scummvm/sword2/driver/d_draw.cpp
Torbjörn Andersson fa2b8ba8de More cleanup. I've eliminated all the temporary global variables I've added
over the past few weeks, except for g_sword2. (Of course, this doesn't
necessarily make the code any prettier, but we can work on that later.)

svn-id: r11309
2003-11-16 14:18:29 +00:00

251 lines
6.9 KiB
C++

/* 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 "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/driver/menu.h"
#include "sword2/driver/render.h"
namespace Sword2 {
Graphics::Graphics(Sword2Engine *vm, int16 width, int16 height)
: _vm(vm), _iconCount(0), _needFullRedraw(false),
_fadeStatus(RDFADE_NONE), _mouseSprite(NULL), _mouseAnim(NULL),
_luggageAnim(NULL), _layer(0), _renderAverageTime(60),
_lightMask(NULL), _screenWide(width), _screenDeep(height) {
int i, j;
_buffer = (byte *) malloc(width * height);
if (!_buffer)
error("Could not initialise display");
_vm->_system->init_size(width, height);
for (i = 0; i < ARRAYSIZE(_blockSurfaces); i++)
_blockSurfaces[i] = NULL;
for (i = 0; i < 2; i++) {
for (j = 0; j < RDMENU_MAXPOCKETS; j++) {
_icons[i][j] = NULL;
_pocketStatus[i][j] = 0;
}
_menuStatus[i] = RDMENU_HIDDEN;
}
}
/**
* @return the graphics detail setting
*/
int8 Graphics::getRenderLevel(void) {
return _renderLevel;
}
void Graphics::setRenderLevel(int8 level) {
_renderLevel = level;
switch (_renderLevel) {
case 0:
// Lowest setting: no fancy stuff
_renderCaps = 0;
break;
case 1:
// Medium-low setting: transparency-blending
_renderCaps = RDBLTFX_SPRITEBLEND;
break;
case 2:
// Medium-high setting: transparency-blending + shading
_renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND;
break;
case 3:
// Highest setting: transparency-blending + shading +
// edge-blending + improved stretching
_renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND | RDBLTFX_EDGEBLEND;
break;
}
}
/**
* Fill the screen buffer with palette colour zero. Note that it does not
* touch the menu areas of the screen.
*/
void Graphics::clearScene(void) {
memset(_buffer + MENUDEEP * _screenWide, 0, _screenWide * RENDERDEEP);
}
void MoviePlayer::openTextObject(_movieTextObject *obj) {
if (obj->textSprite)
_vm->_graphics->createSurface(obj->textSprite, &_textSurface);
}
void MoviePlayer::closeTextObject(_movieTextObject *obj) {
if (_textSurface) {
_vm->_graphics->deleteSurface(_textSurface);
_textSurface = NULL;
}
}
void MoviePlayer::drawTextObject(_movieTextObject *obj) {
if (obj->textSprite && _textSurface)
_vm->_graphics->drawSurface(obj->textSprite, _textSurface);
}
/**
* Plays an animated cutscene.
* @param filename the file name of the cutscene file
* @param text the subtitles and voiceovers for the cutscene
* @param musicOut lead-out music
*/
int32 MoviePlayer::play(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.
if (text) {
uint8 oldPal[1024];
uint8 tmpPal[1024];
_vm->_graphics->clearScene();
// HACK: Draw instructions
//
// I'm using the the menu area, because that's unlikely to be
// touched by anything else during the cutscene.
memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
uint8 msg[] = "Cutscene - Press ESC to exit";
mem *data = _vm->_fontRenderer->makeTextSprite(msg, 640, 255, _vm->_speechFontId);
_frameHeader *frame = (_frameHeader *) data->ad;
_spriteInfo msgSprite;
uint8 *msgSurface;
msgSprite.x = _vm->_graphics->_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);
_vm->_graphics->createSurface(&msgSprite, &msgSurface);
_vm->_graphics->drawSurface(&msgSprite, msgSurface);
_vm->_graphics->deleteSurface(msgSurface);
_vm->_memory->freeMemory(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, _vm->_graphics->_palCopy, 1024);
memset(tmpPal, 0, 1024);
tmpPal[255 * 4 + 0] = 255;
tmpPal[255 * 4 + 1] = 255;
tmpPal[255 * 4 + 2] = 255;
_vm->_graphics->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
PlayingSoundHandle handle = 0;
bool skipCutscene = false;
while (1) {
if (!text[textCounter])
break;
if (frameCounter == text[textCounter]->startFrame) {
_vm->_graphics->clearScene();
openTextObject(text[textCounter]);
drawTextObject(text[textCounter]);
if (text[textCounter]->speech) {
_vm->_mixer->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, SoundMixer::FLAG_16BITS);
}
}
if (frameCounter == text[textCounter]->endFrame) {
closeTextObject(text[textCounter]);
_vm->_graphics->clearScene();
textCounter++;
}
frameCounter++;
_vm->_graphics->updateDisplay();
_keyboardEvent ke;
if (_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) {
_vm->_mixer->stopHandle(handle);
skipCutscene = true;
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.
_vm->_system->delay_msecs(90);
}
closeTextObject(text[textCounter]);
_vm->_graphics->clearScene();
_vm->_graphics->setNeedFullRedraw();
// HACK: Remove the instructions created above
Common::Rect r;
memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
r.left = r.top = 0;
r.right = _vm->_graphics->_screenWide;
r.bottom = MENUDEEP;
_vm->_graphics->updateRect(&r);
// FIXME: For now, only play the lead-out music for cutscenes
// that have subtitles.
if (!skipCutscene)
_vm->_sound->playLeadOut(musicOut);
_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
}
// Lead-in and lead-out music are, as far as I can tell, only used for
// the animated cut-scenes, so this seems like a good place to close
// both of them.
_vm->_sound->closeFx(-1);
_vm->_sound->closeFx(-2);
return RD_OK;
}
} // End of namespace Sword2