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path: root/sword2/driver/d_draw.cpp
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/* 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/memory.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 "_mouse.h"
#include "d_draw.h"
#include "palette.h"
#include "render.h"

#define SCREENYOFFSET	40
#define MILLISECSPERCYCLE 83

byte *lpBackBuffer;

// Game screen metrics
int16			screenDeep;
int16			screenWide;


// Set to 1 if vertical blank status cannot be checked.
BOOL			bFullScreen = 0;



// Scroll variables.  scrollx and scrolly hold the current scroll position, 

int16			scrollx;
int16			scrolly;

int32			renderCaps = 0;
int32			dxHalCaps = 0;
int32			dxHelCaps = 0;

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 EraseBackBuffer( void ) {
	memset(lpBackBuffer + MENUDEEP * screenWide, 0, screenWide * RENDERDEEP);
	return RD_OK;
}


int32 NextSmackerFrame(void) {
	warning("stub NextSmackerFrame");
	return(RD_OK);
}


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);
}

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.

	// 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);

		PlayingSoundHandle handle = 0;

		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);
				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;
}