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/**
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* @file movie.cpp
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*
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* Implementation of video playback.
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*/
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#include "controls/plrctrls.h"
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#include "diablo.h"
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#include "effects.h"
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#include "engine/backbuffer_state.hpp"
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#include "engine/demomode.h"
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#include "engine/events.hpp"
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#include "engine/sound.h"
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#include "hwcursor.hpp"
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#include "storm/storm_svid.h"
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#include "utils/display.h"
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namespace devilution {
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/** Should the movie continue playing. */
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bool movie_playing;
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/** Should the movie play in a loop. */
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bool loop_movie;
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void play_movie(const char *pszMovie, bool userCanClose)
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{
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if (demo::IsRunning())
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return;
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movie_playing = true;
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sound_disable_music(true);
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stream_stop();
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if (IsHardwareCursorEnabled() && ControlDevice == ControlTypes::KeyboardAndMouse) {
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SetHardwareCursorVisible(false);
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}
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if (SVidPlayBegin(pszMovie, loop_movie ? 0x100C0808 : 0x10280808)) {
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SDL_Event event;
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uint16_t modState;
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while (movie_playing) {
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while (movie_playing && FetchMessage(&event, &modState)) {
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if (userCanClose) {
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for (ControllerButtonEvent ctrlEvent : ToControllerButtonEvents(event)) {
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if (!SkipsMovie(ctrlEvent))
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continue;
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movie_playing = false;
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break;
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}
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}
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switch (event.type) {
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case SDL_KEYDOWN:
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case SDL_MOUSEBUTTONUP:
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if (userCanClose || (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE))
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movie_playing = false;
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break;
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case SDL_QUIT:
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SVidPlayEnd();
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diablo_quit(0);
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}
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}
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if (!SVidPlayContinue())
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break;
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}
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SVidPlayEnd();
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}
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sound_disable_music(false);
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movie_playing = false;
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SDL_GetMouseState(&MousePosition.x, &MousePosition.y);
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OutputToLogical(&MousePosition.x, &MousePosition.y);
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InitBackbufferState();
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}
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void PlayInGameMovie(const char *pszMovie)
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{
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PaletteFadeOut(8);
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play_movie(pszMovie, false);
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ClearScreenBuffer();
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RedrawEverything();
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scrollrt_draw_game_screen();
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PaletteFadeIn(8);
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RedrawEverything();
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}
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} // namespace devilution
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