/* 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 = _dirtyGrid = NULL; _buffer = (byte *) malloc(width * height); if (!_buffer) error("Could not initialise display"); _vm->_system->init_size(width, height); _gridWide = width / CELLWIDE; _gridDeep = height / CELLDEEP; if ((width % CELLWIDE) || (height % CELLDEEP)) error("Bad cell size"); _dirtyGrid = (byte *) calloc(_gridWide, _gridDeep); if (!_buffer) error("Could not initialise dirty grid"); 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; } } Graphics::~Graphics() { free(_buffer); free(_dirtyGrid); } /** * @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"; Memory *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_NOCOMPRESSION; 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; bool skipCutscene = false; uint32 flags = SoundMixer::FLAG_16BITS; #ifndef SCUMM_BIG_ENDIAN flags |= SoundMixer::FLAG_LITTLE_ENDIAN; #endif 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, flags); } } if (frameCounter == text[textCounter]->endFrame) { closeTextObject(text[textCounter]); _vm->_graphics->clearScene(); _vm->_graphics->setNeedFullRedraw(); 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); } // Wait for the voice to stop playing. This is to make sure // that we don't cut off the speech in mid-sentence, and - even // more importantly - that we don't free the sound buffer while // it's in use. while (handle.isActive()) { _vm->_system->delay_msecs(100); }; 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