jedi-academy/codemp/client/cl_cin_console.cpp

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2013-04-19 02:52:48 +00:00
/*****************************************************************************
* name: cl_cin_stubs.cpp
*
* desc: video and cinematic playback stubs to avoid link errors
*
*
* cl_glconfig.hwtype trtypes 3dfx/ragepro need 256x256
*
*****************************************************************************/
#include "client.h"
#include "../win32/win_local.h"
#include "../win32/win_input.h"
#include "BinkVideo.h"
#define XBOX_VIDEO_PATH "d:\\base\\video\\"
BinkVideo bVideo; // bink video object
connstate_t previousState = CA_UNINITIALIZED; // previous cinematic state
/********
CIN_CloseAllVideos
Stops all currently running videos
*********/
void CIN_CloseAllVideos(void)
{
// Stop the current bink video
bVideo.Stop();
}
/********
CIN_StopCinematic
handle - Not used
return - FMV status
Stops the current cinematic
*********/
e_status CIN_StopCinematic(int handle)
{
if(previousState != CA_UNINITIALIZED)
{
cls.state = previousState;
previousState = CA_UNINITIALIZED;
}
if(bVideo.GetStatus() != NS_BV_STOPPED)
{
bVideo.Stop();
}
return FMV_EOF;
}
/********
CIN_StopCinematic
handle - Not used
return - FMV status
Checks the status of the current cinematic
*********/
e_status CIN_RunCinematic (int handle)
{
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
*********/
#ifdef _JK2MP
int CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits)
#else
int CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits, const char *psAudioFile /* = NULL */)
#endif
{
char name[MAX_OSPATH];
char arg[MAX_OSPATH];
char* nameonly;
// get a local copy of the name
strcpy(arg,arg0);
// remove path
nameonly = COM_SkipPath(arg);
// form the proper name with path
Com_sprintf(name,sizeof(name),XBOX_VIDEO_PATH);
strcat(name,nameonly);
COM_DefaultExtension(name, sizeof(name),".bik");
if(bVideo.Start(name,xpos,ypos,width,height))
{
if(bits & CIN_loop)
{
bVideo.SetLooping(true);
}
if(bits & CIN_silent)
{
bVideo.SetMasterVolume(0);
}
if(!(bits & CIN_shader))
{
previousState = cls.state;
cls.state = CA_CINEMATIC;
}
return 1;
}
else
{
return -1;
}
}
/*********
CIN_SetExtents
handle - handle to a video (not used)
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)
{
bVideo.SetExtents(x,y,w,h);
}
/********
CIN_DrawCinematic
handle - handle to a video (not used)
Updates the current frame of the current video
*********/
void CIN_DrawCinematic (int handle)
{
bVideo.Run();
}
/*********
SCR_DrawCinematic
*********/
void SCR_DrawCinematic (void)
{
CIN_DrawCinematic(1);
}
/*********
SCR_RunCinematic
*********/
void SCR_RunCinematic (void)
{
CIN_RunCinematic(1);
}
/*********
SCR_StopCinematic
*********/
#ifdef _JK2MP
void SCR_StopCinematic(void)
#else
void SCR_StopCinematic(qboolean bAllowRefusal /* = qfalse */)
#endif
{
CIN_StopCinematic(1);
}
/*********
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;
if(!bVideo.Ready()) {
return;
}
w = bVideo.GetBinkWidth();
h = bVideo.GetBinkHeight();
data = (byte*)bVideo.GetBinkData();
re.UploadCinematic( w, h, data, handle, 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
*********/
#ifdef _XBOX
extern void Key_ClearStates(void);
#endif
bool CIN_PlayAllFrames( const char *arg, int x, int y, int w, int h, int systemBits, bool keyBreakAllowed )
{
//JLF new
bool retval;
//endJLF
Key_ClearStates();
#ifdef _JK2MP
int Handle = CIN_PlayCinematic(arg, x, y, w, h, systemBits);
#else
int Handle = CIN_PlayCinematic(arg, x, y, w, h, systemBits, NULL);
#endif
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);
}
retval =(keyBreakAllowed && kg.anykeydown);
Key_ClearStates();
return retval;
}
/*********
CIN_DisplayIntros
Draws intro movies to the screen
*********/
void CIN_DisplayIntros(void)
{
////////////////////////////////////
// Play 1st video: Activision
////////////////////////////////////
CIN_PlayAllFrames( "atvi.bik", 0, 0, 640, 480, 0, true );
////////////////////////////////////
// Play 2nd video: Vicarious Visions
////////////////////////////////////
CIN_PlayAllFrames( "vvintro.bik", 0, 0, 640, 480, 0, true );
}
/*********
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)
{
// Nothing
}
qboolean CL_IsRunningInGameCinematic(void)
{
// Nothing
return qfalse;
}
qboolean CL_CheckPendingCinematic(void)
{
// Nothing
return qfalse;
}
void CL_PlayInGameCinematic_f(void)
{
// Nothing
}
qboolean CL_InGameCinematicOnStandBy(void)
{
// Nothing
return qfalse;
}
/***** END *****/