scummvm/sword2/build_display.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.
*
* $Header$
*/
// ---------------------------------------------------------------------------
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// BUILD_DISPLAY.CPP like the old spr_engi but slightly more aptly named
// ---------------------------------------------------------------------------
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#include "stdafx.h"
#include "bs2/sword2.h"
#include "bs2/debug.h"
#include "bs2/build_display.h"
#include "bs2/console.h"
#include "bs2/defs.h"
#include "bs2/interpreter.h"
#include "bs2/layers.h"
#include "bs2/logic.h"
#include "bs2/maketext.h"
#include "bs2/mouse.h"
#include "bs2/object.h"
#include "bs2/protocol.h"
#include "bs2/resman.h"
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namespace Sword2 {
// ---------------------------------------------------------------------------
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buildit bgp0_list[MAX_bgp0_sprites];
buildit bgp1_list[MAX_bgp1_sprites];
buildit back_list[MAX_back_sprites];
buildit sort_list[MAX_sort_sprites];
buildit fore_list[MAX_fore_sprites];
buildit fgp0_list[MAX_fgp0_sprites];
buildit fgp1_list[MAX_fgp1_sprites];
// holds the order of the sort list
// i.e the list stays static and we sort this
uint16 sort_order[MAX_sort_sprites];
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uint32 cur_bgp0;
uint32 cur_bgp1;
uint32 cur_back;
uint32 cur_sort;
uint32 cur_fore;
uint32 cur_fgp0;
uint32 cur_fgp1;
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#ifdef _SWORD2_DEBUG
uint32 largest_layer_area = 0; // should be reset to zero at start of each screen change
uint32 largest_sprite_area = 0; // - " -
char largest_layer_info[128] = { "largest layer: none registered" };
char largest_sprite_info[128] = { "largest sprite: none registered" };
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#endif
// ---------------------------------------------------------------------------
// last palette used - so that we can restore the correct one after a pause
// (which dims the screen) and it's not always the main screen palette that we
// want, eg. during the eclipse
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// This flag gets set in Start_new_palette() and SetFullPalette()
uint32 lastPaletteRes = 0;
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// ---------------------------------------------------------------------------
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// 'frames per second' counting stuff
uint32 fps = 0;
uint32 cycleTime = 0;
uint32 frameCount = 0;
// So I know if the control Panel can be activated - CJR 1-5-97
extern uint32 mouse_status;
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// ---------------------------------------------------------------------------
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// function prototypes not needed externally
void Start_new_palette(void);
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void Register_frame(int32 *params, buildit *build_unit);
void Process_layer(uint32 layer_number);
void Sort_the_sort_list(void);
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void Send_back_par0_frames(void);
void Send_back_par1_frames(void);
void Send_back_frames(void);
void Send_sort_frames(void);
void Send_fore_frames(void);
void Send_fore_par0_frames(void);
void Send_fore_par1_frames(void);
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// ---------------------------------------------------------------------------
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//
// PC Build_display
//
// ---------------------------------------------------------------------------
void Build_display(void) {
#ifdef _SWORD2_DEBUG
uint8 pal[12] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0 };
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#endif
uint8 *file;
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_multiScreenHeader *screenLayerTable;
#ifdef _SWORD2_DEBUG // only used by console
_spriteInfo spriteInfo;
uint32 rv; // drivers error return value
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#endif
if (!console_status && this_screen.new_palette) {
// start the layer palette fading up
Start_new_palette();
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#ifdef _SWORD2_DEBUG
largest_layer_area = 0; // should be reset to zero at start of each screen change
largest_sprite_area = 0; // - " -
#endif
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}
// there is a valid screen to run
if (!console_status && this_screen.background_layer_id) {
// set the scroll position
g_display->setScrollTarget(this_screen.scroll_offset_x, this_screen.scroll_offset_y);
// increment the mouse frame
g_display->animateMouse();
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g_display->startRenderCycle();
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while (1) {
// clear the back buffer, before building up the new
// screen from the back forwards
// FIXME: I'm not convinced that this is needed. Isn't
// the whole screen redrawn each time?
// g_display->clearScene();
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// first background parallax + related anims
// open the screen resource
file = res_man.open(this_screen.background_layer_id);
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screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->bg_parallax[0]) {
g_display->renderParallax(FetchBackgroundParallaxLayer(file, 0), 0);
// release the screen resource before cacheing
// the sprites
res_man.close(this_screen.background_layer_id);
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Send_back_par0_frames();
} else {
// release the screen resource
res_man.close(this_screen.background_layer_id);
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}
// second background parallax + related anims
// open the screen resource
file = res_man.open(this_screen.background_layer_id);
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screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->bg_parallax[1]) {
g_display->renderParallax(FetchBackgroundParallaxLayer(file, 1), 1);
// release the screen resource before cacheing
// the sprites
res_man.close(this_screen.background_layer_id);
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Send_back_par1_frames();
} else {
// release the screen resource
res_man.close(this_screen.background_layer_id);
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}
// normal backround layer (just the one!)
// open the screen resource
file = res_man.open(this_screen.background_layer_id);
g_display->renderParallax(FetchBackgroundLayer(file), 2);
// release the screen resource
res_man.close(this_screen.background_layer_id);
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// sprites & layers
Send_back_frames(); // background sprites
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Sort_the_sort_list();
Send_sort_frames(); // sorted sprites & layers
Send_fore_frames(); // foreground sprites
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// first foreground parallax + related anims
// open the screen resource
file = res_man.open(this_screen.background_layer_id);
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screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->fg_parallax[0]) {
g_display->renderParallax(FetchForegroundParallaxLayer(file, 0), 3);
// release the screen resource before cacheing
// the sprites
res_man.close(this_screen.background_layer_id);
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Send_fore_par0_frames();
} else {
// release the screen resource
res_man.close(this_screen.background_layer_id);
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}
// second foreground parallax + related anims
// open the screen resource
file = res_man.open(this_screen.background_layer_id);
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screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->fg_parallax[1]) {
g_display->renderParallax(FetchForegroundParallaxLayer(file, 1), 4);
// release the screen resource before cacheing
// the sprites
res_man.close(this_screen.background_layer_id);
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Send_fore_par1_frames();
} else {
// release the screen resource
res_man.close(this_screen.background_layer_id);
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}
// walkgrid, mouse & player markers & mouse area
// rectangle
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Draw_debug_graphics();
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// text blocks
// speech blocks and headup debug text
fontRenderer.printTextBlocs();
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// menu bar & icons
g_display->processMenu();
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// ready - blit to screen
g_display->updateDisplay();
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// update our fps reading
frameCount++;
if (SVM_timeGetTime() > cycleTime) {
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fps = frameCount;
debug(2, "FPS: %d", fps);
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frameCount = 0;
cycleTime = SVM_timeGetTime() + 1000;
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}
// Check if we've got time to render the screen again
// this cycle (so drivers can smooth out the scrolling
// in between normal game cycles)
//
// If we haven't got time to render again this cycle,
// drop out of 'render cycle' while-loop
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if (g_display->endRenderCycle())
break;
}
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}
#ifdef _SWORD2_DEBUG
else if (console_status) {
spriteInfo.x = 0;
spriteInfo.y = con_y;
spriteInfo.w = con_width;
spriteInfo.h = con_depth;
spriteInfo.scale = 0;
spriteInfo.scaledWidth = 0;
spriteInfo.scaledHeight = 0;
spriteInfo.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION;
spriteInfo.blend = 0;
spriteInfo.data = console_sprite->ad;
spriteInfo.colourTable = 0;
rv = g_display->drawSprite(&spriteInfo);
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if (rv)
error("Driver Error %.8x (drawing console)", rv);
} else{
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StartConsole();
// force the palette
g_display->setPalette(0, 3, pal, RDPAL_INSTANT);
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Print_to_console("no valid screen?");
}
#endif
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}
// ---------------------------------------------------------------------------
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//
// Fades down and displays a message on the screen for time seconds
//
void DisplayMsg(uint8 *text, int time) {
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mem *text_spr;
_frameHeader *frame;
_spriteInfo spriteInfo;
_palEntry pal[256];
_palEntry oldPal[256];
uint32 rv; // drivers error return value
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warning("DisplayMsg: %s", (char *) text);
if (g_display->getFadeStatus() != RDFADE_BLACK) {
g_display->fadeDown();
g_display->waitForFade();
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}
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Set_mouse(0);
Set_luggage(0);
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g_display->closeMenuImmediately();
g_display->clearScene();
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text_spr = fontRenderer.makeTextSprite(text, 640, 187, g_sword2->_speechFontId);
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frame = (_frameHeader *) text_spr->ad;
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spriteInfo.x = g_display->_screenWide / 2 - frame->width / 2;
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if (!time)
spriteInfo.y = g_display->_screenDeep / 2 - frame->height / 2 - RDMENU_MENUDEEP;
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else
spriteInfo.y = 400 - frame->height;
spriteInfo.w = frame->width;
spriteInfo.h = frame->height;
spriteInfo.scale = 0;
spriteInfo.scaledWidth = 0;
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spriteInfo.scaledHeight = 0;
spriteInfo.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION | RDSPR_TRANS;
spriteInfo.blend = 0;
spriteInfo.data = text_spr->ad + sizeof(_frameHeader);
spriteInfo.colourTable = 0;
rv = g_display->drawSprite(&spriteInfo);
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if (rv)
error("Driver Error %.8x (in DisplayMsg)", rv);
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memcpy((char *) oldPal, (char *) g_display->_palCopy, 256 * sizeof(_palEntry));
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memset(pal, 0, 256 * sizeof(_palEntry));
pal[187].red = 255;
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pal[187].green = 255;
pal[187].blue = 255;
g_display->setPalette(0, 256, (uint8 *) pal, RDPAL_FADE);
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g_display->fadeUp();
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memory.freeMemory(text_spr);
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g_display->waitForFade();
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uint32 targetTime = SVM_timeGetTime() + (time * 1000);
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// Keep the message there even when the user task swaps.
rv = g_display->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x (in DisplayMsg)", rv);
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sleepUntil(targetTime);
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g_display->setPalette(0, 256, (uint8 *) oldPal, RDPAL_FADE);
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}
// ---------------------------------------------------------------------------
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//
// Fades message down and removes it, fading up again afterwards
//
void RemoveMsg(void) {
g_display->fadeDown();
g_display->waitForFade();
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g_display->clearScene();
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// g_display->fadeUp();
// removed by JEL (08oct97) to prevent "eye" smacker corruption when
// restarting game from CD2 and also to prevent palette flicker when
// restoring game to a different CD since the "insert CD" message uses
// this routine to clean up!
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}
void Send_back_par0_frames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < cur_bgp0; i++) {
// frame attached to 1st background parallax
Process_image(&bgp0_list[i]);
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}
}
void Send_back_par1_frames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < cur_bgp1; i++) {
// frame attached to 2nd background parallax
Process_image(&bgp1_list[i]);
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}
}
void Send_back_frames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < cur_back; i++) {
Process_image(&back_list[i]);
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}
}
void Send_sort_frames(void) {
// send the sort frames for printing - layers, shrinkers & normal flat
// sprites
// could be none at all - theoretically at least
for (uint i = 0; i < cur_sort; i++) {
if (sort_list[sort_order[i]].layer_number) {
// its a layer - minus 1 for true layer number
// we need to know from the buildit because the layers
// will have been sorted in random order
Process_layer(sort_list[sort_order[i]].layer_number - 1);
} else {
// sprite
Process_image(&sort_list[sort_order[i]]);
}
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}
}
void Send_fore_frames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < cur_fore; i++) {
Process_image(&fore_list[i]);
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}
}
void Send_fore_par0_frames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < cur_fgp0; i++) {
// frame attached to 1st foreground parallax
Process_image(&fgp0_list[i]);
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}
}
void Send_fore_par1_frames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < cur_fgp1; i++) {
// frame attached to 2nd foreground parallax
Process_image(&fgp1_list[i]);
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}
}
void Process_layer(uint32 layer_number) {
uint8 *file;
_layerHeader *layer_head;
_spriteInfo spriteInfo;
uint32 rv;
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#ifdef _SWORD2_DEBUG
uint32 current_layer_area = 0;
#endif
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// file points to 1st byte in the layer file
file = res_man.open(this_screen.background_layer_id);
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// point to layer header
layer_head = FetchLayerHeader(file,layer_number);
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spriteInfo.x = layer_head->x;
spriteInfo.y = layer_head->y;
spriteInfo.w = layer_head->width;
spriteInfo.scale = 0;
spriteInfo.scaledWidth = 0;
spriteInfo.scaledHeight = 0;
spriteInfo.h = layer_head->height;
spriteInfo.type = RDSPR_TRANS | RDSPR_RLE256FAST;
spriteInfo.blend = 0;
spriteInfo.data = file + sizeof(_standardHeader) + layer_head->offset;
spriteInfo.colourTable = 0;
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//------------------------------------------
// check for largest layer for debug info
#ifdef _SWORD2_DEBUG
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current_layer_area = layer_head->width * layer_head->height;
if (current_layer_area > largest_layer_area) {
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largest_layer_area = current_layer_area;
sprintf(largest_layer_info,
"largest layer: %s layer(%d) is %dx%d",
FetchObjectName(this_screen.background_layer_id),
layer_number, layer_head->width, layer_head->height);
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}
#endif
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//------------------------------------------
rv = g_display->drawSprite(&spriteInfo);
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if (rv)
error("Driver Error %.8x in Process_layer(%d)", rv, layer_number);
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res_man.close(this_screen.background_layer_id);
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}
void Process_image(buildit *build_unit) {
uint8 *file, *colTablePtr = NULL;
_animHeader *anim_head;
_frameHeader *frame_head;
_cdtEntry *cdt_entry;
_spriteInfo spriteInfo;
uint32 spriteType;
uint32 rv;
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#ifdef _SWORD2_DEBUG
uint32 current_sprite_area = 0;
#endif
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// open anim resource file & point to base
file = res_man.open(build_unit->anim_resource);
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anim_head = FetchAnimHeader(file);
cdt_entry = FetchCdtEntry(file, build_unit->anim_pc);
frame_head = FetchFrameHeader(file, build_unit->anim_pc);
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// so that 0-colour is transparent
spriteType = RDSPR_TRANS;
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if (anim_head->blend)
spriteType |= RDSPR_BLEND;
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// if the frame is to be flipped (only really applicable to frames
// using offsets)
if (cdt_entry->frameType & FRAME_FLIPPED)
spriteType |= RDSPR_FLIP;
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if (cdt_entry->frameType & FRAME_256_FAST) {
// scaling, shading & blending don't work with RLE256FAST
// but the same compression can be decompressed using the
// RLE256 routines!
// NOTE: If this restriction refers to drawSprite(), I don't
// think we have it any more. But I'm not sure.
if (build_unit->scale || anim_head->blend || build_unit->shadingFlag)
spriteType |= RDSPR_RLE256;
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else
spriteType |= RDSPR_RLE256FAST;
} else {
// what compression was used?
switch (anim_head->runTimeComp) {
case NONE:
spriteType |= RDSPR_NOCOMPRESSION;
break;
case RLE256:
spriteType |= RDSPR_RLE256;
break;
case RLE16:
spriteType |= RDSPR_RLE16;
// points to just after last cdt_entry, ie.
// start of colour table
colTablePtr = (uint8*) (anim_head + 1) + anim_head->noAnimFrames * sizeof(_cdtEntry);
break;
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}
}
// if we want this frame to be affected by the shading mask,
// add the status bit
if (build_unit->shadingFlag == 1)
spriteType |= RDSPR_SHADOW;
spriteInfo.x = build_unit->x;
spriteInfo.y = build_unit->y;
spriteInfo.w = frame_head->width;
spriteInfo.h = frame_head->height;
spriteInfo.scale = build_unit->scale;
spriteInfo.scaledWidth = build_unit->scaled_width;
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spriteInfo.scaledHeight = build_unit->scaled_height;
spriteInfo.type = spriteType;
spriteInfo.blend = anim_head->blend;
// points to just after frame header, ie. start of sprite data
spriteInfo.data = (uint8 *) (frame_head + 1);
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spriteInfo.colourTable = colTablePtr;
#ifdef _SWORD2_DEBUG
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//------------------------------------------
// check for largest layer for debug info
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current_sprite_area = frame_head->width * frame_head->height;
if (current_sprite_area > largest_sprite_area) {
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largest_sprite_area = current_sprite_area;
sprintf(largest_sprite_info,
"largest sprite: %s frame(%d) is %dx%d",
FetchObjectName(build_unit->anim_resource),
build_unit->anim_pc,
frame_head->width,
frame_head->height);
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}
#endif
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#ifdef _SWORD2_DEBUG
if (SYSTEM_TESTING_ANIMS) { // see anims.cpp
// bring the anim into the visible screen
// but leave extra pixel at edge for box
if (spriteInfo.x + spriteInfo.scaledWidth >= 639)
spriteInfo.x = 639 - spriteInfo.scaledWidth;
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if (spriteInfo.y + spriteInfo.scaledHeight >= 399)
spriteInfo.y = 399 - spriteInfo.scaledHeight;
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if (spriteInfo.x < 1)
spriteInfo.x = 1;
if (spriteInfo.y < 1)
spriteInfo.y = 1;
// create box to surround sprite - just outside sprite box
rect_x1 = spriteInfo.x - 1;
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rect_y1 = spriteInfo.y - 1;
rect_x2 = spriteInfo.x + spriteInfo.scaledWidth;
rect_y2 = spriteInfo.y + spriteInfo.scaledHeight;
}
#endif
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// #ifdef _SWORD2_DEBUG
// if (frame_head->width <= 1) {
// debug(5, "WARNING: 1-pixel-wide frame found in %s (%d)", FetchObjectName(build_unit->anim_resource), build_unit->anim_resource);
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// }
// #endif
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rv = g_display->drawSprite(&spriteInfo);
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if (rv)
error("Driver Error %.8x with sprite %s (%d) in Process_image",
rv, FetchObjectName(build_unit->anim_resource),
build_unit->anim_resource);
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// release the anim resource
res_man.close(build_unit->anim_resource);
}
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void Reset_render_lists(void) {
// reset the sort lists - do this before a logic loop
// takes into account the fact that the start of the list is pre-built
// with the special sortable layers
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cur_bgp0 = 0;
cur_bgp1 = 0;
cur_back = 0;
// beginning of sort list is setup with the special sort layers
cur_sort = this_screen.number_of_layers;
cur_fore = 0;
cur_fgp0 = 0;
cur_fgp1 = 0;
if (cur_sort) {
// there are some layers - so rebuild the sort order
// positioning
for (uint i = 0; i < cur_sort; i++)
sort_order[i] = i; //rebuild the order list
}
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}
void Sort_the_sort_list(void) {
//sort the list
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//cannot bubble sort 0 or 1 items!
if (cur_sort <= 1)
return;
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for (uint i = 0; i < cur_sort - 1; i++) {
for (uint j = 0; j < cur_sort - 1; j++) {
if (sort_list[sort_order[j]].sort_y > sort_list[sort_order[j + 1]].sort_y) {
SWAP(sort_order[j], sort_order[j + 1]);
}
}
}
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}
void Register_frame(int32 *params, buildit *build_unit) {
// params: 0 pointer to mouse structure or NULL for no write to mouse
// list (non-zero means write sprite-shape to mouse list)
// 1 pointer to graphic structure
// 2 pointer to mega structure
Object_mega *ob_mega;
Object_graphic *ob_graph;
Object_mouse *ob_mouse;
uint8 *file;
_frameHeader *frame_head;
_animHeader *anim_head;
_cdtEntry *cdt_entry;
int scale = 0;
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//-------------------------------------------
// open animation file & set up the necessary pointers
ob_graph = (Object_graphic *) params[1];
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#ifdef _SWORD2_DEBUG
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if (ob_graph->anim_resource == 0)
Con_fatal_error("ERROR: %s(%d) has no anim resource in Register_frame", FetchObjectName(ID), ID);
#endif
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file = res_man.open(ob_graph->anim_resource);
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anim_head = FetchAnimHeader(file);
cdt_entry = FetchCdtEntry(file, ob_graph->anim_pc);
frame_head = FetchFrameHeader(file, ob_graph->anim_pc);
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#ifdef _SWORD2_DEBUG
// update player graphic details for on-screen debug info
if (ID == CUR_PLAYER_ID) {
playerGraphic.type = ob_graph->type;
playerGraphic.anim_resource = ob_graph->anim_resource;
// counting 1st frame as 'frame 1'
playerGraphic.anim_pc = ob_graph->anim_pc + 1;
player_graphic_no_frames = anim_head->noAnimFrames;
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}
#endif
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//-------------------------------------------
// fill in the buildit structure for this frame
//retrieve the resource
build_unit->anim_resource = ob_graph->anim_resource;
//retrieve the frame
build_unit->anim_pc = ob_graph->anim_pc;
//not a layer
build_unit->layer_number = 0;
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// Affected by shading mask?
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if (ob_graph->type & SHADED_SPRITE)
build_unit->shadingFlag = 1;
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else
build_unit->shadingFlag = 0;
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//-------------------------------------------
// check if this frame has offsets ie. this is a scalable mega frame
if (cdt_entry->frameType & FRAME_OFFSET) {
// param 2 is pointer to mega structure
ob_mega = (Object_mega *) params[2];
// calc scale at which to print the sprite, based on feet
// y-coord & scaling constants (NB. 'scale' is actually
// 256 * true_scale, to maintain accuracy)
// Ay+B gives 256 * scale ie. 256 * 256 * true_scale for even
// better accuracy, ie. scale = (Ay + B) / 256
scale = (ob_mega->scale_a * ob_mega->feet_y + ob_mega->scale_b) / 256;
// calc final render coordinates (top-left of sprite), based
// on feet coords & scaled offsets
// add scaled offsets to feet coords
build_unit->x = ob_mega->feet_x + (cdt_entry->x * scale) / 256;
build_unit->y = ob_mega->feet_y + (cdt_entry->y * scale) / 256;
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// work out new width and height
// always divide by 256 after everything else, to maintain
// accurary
build_unit->scaled_width = ((scale * frame_head->width) / 256);
build_unit->scaled_height = ((scale * frame_head->height) / 256);
} else {
// it's a non-scaling anim
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// get render coords for sprite, from cdt
build_unit->x = cdt_entry->x;
build_unit->y = cdt_entry->y;
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// get width and height
build_unit->scaled_width = frame_head->width;
build_unit->scaled_height = frame_head->height;
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}
// either 0 or required scale, depending on whether 'scale' computed
build_unit->scale = scale;
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// calc the bottom y-coord for sorting purposes
build_unit->sort_y = build_unit->y + build_unit->scaled_height - 1;
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if (params[0]) {
// passed a mouse structure, so add to the mouse_list
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ob_mouse = (Object_mouse *) params[0];
// only if 'pointer' isn't NULL
if (ob_mouse->pointer) {
#ifdef _SWORD2_DEBUG
if (cur_mouse == TOTAL_mouse_list)
Con_fatal_error("ERROR: mouse_list full");
#endif
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mouse_list[cur_mouse].x1 = build_unit->x;
mouse_list[cur_mouse].y1 = build_unit->y;
mouse_list[cur_mouse].x2 = build_unit->x + build_unit->scaled_width;
mouse_list[cur_mouse].y2 = build_unit->y + build_unit->scaled_height;
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mouse_list[cur_mouse].priority = ob_mouse->priority;
mouse_list[cur_mouse].pointer = ob_mouse->pointer;
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// check if pointer text field is set due to previous
// object using this slot (ie. not correct for this
// one)
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// if 'pointer_text' field is set, but the 'id' field
// isn't same is current id
// then we don't want this "left over" pointer text
if (mouse_list[cur_mouse].pointer_text && mouse_list[cur_mouse].id != (int32) ID)
mouse_list[cur_mouse].pointer_text=0;
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mouse_list[cur_mouse].id = ID;
// not using sprite as detection mask
mouse_list[cur_mouse].anim_resource = 0;
mouse_list[cur_mouse].anim_pc = 0;
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cur_mouse++;
}
}
// close animation file
res_man.close(ob_graph->anim_resource);
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}
int32 Logic::fnRegisterFrame(int32 *params) {
// this call would be made from an objects service script 0
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// params: 0 pointer to mouse structure or NULL for no write to
// mouse list (non-zero means write sprite-shape to
// mouse list)
// 1 pointer to graphic structure
// 2 pointer to mega structure or NULL if not a mega
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Object_graphic *ob_graph = (Object_graphic *) params[1];
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// check low word for sprite type
switch (ob_graph->type & 0x0000ffff) {
case BGP0_SPRITE:
#ifdef _SWORD2_DEBUG
if (cur_bgp0 == MAX_bgp0_sprites)
Con_fatal_error("ERROR: bgp0_list full in fnRegisterFrame");
#endif
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Register_frame(params, &bgp0_list[cur_bgp0]);
cur_bgp0++;
break;
case BGP1_SPRITE:
#ifdef _SWORD2_DEBUG
if (cur_bgp1 == MAX_bgp1_sprites)
Con_fatal_error("ERROR: bgp1_list full in fnRegisterFrame");
#endif
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Register_frame(params, &bgp1_list[cur_bgp1]);
cur_bgp1++;
break;
case BACK_SPRITE:
#ifdef _SWORD2_DEBUG
if (cur_back == MAX_back_sprites)
Con_fatal_error("ERROR: back_list full in fnRegisterFrame");
#endif
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Register_frame(params, &back_list[cur_back]);
cur_back++;
break;
case SORT_SPRITE:
#ifdef _SWORD2_DEBUG
if (cur_sort == MAX_sort_sprites)
Con_fatal_error("ERROR: sort_list full in fnRegisterFrame");
#endif
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sort_order[cur_sort] = cur_sort;
Register_frame(params, &sort_list[cur_sort]);
cur_sort++;
break;
case FORE_SPRITE:
#ifdef _SWORD2_DEBUG
if (cur_fore == MAX_fore_sprites)
Con_fatal_error("ERROR: fore_list full in fnRegisterFrame");
#endif
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Register_frame(params, &fore_list[cur_fore]);
cur_fore++;
break;
case FGP0_SPRITE:
#ifdef _SWORD2_DEBUG
if (cur_fgp0 == MAX_fgp0_sprites)
Con_fatal_error("ERROR: fgp0_list full in fnRegisterFrame");
#endif
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Register_frame(params, &fgp0_list[cur_fgp0]);
cur_fgp0++;
break;
case FGP1_SPRITE:
#ifdef _SWORD2_DEBUG
if (cur_fgp1 == MAX_fgp1_sprites)
Con_fatal_error("ERROR: fgp1_list full in fnRegisterFrame");
#endif
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Register_frame(params, &fgp1_list[cur_fgp1]);
cur_fgp1++;
break;
default:
// NO_SPRITE no registering!
break;
}
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return IR_CONT;
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}
void Start_new_palette(void) {
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//start layer palette fading up
uint8 *screenFile;
// if the screen is still fading down then wait for black - could
// happen when everythings cached into a large memory model
g_display->waitForFade();
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// open the screen file
screenFile = res_man.open(this_screen.background_layer_id);
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g_display->updatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(screenFile));
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g_display->setPalette(0, 256, FetchPalette(screenFile), RDPAL_FADE);
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// indicating that it's a screen palette
lastPaletteRes = 0;
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// close screen file
res_man.close(this_screen.background_layer_id);
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// start fade up
g_display->fadeUp();
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// reset
this_screen.new_palette = 0;
}
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int32 Logic::fnUpdatePlayerStats(int32 *params) {
// engine needs to know certain info about the player
// params: 0 pointer to mega structure
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Object_mega *ob_mega = (Object_mega *) params[0];
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this_screen.player_feet_x = ob_mega->feet_x;
this_screen.player_feet_y = ob_mega->feet_y;
// for the script
PLAYER_FEET_X = ob_mega->feet_x;
PLAYER_FEET_Y = ob_mega->feet_y;
PLAYER_CUR_DIR = ob_mega->current_dir;
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SCROLL_OFFSET_X = this_screen.scroll_offset_x;
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debug(5, "fnUpdatePlayerStats: %d %d", ob_mega->feet_x, ob_mega->feet_y);
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return IR_CONT;
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}
int32 Logic::fnFadeDown(int32 *params) {
// NONE means up! can only be called when screen is fully faded up -
// multiple calls wont have strange effects
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// params: none
if (g_display->getFadeStatus() == RDFADE_NONE)
g_display->fadeDown();
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return IR_CONT;
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}
int32 Logic::fnFadeUp(int32 *params) {
// params: none
g_display->waitForFade();
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if (g_display->getFadeStatus() == RDFADE_BLACK)
g_display->fadeUp();
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return IR_CONT;
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}
// ---------------------------------------------------------------------------
// typedef struct {
// uint8 red;
// uint8 green;
// uint8 blue;
// uint8 alpha;
// } _palEntry;
// ---------------------------------------------------------------------------
// typedef struct {
// // first colour number in this palette (0..255)
// uint8 firstEntry;
// // number of Entries-1 (0..255) to be taken as (1..256)
// uint8 noEntries;
// } _paletteHeader;
int32 Logic::fnSetPalette(int32 *params) {
// params: 0 resource number of palette file, or 0 if it's to be
// the palette from the current screen
SetFullPalette(params[0]);
return IR_CONT;
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}
void SetFullPalette(int32 palRes) {
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uint8 *file;
_standardHeader *head;
//----------------------------------
// fudge for hut interior
// - unpausing should restore last palette as normal (could be screen
// palette or 'dark_palette_13')
// - but restoring the screen palette after 'dark_plaette_13' should
// now work properly too!
// hut interior
if (LOCATION == 13) {
// unpausing
if (palRes == -1) {
// restore whatever palette was last set (screen
// palette or 'dark_palette_13')
palRes = lastPaletteRes;
}
} else {
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// check if we're just restoring the current screen palette
// because we might actually need to use a separate palette
// file anyway eg. for pausing & unpausing during the eclipse
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// unpausing (fudged for location 13)
if (palRes == -1) {
// we really meant '0'
palRes = 0;
}
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if (palRes == 0 && lastPaletteRes)
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palRes = lastPaletteRes;
}
//----------------------------------
// non-zero: set palette to this separate palette file
if (palRes) {
// open the palette file
head = (_standardHeader *) res_man.open(palRes);
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#ifdef _SWORD2_DEBUG
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if (head->fileType != PALETTE_FILE)
Con_fatal_error("fnSetPalette() called with invalid resource!");
#endif
file = (uint8 *) (head + 1);
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// always set colour 0 to black because most background screen
// palettes have a bright colour 0 although it should come out
// as black in the game!
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file[0] = 0;
file[1] = 0;
file[2] = 0;
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file[3] = 0;
// not yet in separate palette files
// g_display->updatePaletteMatchTable(file + (256 * 4));
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g_display->setPalette(0, 256, file, RDPAL_INSTANT);
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if (palRes != CONTROL_PANEL_PALETTE) { // (James 03sep97)
// indicating that it's a separate palette resource
lastPaletteRes = palRes;
}
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// close palette file
res_man.close(palRes);
} else {
// 0: set palette to current screen palette
if (this_screen.background_layer_id) {
// open the screen file
file = res_man.open(this_screen.background_layer_id);
g_display->updatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(file));
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g_display->setPalette(0, 256, FetchPalette(file), RDPAL_INSTANT);
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// indicating that it's a screen palette
lastPaletteRes = 0;
// close screen file
res_man.close(this_screen.background_layer_id);
} else
Con_fatal_error("fnSetPalette(0) called, but no current screen available!");
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}
}
int32 Logic::fnRestoreGame(int32 *params) {
// params: none
return IR_CONT;
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}
int32 Logic::fnChangeShadows(int32 *params) {
// params: none
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uint32 rv;
// if last screen was using a shading mask (see below)
if (this_screen.mask_flag) {
rv = g_display->closeLightMask();
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if (rv)
error("Driver Error %.8x [%s line %u]", rv);
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this_screen.mask_flag = 0;
}
return IR_CONT;
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}
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} // End of namespace Sword2