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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;
/*
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; i<screenDeep; i++)
{
memcpy(screenGrabBuffer + i * screenWide, (uint8 *) ddsd.lpSurface + ddsd.lPitch * i, screenWide);
}
IDirectDrawSurface2_Unlock(lpPrimarySurface, ddsd.lpSurface);
palette = (uint8 *) malloc(256 * 3);
if (palette == NULL)
{
free(screenGrabBuffer);
return(RDERR_OUTOFMEMORY);
}
for (i=0; i<256; i++)
{
palette[i*3] = palCopy[i][0];
palette[i*3+1] = palCopy[i][1];
palette[i*3+2] = palCopy[i][2];
}
hr = SaveScreenShot(screenGrabBuffer,palette);
free(palette);
free(screenGrabBuffer);
*/
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);
/*
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.
// 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) {
PlayingSoundHandle handle = 0;
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();
char key;
if (ReadKey(&key) == RD_OK && key == 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);
}
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));
}
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