scummvm/sword2/driver/d_draw.cpp

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/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include <stdio.h>
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#include "stdafx.h"
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#include "driver96.h"
#include "bs2/header.h" // HACK: For cutscenes instruction message
#include "bs2/memory.h" // HACK: For cutscenes instruction message
#include "bs2/maketext.h" // HACK: For cutscenes instruction message
#include "bs2/sword2.h"
#include "sound/mixer.h"
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#include "rdwin.h"
#include "_mouse.h"
#include "d_draw.h"
#include "palette.h"
#include "render.h"
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byte *lpBackBuffer;
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// Game screen metrics
int16 screenDeep;
int16 screenWide;
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// Scroll variables. scrollx and scrolly hold the current scroll position,
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int16 scrollx;
int16 scrolly;
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int32 renderCaps = 0;
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void FatalDirectDrawError(char *str, int32 code, char *filename, int32 line) {
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char string[256];
sprintf(string, "FATAL: %s - code 0x%.8x - file %s - line %d", str, code, filename, line);
warning("%s", string);
}
int32 PlotDots(int16 x, int16 y, int16 count) {
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warning("stub PlotDots( %d, %d, %d )", x, y, count);
/*
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int16 i;
uint8 *dst;
DDSURFACEDESC ddDescription;
HRESULT hr;
ddDescription.dwSize = sizeof(ddDescription);
hr = IDirectDrawSurface2_Lock(lpBackBuffer, NULL, &ddDescription, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL);
if (hr != DD_OK)
{
hr = IDirectDrawSurface2_Lock(lpBackBuffer, NULL, &ddDescription, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL);
}
if (hr == DD_OK)
{
dst = (uint8 *) ddDescription.lpSurface + y * ddDescription.lPitch + x;
for (i=0; i<=count; i++)
{
*dst = 184;
dst += 2;
}
dst = (uint8 *) ddDescription.lpSurface + (y+1) * ddDescription.lPitch + x;
for (i=0; i<=count/10; i++)
{
*dst = 184;
dst += 20;
}
IDirectDrawSurface2_Unlock(lpBackBuffer, ddDescription.lpSurface);
}
*/
return(RD_OK);
}
int32 InitialiseDisplay(int16 width, int16 height, int16 colourDepth, int32 windowType) {
screenWide = width;
screenDeep = height;
lpBackBuffer = (byte *) malloc(screenWide * screenDeep);
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return(RD_OK);
}
// FIXME: Clean up this mess. I don't want to add any new flags, but some of
// them should be renamed. Or maybe we should abandon the whole renderCaps
// thing and simply check the numeric value of the graphics quality setting
// instead.
// Note that SetTransFx() actually clears a bit. That's intentional.
void SetTransFx(void) {
renderCaps &= ~RDBLTFX_ALLHARDWARE;
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}
void ClearTransFx(void) {
renderCaps |= RDBLTFX_ALLHARDWARE;
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}
void SetBltFx(void) {
renderCaps |= (RDBLTFX_EDGEBLEND | RDBLTFX_ARITHMETICSTRETCH);
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}
void ClearBltFx(void) {
renderCaps &= ~(RDBLTFX_EDGEBLEND | RDBLTFX_ARITHMETICSTRETCH);
}
void SetShadowFx(void) {
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renderCaps |= RDBLTFX_SHADOWBLEND;
}
void ClearShadowFx(void) {
renderCaps &= ~RDBLTFX_SHADOWBLEND;
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}
int32 GetRenderType(void)
{
if (renderCaps & RDBLTFX_ALLHARDWARE)
{
return (0);
}
else
{
if (renderCaps & (RDBLTFX_EDGEBLEND + RDBLTFX_ARITHMETICSTRETCH))
return (3);
else
{
if (renderCaps & RDBLTFX_SHADOWBLEND)
return(2);
else
return (1);
}
}
}
int32 EraseBackBuffer( void ) {
memset(lpBackBuffer + MENUDEEP * screenWide, 0, screenWide * RENDERDEEP);
return RD_OK;
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}
int32 NextSmackerFrame(void) {
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warning("stub NextSmackerFrame");
return(RD_OK);
}
uint8 *textSurface = NULL;
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void OpenTextObject(_movieTextObject *obj) {
if (obj->textSprite)
CreateSurface(obj->textSprite, &textSurface);
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}
void CloseTextObject(_movieTextObject *obj) {
if (textSurface) {
DeleteSurface(textSurface);
textSurface = 0;
}
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}
void DrawTextObject(_movieTextObject *obj) {
if (obj->textSprite && textSurface)
DrawSurface(obj->textSprite, textSurface);
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}
int32 PlaySmacker(char *filename, _movieTextObject *text[], uint8 *musicOut) {
warning("semi-stub PlaySmacker %s", filename);
// WORKAROUND: For now, we just do the voice-over parts of the
// movies, since they're separate from the actual smacker files.
// Do we really need to pre-cache the text sprites and speech data
// like this? It'd be simpler to just store the text id and construct
// the data as we go along.
if (text) {
uint8 oldPal[1024];
uint8 tmpPal[1024];
EraseBackBuffer();
// HACK: Draw instructions
//
// I'm using the the menu area, because that's unlikely to be
// touched by anything else during the cutscene.
memset(lpBackBuffer, 0, screenWide * MENUDEEP);
uint8 msg[] = "Cutscene - Press ESC to exit";
mem *data = MakeTextSprite(msg, 640, 255, speech_font_id);
_frameHeader *frame = (_frameHeader *) data->ad;
_spriteInfo msgSprite;
uint8 *msgSurface;
msgSprite.x = screenWide / 2 - frame->width / 2;
msgSprite.y = RDMENU_MENUDEEP / 2 - frame->height / 2;
msgSprite.w = frame->width;
msgSprite.h = frame->height;
msgSprite.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION | RDSPR_TRANS;
msgSprite.data = data->ad + sizeof(_frameHeader);
CreateSurface(&msgSprite, &msgSurface);
DrawSurface(&msgSprite, msgSurface);
DeleteSurface(msgSurface);
Free_mem(data);
// In case the cutscene has a long lead-in, start just before
// the first line of text.
int frameCounter = text[0]->startFrame - 12;
int textCounter = 0;
// Fake a palette that will hopefully make the text visible.
// In the opening cutscene it seems to use colours 1 (black?)
// and 255 (white?).
//
// The text should probably be colored the same as the rest of
// the in-game text.
memcpy(oldPal, palCopy, 1024);
memset(tmpPal, 0, 1024);
tmpPal[255 * 4 + 0] = 255;
tmpPal[255 * 4 + 1] = 255;
tmpPal[255 * 4 + 2] = 255;
BS2_SetPalette(0, 256, tmpPal, RDPAL_INSTANT);
PlayingSoundHandle handle = 0;
while (1) {
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if (!text[textCounter])
break;
if (frameCounter == text[textCounter]->startFrame) {
EraseBackBuffer();
OpenTextObject(text[textCounter]);
DrawTextObject(text[textCounter]);
if (text[textCounter]->speech) {
g_sword2->_mixer->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, SoundMixer::FLAG_16BITS);
}
}
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if (frameCounter == text[textCounter]->endFrame) {
CloseTextObject(text[textCounter]);
EraseBackBuffer();
textCounter++;
}
frameCounter++;
ServiceWindows();
_keyboardEvent ke;
if (ReadKey(&ke) == RD_OK && ke.keycode == 27) {
g_sword2->_mixer->stopHandle(handle);
break;
}
// Simulate ~12 frames per second. I don't know what
// frame rate the original movies had, or even if it
// was constant, but this seems to work reasonably.
g_system->delay_msecs(80);
}
BS2_SetPalette(0, 256, oldPal, RDPAL_INSTANT);
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CloseTextObject(text[textCounter]);
// HACK: Remove the instructions created above
ScummVM::Rect r;
memset(lpBackBuffer, 0, screenWide * MENUDEEP);
r.left = r.top = 0;
r.right = screenWide;
r.bottom = MENUDEEP;
UploadRect(&r);
}
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return RD_OK;
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}