scummvm/sword2/driver/d_draw.cpp
Torbjörn Andersson 46d195ee02 Clear cutscene subtitles before changing back the palette, and slow down
the subtitles slightly.

svn-id: r10503
2003-09-30 16:07:04 +00:00

327 lines
7.8 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 <stdio.h>
#include "stdafx.h"
#include "driver96.h"
#include "bs2/header.h" // HACK: For cutscenes instruction message
#include "bs2/maketext.h" // HACK: For cutscenes instruction message
#include "bs2/sword2.h"
#include "sound/mixer.h"
#include "rdwin.h"
#include "d_draw.h"
#include "palette.h"
#include "render.h"
byte *lpBackBuffer;
// Game screen metrics
int16 screenDeep;
int16 screenWide;
// Scroll variables. scrollx and scrolly hold the current scroll position,
int16 scrollx;
int16 scrolly;
int32 renderCaps = 0;
int32 PlotDots(int16 x, int16 y, int16 count) {
warning("stub PlotDots( %d, %d, %d )", x, y, count);
/*
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;
}
/**
* Initialise the display with the sizes passed in.
* @return RD_OK, or an error code if the display cannot be set up.
*/
int32 InitialiseDisplay(int16 width, int16 height) {
g_system->init_size(width, height);
screenWide = width;
screenDeep = height;
lpBackBuffer = (byte *) malloc(screenWide * screenDeep);
if (!lpBackBuffer)
return RDERR_OUTOFMEMORY;
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;
}
void ClearTransFx(void) {
renderCaps |= RDBLTFX_ALLHARDWARE;
}
/**
* Sets the edge blend and arithmetic stretching effects.
*/
void SetBltFx(void) {
renderCaps |= (RDBLTFX_EDGEBLEND | RDBLTFX_ARITHMETICSTRETCH);
}
/**
* Clears the edge blend and arithmetic stretching effects.
*/
void ClearBltFx(void) {
renderCaps &= ~(RDBLTFX_EDGEBLEND | RDBLTFX_ARITHMETICSTRETCH);
}
void SetShadowFx(void) {
renderCaps |= RDBLTFX_SHADOWBLEND;
}
void ClearShadowFx(void) {
renderCaps &= ~RDBLTFX_SHADOWBLEND;
}
/**
* @return the graphics detail setting
*/
int32 GetRenderType(void) {
if (renderCaps & RDBLTFX_ALLHARDWARE)
return 0;
if (renderCaps & (RDBLTFX_EDGEBLEND | RDBLTFX_ARITHMETICSTRETCH))
return 3;
if (renderCaps & RDBLTFX_SHADOWBLEND)
return 2;
return 1;
}
/**
* Fill the screen buffer with palette colour zero. Note that it does not
* touch the menu areas of the screen.
*/
int32 EraseBackBuffer( void ) {
memset(lpBackBuffer + MENUDEEP * screenWide, 0, screenWide * RENDERDEEP);
return RD_OK;
}
int32 NextSmackerFrame(void) {
warning("stub NextSmackerFrame");
return RD_OK;
}
static uint8 *textSurface = NULL;
void OpenTextObject(_movieTextObject *obj) {
if (obj->textSprite)
CreateSurface(obj->textSprite, &textSurface);
}
void CloseTextObject(_movieTextObject *obj) {
if (textSurface) {
DeleteSurface(textSurface);
textSurface = 0;
}
}
void DrawTextObject(_movieTextObject *obj) {
if (obj->textSprite && textSurface)
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 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.
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);
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, 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;
bool skipCutscene = false;
while (1) {
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);
}
}
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);
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.
g_system->delay_msecs(90);
}
CloseTextObject(text[textCounter]);
EraseBackBuffer();
SetNeedRedraw();
// 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);
// FIXME: For now, only play the lead-out music for cutscenes
// that have subtitles.
if (!skipCutscene)
g_sound->playLeadOut(musicOut);
BS2_SetPalette(0, 256, oldPal, RDPAL_INSTANT);
}
return RD_OK;
}