "chandrila", 0, 0, 0, 0, 0 },
{ "core", 0, 0, 0, 0, 0 },
{ "ast", 0, 0, 0, 0, 0 },
{ "dosunn", 0, 0, 0, 0, 0 },
{ "krildor", 0, 0, 0, 0, 0 },
{ "narkreeta", 0, 0, 0, 0, 0 },
{ "ordman", 0, 0, 0, 0, 0 },
{ "tanaab", 0, 0, 0, 0, 0 },
{ "tatooine", 0, 0, 0, 0, 0 },
{ "yalara", 0, 0, 0, 0, 0 },
{ "zonju", 0, 0, 0, 0, 0 },
// Others
// { "jk0101_sw", 0, 0, 0, 0, 0 }, // Folded into ja01!
// { "ja01", 0, 0, 0, 0, 0 }, // Contains the text crawl, so must be localized:
{ "ja01_e", 0, 0, 0, 0, 0 },
{ "ja01_f", 0, 0, 0, 0, 0 },
{ "ja01_d", 0, 0, 0, 0, 0 },
{ "ja02", 0, 0, 0, 0, 0 },
{ "ja03", 0, 0, 0, 0, 0 },
{ "ja04", 0, 0, 0, 0, 0 },
{ "ja05", 0, 0, 0, 0, 0 },
{ "ja06", 0, 0, 0, 0, 0 },
{ "ja07", 0, 0, 0, 0, 0 },
{ "ja08", 0, 0, 0, 0, 0 },
{ "ja09", 0, 0, 0, 0, 0 },
{ "ja10", 0, 0, 0, 0, 0 },
{ "ja11", 0, 0, 0, 0, 0 },
{ "ja12", 0, 0, 0, 0, 0 },
};
const int cinNumFiles = sizeof(cinFiles) / sizeof(cinFiles[0]);
static int currentHandle = -1;
// Stupid PC filth
static qboolean qbInGameCinematicOnStandBy = qfalse;
static char sInGameCinematicStandingBy[MAX_QPATH];
bool CIN_PlayAllFrames( const char *arg, int x, int y, int w, int h, int systemBits, bool keyBreakAllowed );
/********
CIN_CloseAllVideos
Stops all currently running videos
*********/
void CIN_CloseAllVideos(void)
{
// Stop the current bink video
bVideo.Stop();
currentHandle = -1;
}
/********
CIN_StopCinematic
handle - Not used
return - FMV status
Stops the current cinematic
*********/
e_status CIN_StopCinematic(int handle)
{
assert( handle == currentHandle );
currentHandle = -1;
if(previousState != CA_UNINITIALIZED)
{
cls.state = previousState;
previousState = CA_UNINITIALIZED;
}
if(bVideo.GetStatus() != NS_BV_STOPPED)
{
bVideo.Stop();
}
return FMV_EOF;
}
/********
CIN_RunCinematic
handle - Ensure that the supplied cinematic is the one running
return - FMV status
Fetch and decompress the pending frame
*********/
e_status CIN_RunCinematic (int handle)
{
if (handle < 0 || handle >= cinNumFiles || !cinFiles[handle].w)
{
assert( 0 );
return FMV_EOF;
}
// If we weren't playing a movie, or playing the wrong one - start up
if (handle != currentHandle)
{
bool shader = cinFiles[handle].bits & CIN_shader;
CIN_StopCinematic(currentHandle);
if (!bVideo.Start(
va("%s%s.bik",
shader ? SHADER_VIDEO_PATH : XBOX_VIDEO_PATH,
cinFiles[handle].filename),
cinFiles[handle].x, cinFiles[handle].y,
cinFiles[handle].w, cinFiles[handle].h))
{
return FMV_EOF;
}
if (cinFiles[handle].bits & CIN_loop)
{
bVideo.SetLooping(true);
}
else
{
bVideo.SetLooping(false);
}
if (cinFiles[handle].bits & CIN_silent)
{
bVideo.SetMasterVolume(0);
}
else
{
bVideo.SetMasterVolume(16384); //32768); // Default Bink volume
}
if (!shader)
{
previousState = cls.state;
cls.state = CA_CINEMATIC;
}
currentHandle = handle;
}
// Normal case does nothing here
if(bVideo.GetStatus() == NS_BV_STOPPED)
{
return FMV_EOF;
}
else
{
return FMV_PLAY;
}
}
/********
CIN_PlayCinematic
arg0 - filename of bink video
xpos - x origin
ypos - y origin
width - width of the movie window
height - height of the movie window
bits - CIN flags
psAudioFile - audio file for movie (not used)
Starts playing the given bink video file
*********/
int CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits, const char *psAudioFile /* = NULL */)
{
char arg[MAX_OSPATH];
char* nameonly;
int handle;
// get a local copy of the name
strcpy(arg,arg0);
// remove path, find in list
nameonly = COM_SkipPath(arg);
// ja01 contains the text crawl, so we need to add on the right language suffix
extern DWORD g_dwLanguage;
if( Q_stricmp(nameonly, "ja01") == 0)
{
switch( g_dwLanguage )
{
case XC_LANGUAGE_FRENCH:
strcat(nameonly, "_f");
break;
case XC_LANGUAGE_GERMAN:
strcat(nameonly, "_d");
break;
case XC_LANGUAGE_ENGLISH:
default:
strcat(nameonly, "_e");
break;
}
}
for (handle = 0; handle < cinNumFiles; ++handle)
{
if (!Q_stricmp(cinFiles[handle].filename, nameonly))
break;
}
// Don't have the requested movie in our table?
if (handle == cinNumFiles)
{
Com_Printf( "ERROR: Movie file %s not found!\n", nameonly );
return -1;
}
// Store off information about the movie in the right place. Don't
// actually play them movie, CIN_RunCinematic takes care of that.
cinFiles[handle].x = xpos;
cinFiles[handle].y = ypos;
cinFiles[handle].w = width;
cinFiles[handle].h = height;
cinFiles[handle].bits = bits;
currentHandle = -1;
return handle;
}
/*********
CIN_SetExtents
handle - handle to a video
x - x origin for window
y - y origin for window
w - width for window
h - height for window
*********/
void CIN_SetExtents (int handle, int x, int y, int w, int h)
{
if (handle < 0 || handle >= cinNumFiles)
return;
cinFiles[handle].x = x;
cinFiles[handle].y = y;
cinFiles[handle].w = w;
cinFiles[handle].h = h;
if (handle == currentHandle)
bVideo.SetExtents(x,y,w,h);
}
/*********
SCR_DrawCinematic
Externally-called only, and only if cls.state == CA_CINEMATIC (or CL_IsRunningInGameCinematic() == true now)
*********/
void SCR_DrawCinematic (void)
{
if (CL_InGameCinematicOnStandBy())
{
CIN_PlayAllFrames( sInGameCinematicStandingBy, 0, 0, 640, 480, 0, true );
}
else
{
// Run and draw a frame:
bVideo.Run();
}
}
/*********
SCR_RunCinematic
*********/
void SCR_RunCinematic (void)
{
// This is called every frame, even when we're not playing a movie
// VVFIXME - Check return val for EOF - then stop cinematic?
if (currentHandle > 0 && currentHandle < cinNumFiles)
CIN_RunCinematic(currentHandle);
}
/*********
SCR_StopCinematic
*********/
void SCR_StopCinematic(qboolean bAllowRefusal /* = qfalse */)
{
CIN_StopCinematic(currentHandle);
}
/*********
CIN_UploadCinematic
handle - (not used)
This function can be used to render a frame of a movie, if
it needs to be done outside of CA_CINEMATIC. For example,
a menu background or wall texture.
*********/
void CIN_UploadCinematic(int handle)
{
int w, h;
byte* data;
assert( handle == currentHandle );
if(!bVideo.Ready()) {
return;
}
w = bVideo.GetBinkWidth();
h = bVideo.GetBinkHeight();
data = (byte*)bVideo.GetBinkData();
// handle is actually being used to pick from scratchImages in
// this function - we only have two on Xbox, let's just use one.
//re.UploadCinematic( w, h, data, handle, 1);
re.UploadCinematic( w, h, data, 0, 1);
}
/*********
CIN_PlayAllFrames
arg - bink video filename
x - x origin for movie
y - y origin for movie
w - width of the movie
h - height of the movie
systemBits - bit rate for movie
keyBreakAllowed - if true, button press will end playback
Plays the target movie in full
*********/
bool CIN_PlayAllFrames( const char *arg, int x, int y, int w, int h, int systemBits, bool keyBreakAllowed )
{
bool retval;
Key_ClearStates();
// PC hack
qbInGameCinematicOnStandBy = qfalse;
#ifdef XBOX_DEMO
// When run from CDX, we can pause the timer during cutscenes:
extern void Demo_TimerPause( bool bPaused );
Demo_TimerPause( true );
#endif
int Handle = CIN_PlayCinematic(arg, x, y, w, h, systemBits, NULL);
if (Handle != -1)
{
while (CIN_RunCinematic(Handle) == FMV_PLAY && !(keyBreakAllowed && kg.anykeydown))
{
SCR_UpdateScreen ();
IN_Frame ();
Com_EventLoop ();
}
#ifdef _XBOX
// while (CIN_RunCinematic(Handle) == FMV_PLAY && !(keyBreakAllowed && !kg.anykeydown))
// {
// SCR_UpdateScreen ();
// IN_Frame ();
// Com_EventLoop ();
// }
#endif
CIN_StopCinematic(Handle);
}
#ifdef XBOX_DEMO
Demo_TimerPause( false );
#endif
retval =(keyBreakAllowed && kg.anykeydown);
Key_ClearStates();
// Soooper hack! Game ends up running for a couple frames after this cutscene. We don't want it to!
if( Q_stricmp(arg, "ja08") == 0 )
{
// Filth. Don't call Present until this gets cleared.
extern bool connectSwapOverride;
connectSwapOverride = true;
}
return retval;
}
/*********
CIN_Init
Initializes cinematic system
*********/
void CIN_Init(void)
{
// Allocate Memory for Bink System
bVideo.AllocateXboxMem();
}
/********
CIN_Shutdown
Shutdown the cinematic system
********/
void CIN_Shutdown(void)
{
// Free Memory for the Bink System
bVideo.FreeXboxMem();
}
/***** Possible FIXME *****/
/***** The following function may need to be implemented *****/
/***** BEGIN *****/
void CL_PlayCinematic_f(void)
{
char *arg;
arg = Cmd_Argv(1);
CIN_PlayAllFrames(arg, 48, 36, 544, 408, 0, true);
}
qboolean CL_IsRunningInGameCinematic(void)
{
return qfalse; //qbPlayingInGameCinematic;
}
void CL_PlayInGameCinematic_f(void)
{
if (cls.state == CA_ACTIVE)
{
// In some situations (during yavin1 intro) we move to a cutscene directly from
// a shaking camera - so rumble never gets killed.
IN_KillRumbleScripts();
char *arg = Cmd_Argv( 1 );
CIN_PlayAllFrames(arg, 48, 36, 544, 408, 0, true);
}
else
{
qbInGameCinematicOnStandBy = qtrue;
strcpy(sInGameCinematicStandingBy,Cmd_Argv(1));
}
}
qboolean CL_InGameCinematicOnStandBy(void)
{
return qbInGameCinematicOnStandBy;
}
// Used by fatal error handler
void MuteBinkSystem( void )
{
bVideo.SetMasterVolume( 0 );
}
/***** END *****/