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https://github.com/libretro/scummvm.git
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46d195ee02
the subtitles slightly. svn-id: r10503
327 lines
7.8 KiB
C++
327 lines
7.8 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include <stdio.h>
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#include "stdafx.h"
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#include "driver96.h"
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#include "bs2/header.h" // HACK: For cutscenes instruction message
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#include "bs2/maketext.h" // HACK: For cutscenes instruction message
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#include "bs2/sword2.h"
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#include "sound/mixer.h"
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#include "rdwin.h"
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#include "d_draw.h"
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#include "palette.h"
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#include "render.h"
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byte *lpBackBuffer;
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// Game screen metrics
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int16 screenDeep;
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int16 screenWide;
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// Scroll variables. scrollx and scrolly hold the current scroll position,
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int16 scrollx;
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int16 scrolly;
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int32 renderCaps = 0;
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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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/*
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int16 i;
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uint8 *dst;
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DDSURFACEDESC ddDescription;
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HRESULT hr;
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ddDescription.dwSize = sizeof(ddDescription);
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hr = IDirectDrawSurface2_Lock(lpBackBuffer, NULL, &ddDescription, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL);
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if (hr != DD_OK)
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{
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hr = IDirectDrawSurface2_Lock(lpBackBuffer, NULL, &ddDescription, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL);
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}
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if (hr == DD_OK)
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{
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dst = (uint8 *) ddDescription.lpSurface + y * ddDescription.lPitch + x;
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for (i=0; i<=count; i++)
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{
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*dst = 184;
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dst += 2;
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}
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dst = (uint8 *) ddDescription.lpSurface + (y+1) * ddDescription.lPitch + x;
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for (i=0; i<=count/10; i++)
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{
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*dst = 184;
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dst += 20;
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}
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IDirectDrawSurface2_Unlock(lpBackBuffer, ddDescription.lpSurface);
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}
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*/
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return RD_OK;
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}
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/**
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* Initialise the display with the sizes passed in.
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* @return RD_OK, or an error code if the display cannot be set up.
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*/
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int32 InitialiseDisplay(int16 width, int16 height) {
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g_system->init_size(width, height);
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screenWide = width;
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screenDeep = height;
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lpBackBuffer = (byte *) malloc(screenWide * screenDeep);
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if (!lpBackBuffer)
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return RDERR_OUTOFMEMORY;
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return RD_OK;
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}
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// FIXME: Clean up this mess. I don't want to add any new flags, but some of
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// them should be renamed. Or maybe we should abandon the whole renderCaps
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// thing and simply check the numeric value of the graphics quality setting
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// instead.
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// Note that SetTransFx() actually clears a bit. That's intentional.
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void SetTransFx(void) {
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renderCaps &= ~RDBLTFX_ALLHARDWARE;
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}
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void ClearTransFx(void) {
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renderCaps |= RDBLTFX_ALLHARDWARE;
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}
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/**
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* Sets the edge blend and arithmetic stretching effects.
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*/
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void SetBltFx(void) {
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renderCaps |= (RDBLTFX_EDGEBLEND | RDBLTFX_ARITHMETICSTRETCH);
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}
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/**
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* Clears the edge blend and arithmetic stretching effects.
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*/
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void ClearBltFx(void) {
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renderCaps &= ~(RDBLTFX_EDGEBLEND | RDBLTFX_ARITHMETICSTRETCH);
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}
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void SetShadowFx(void) {
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renderCaps |= RDBLTFX_SHADOWBLEND;
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}
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void ClearShadowFx(void) {
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renderCaps &= ~RDBLTFX_SHADOWBLEND;
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}
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/**
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* @return the graphics detail setting
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*/
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int32 GetRenderType(void) {
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if (renderCaps & RDBLTFX_ALLHARDWARE)
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return 0;
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if (renderCaps & (RDBLTFX_EDGEBLEND | RDBLTFX_ARITHMETICSTRETCH))
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return 3;
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if (renderCaps & RDBLTFX_SHADOWBLEND)
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return 2;
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return 1;
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}
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/**
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* Fill the screen buffer with palette colour zero. Note that it does not
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* touch the menu areas of the screen.
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*/
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int32 EraseBackBuffer( void ) {
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memset(lpBackBuffer + MENUDEEP * screenWide, 0, screenWide * RENDERDEEP);
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return RD_OK;
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}
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int32 NextSmackerFrame(void) {
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warning("stub NextSmackerFrame");
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return RD_OK;
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}
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static uint8 *textSurface = NULL;
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void OpenTextObject(_movieTextObject *obj) {
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if (obj->textSprite)
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CreateSurface(obj->textSprite, &textSurface);
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}
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void CloseTextObject(_movieTextObject *obj) {
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if (textSurface) {
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DeleteSurface(textSurface);
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textSurface = 0;
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}
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}
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void DrawTextObject(_movieTextObject *obj) {
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if (obj->textSprite && textSurface)
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DrawSurface(obj->textSprite, textSurface);
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}
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/**
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* Plays an animated cutscene.
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* @param filename the file name of the cutscene file
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* @param text the subtitles and voiceovers for the cutscene
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* @param musicOut lead-out music
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*/
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int32 PlaySmacker(char *filename, _movieTextObject *text[], uint8 *musicOut) {
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warning("semi-stub PlaySmacker %s", filename);
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// WORKAROUND: For now, we just do the voice-over parts of the
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// movies, since they're separate from the actual smacker files.
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if (text) {
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uint8 oldPal[1024];
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uint8 tmpPal[1024];
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EraseBackBuffer();
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// HACK: Draw instructions
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//
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// I'm using the the menu area, because that's unlikely to be
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// touched by anything else during the cutscene.
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memset(lpBackBuffer, 0, screenWide * MENUDEEP);
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uint8 msg[] = "Cutscene - Press ESC to exit";
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mem *data = MakeTextSprite(msg, 640, 255, speech_font_id);
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_frameHeader *frame = (_frameHeader *) data->ad;
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_spriteInfo msgSprite;
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uint8 *msgSurface;
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msgSprite.x = screenWide / 2 - frame->width / 2;
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msgSprite.y = RDMENU_MENUDEEP / 2 - frame->height / 2;
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msgSprite.w = frame->width;
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msgSprite.h = frame->height;
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msgSprite.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION | RDSPR_TRANS;
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msgSprite.data = data->ad + sizeof(_frameHeader);
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CreateSurface(&msgSprite, &msgSurface);
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DrawSurface(&msgSprite, msgSurface);
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DeleteSurface(msgSurface);
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memory.freeMemory(data);
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// In case the cutscene has a long lead-in, start just before
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// the first line of text.
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int frameCounter = text[0]->startFrame - 12;
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int textCounter = 0;
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// Fake a palette that will hopefully make the text visible.
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// In the opening cutscene it seems to use colours 1 (black?)
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// and 255 (white?).
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//
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// The text should probably be colored the same as the rest of
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// the in-game text.
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memcpy(oldPal, palCopy, 1024);
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memset(tmpPal, 0, 1024);
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tmpPal[255 * 4 + 0] = 255;
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tmpPal[255 * 4 + 1] = 255;
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tmpPal[255 * 4 + 2] = 255;
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BS2_SetPalette(0, 256, tmpPal, RDPAL_INSTANT);
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PlayingSoundHandle handle = 0;
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bool skipCutscene = false;
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while (1) {
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if (!text[textCounter])
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break;
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if (frameCounter == text[textCounter]->startFrame) {
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EraseBackBuffer();
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OpenTextObject(text[textCounter]);
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DrawTextObject(text[textCounter]);
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if (text[textCounter]->speech) {
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g_sword2->_mixer->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, SoundMixer::FLAG_16BITS);
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}
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}
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if (frameCounter == text[textCounter]->endFrame) {
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CloseTextObject(text[textCounter]);
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EraseBackBuffer();
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textCounter++;
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}
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frameCounter++;
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ServiceWindows();
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_keyboardEvent ke;
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if (ReadKey(&ke) == RD_OK && ke.keycode == 27) {
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g_sword2->_mixer->stopHandle(handle);
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skipCutscene = true;
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break;
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}
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// Simulate ~12 frames per second. I don't know what
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// frame rate the original movies had, or even if it
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// was constant, but this seems to work reasonably.
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g_system->delay_msecs(90);
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}
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CloseTextObject(text[textCounter]);
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EraseBackBuffer();
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SetNeedRedraw();
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// HACK: Remove the instructions created above
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ScummVM::Rect r;
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memset(lpBackBuffer, 0, screenWide * MENUDEEP);
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r.left = r.top = 0;
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r.right = screenWide;
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r.bottom = MENUDEEP;
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UploadRect(&r);
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// FIXME: For now, only play the lead-out music for cutscenes
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// that have subtitles.
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if (!skipCutscene)
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g_sound->playLeadOut(musicOut);
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BS2_SetPalette(0, 256, oldPal, RDPAL_INSTANT);
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}
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return RD_OK;
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}
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