/* 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 #include "stdafx.h" #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 "rdwin.h" #include "_mouse.h" #include "d_draw.h" #include "palette.h" #include "render.h" #define SCREENYOFFSET 40 #define MILLISECSPERCYCLE 83 byte *lpBackBuffer; /* static LPDIRECTDRAW lpDraw; // DirectDraw object LPDIRECTDRAW2 lpDD2; // DirectDraw2 object LPDIRECTDRAWSURFACE lpBackBuffer; // DirectDraw back surface LPDIRECTDRAWPALETTE lpPalette = NULL; // DirectDraw palette */ // Game screen metrics int16 screenDeep; int16 screenWide; // Set to 1 if vertical blank status cannot be checked. static BOOL noVbl = 0; BOOL bFullScreen = 0; // Scroll variables. scrollx and scrolly hold the current scroll position, // and scrollxTarget and scrollyTarget are the target position for the end // of the game cycle. int16 scrollx; int16 scrolly; static int16 scrollxTarget; static int16 scrollyTarget; static int16 scrollxOld; static int16 scrollyOld; static int16 failCount = 0; //static DDCAPS driverCaps; int32 renderCaps = 0; int32 dxHalCaps = 0; int32 dxHelCaps = 0; //DDCOLORKEY blackColorKey; void FatalDirectDrawError(char *str, int32 code, char *filename, int32 line) { 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) { 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); } int32 InitialiseDisplay(int16 width, int16 height, int16 colourDepth, int32 windowType) { screenWide = width; screenDeep = height; lpBackBuffer = (byte *) malloc(screenWide * screenDeep); 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; } void SetBltFx(void) { renderCaps |= (RDBLTFX_EDGEBLEND | RDBLTFX_ARITHMETICSTRETCH); } void ClearBltFx(void) { renderCaps &= ~(RDBLTFX_EDGEBLEND | RDBLTFX_ARITHMETICSTRETCH); } void SetShadowFx(void) { renderCaps |= RDBLTFX_SHADOWBLEND; } void ClearShadowFx(void) { renderCaps &= ~RDBLTFX_SHADOWBLEND; } 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 WaitForVbl(void) { warning("stub WaitForVbl"); /* BOOL vbl; HRESULT hr; uint32 counter = 0; while(1) { hr = IDirectDraw2_GetVerticalBlankStatus(lpDD2, &vbl); if (hr != DD_OK) { DirectDrawError("Cannot get vertical blank status", hr); return(hr); } if (vbl || noVbl) break; if (++counter == 250000) noVbl = 1; } */ return(RD_OK); } int32 EraseBackBuffer( void ) { memset(lpBackBuffer + MENUDEEP * screenWide, 0, screenWide * RENDERDEEP); return RD_OK; } int32 SaveScreenShot(uint8 *buffer, uint8 *palette) { static uint16 pcxCount = 0; int virtualWidth; int pix; int keyPix; int line; int i; int runLength; char filename[80]; unsigned char ch; unsigned char *pcxData; unsigned char pal[256*3]; FILE *fp; _pcxHeader pcxHead; sprintf(filename, "snap%.4d.pcx", pcxCount); fp = fopen(filename, "wb"); if (fp == NULL) { sprintf(filename, "c:\\snap%.4d.pcx", pcxCount); fp = fopen(filename, "wb"); if (fp == NULL) { return(0); } } pcxCount += 1; // Set up and write the header pcxHead.manufacturer = 0x0a; pcxHead.version = 5; pcxHead.encoding = 1; pcxHead.bitsPerPixel = 8; pcxHead.xmin = 0; pcxHead.ymin = 0; pcxHead.xmax = 639; pcxHead.ymax = 479; pcxHead.hres = 72; pcxHead.vres = 72; pcxHead.reserved = 0; pcxHead.colourPlanes = 1; pcxHead.bytesPerLine = 640; pcxHead.paletteType = 1; fwrite(&pcxHead , sizeof(pcxHead), 1, fp); // The simplest job is to write out the entire file as a series of single units virtualWidth = 640; // char *pcxDataBase = buffer; //GetBitMap() + (GetHeight()-1)* virtualWidth ; for (line = 0 ; line < 480; line++) { pcxData = (unsigned char *)buffer; //pcxDataBase; // Look to compress this line of 'width' pixels pix = 0; while (pix < 640) { // Look for some run length coding keyPix = pcxData[pix++]; runLength = 1; while ( (pix < 640) && (keyPix == pcxData[pix]) ) { runLength++; pix++; } while (runLength > 1) { // We have a run length bit. Runs are a maximum of 0x3f int lRun = runLength > 0x3f ? 0x3f : runLength; runLength -= lRun; lRun |= 0xc0; ch = (unsigned char) lRun; fwrite(&ch, 1, 1, fp); ch = (unsigned char) keyPix; fwrite(&ch, 1, 1, fp); // fFile.WriteChar(lRun); // fFile.WriteChar(keyPix); } if (runLength) { // Single pixel. If its <= 0x3f it goes straight in, otherwise it is a single run length if (keyPix < 0xc0) { ch = (unsigned char) keyPix; fwrite(&ch, 1, 1, fp); // fFile.WriteChar(keyPix); } else { ch = 0xc1; fwrite(&ch, 1, 1, fp); ch = (unsigned char) keyPix; fwrite(&ch, 1, 1, fp); // fFile.WriteChar(0xc1); // fFile.WriteChar(keyPix); } } } // pcxDataBase -= virtualWidth; buffer += virtualWidth; } // Convert and write out the palette // StringClass sPal(768); // unsigned char *pal = palette; // for (int count = 0 ; count < 256 ; count++) // { *(pal++) = bmi.bmiColors[count].rgbRed; // *(pal++) = bmi.bmiColors[count].rgbGreen; // *(pal++) = bmi.bmiColors[count].rgbBlue; // } ch = 0x0c; fwrite(&ch, 1, 1, fp); for (i=0; i<256*3; i++) { pal[i] = *((unsigned char *) palette + i); } // fFile.WriteChar(0x0c); fwrite(pal, 256*3, 1, fp); // if (fFile.Write(sPal , 768)!=768) // return(-1); fclose(fp); return(1); } int32 GrabScreenShot(void) { warning("stub GrabScreenShot"); /* uint8 *screenGrabBuffer; uint8 *palette; DDSURFACEDESC ddsd; HRESULT hr; int32 i; screenGrabBuffer = (uint8 *) malloc(screenWide * screenDeep); if (screenGrabBuffer == NULL) return(RDERR_OUTOFMEMORY); ddsd.dwSize = sizeof(DDSURFACEDESC); hr = IDirectDrawSurface2_Lock(lpPrimarySurface, NULL, &ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL); if (hr != DD_OK) { free(screenGrabBuffer); return(RDERR_LOCKFAILED); } for (i=0; itextSprite) 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); /* HRESULT hr; RECT rd, rs; LPDIRECTDRAWSURFACE dds; _spriteInfo *s = obj->textSprite; char myString[256]; dds = (LPDIRECTDRAWSURFACE) textSurface; // Set startx and starty for the screen buffer ADDED THIS! if (s->type & RDSPR_DISPLAYALIGN) rd.top = s->y; else rd.top = s->y - scrolly; if (s->type & RDSPR_DISPLAYALIGN) rd.left = s->x; else rd.left = s->x - scrollx; rs.left = 0; rs.right = s->w; rs.top = 0; rs.bottom = s->h; if (s->scale & 0xff) { rd.right = rd.left + s->scaledWidth; rd.bottom = rd.top + s->scaledHeight; // Do clipping if (rd.top < 40) { rs.top = (40 - rd.top) * 256 / s->scale; rd.top = 40; } if (rd.bottom > 440) { rs.bottom -= ((rd.bottom - 440) * 256 / s->scale); rd.bottom = 440; } if (rd.left < 0) { rs.left = (0 - rd.left) * 256 / s->scale; rd.left = 0; } if (rd.right > 640) { rs.right -= ((rd.right - 640) * 256 / s->scale); rd.right = 640; } } else { rd.right = rd.left + s->w; rd.bottom = rd.top + s->h; // Do clipping if (rd.top < 40) { rs.top = 40 - rd.top; rd.top = 40; } if (rd.bottom > 440) { rs.bottom -= (rd.bottom - 440); rd.bottom = 440; } if (rd.left < 0) { rs.left = 0 - rd.left; rd.left = 0; } if (rd.right > 640) { rs.right -= (rd.right - 640); rd.right = 640; } } if (s->type & RDSPR_TRANS) { hr = IDirectDrawSurface2_Blt(lpPrimarySurface, &rd, dds, &rs, DDBLT_WAIT | DDBLT_KEYSRC, NULL); if (hr) { if (hr == DDERR_SURFACELOST) hr = RDERR_SURFACELOST; else if (dxHalCaps & RDCAPS_BLTSTRETCH) dxHalCaps -= RDCAPS_BLTSTRETCH; else { sprintf(myString, "Cannot print smacker text x%d y%d w%d h%d s%d t%d\n", s->x, s->y, s->w, s->h, s->scale, s->type); DirectDrawError(myString, hr); } } } else { hr = IDirectDrawSurface2_Blt(lpPrimarySurface, &rd, dds, &rs, DDBLT_WAIT, NULL); if (hr) { if (hr == DDERR_SURFACELOST) hr = RDERR_SURFACELOST; else { sprintf(myString, "Cannot print smacker text x%d y%d w%d h%d s%d t%d\n", s->x, s->y, s->w, s->h, s->scale, s->type); DirectDrawError(myString, hr); } } } */ } extern uint8 musicMuted; 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. // TODO: Play the voice-over sounds. // 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); while (1) { if (!text[textCounter]) break; if (frameCounter == text[textCounter]->startFrame) { EraseBackBuffer(); OpenTextObject(text[textCounter]); DrawTextObject(text[textCounter]); if (text[textCounter]->speech) debug(0, "FIXME: Play subtitle speech"); } if (frameCounter == text[textCounter]->endFrame) { CloseTextObject(text[textCounter]); EraseBackBuffer(); textCounter++; } frameCounter++; ServiceWindows(); char key; if (ReadKey(&key) == RD_OK && key == 27) { // StopWavSpeech() 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); 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); } return(RD_OK); } void GetDrawStatus(_drvDrawStatus *s) { // s->hwnd = hwnd; // s->lpDraw = lpDraw; // s->lpDD2 = lpDD2; // s->lpPrimarySurface = lpPrimarySurface; s->lpBackBuffer = lpBackBuffer; // s->lpPalette = lpPalette; s->screenDeep = screenDeep; s->screenWide = screenWide; s->scrollx = scrollx; s->scrolly = scrolly; s->scrollxTarget = scrollxTarget; s->scrollyTarget = scrollyTarget; s->scrollxOld = scrollxOld; s->scrollyOld = scrollyOld; s->failCount = failCount; s->renderCaps = renderCaps; s->dxHalCaps = dxHalCaps; s->dxHelCaps = dxHelCaps; s->noVbl = noVbl; s->bFullScreen = bFullScreen; // memcpy(&s->driverCaps, &driverCaps, sizeof(DDCAPS)); // memset(&blackColorKey, 0, sizeof(DDCOLORKEY)); } void SetDrawStatus(_drvDrawStatus *s) { // hwnd = s->hwnd; // lpDraw = s->lpDraw; // lpDD2 = s->lpDD2; // lpPrimarySurface= s->lpPrimarySurface; // lpBackBuffer = s->lpBackBuffer; // lpPalette = s->lpPalette; screenDeep = s->screenDeep; screenWide = s->screenWide; scrollx = s->scrollx; scrolly = s->scrolly; scrollxTarget = s->scrollxTarget; scrollyTarget = s->scrollyTarget; scrollxOld = s->scrollxOld; scrollyOld = s->scrollyOld; failCount = s->failCount; // renderCaps = s->renderCaps; dxHalCaps = s->dxHalCaps; dxHelCaps = s->dxHelCaps; noVbl = s->noVbl; bFullScreen = s->bFullScreen; // memcpy(&driverCaps, &s->driverCaps, sizeof(DDCAPS)); // memset(&blackColorKey, 0, sizeof(DDCOLORKEY)); }