scummvm/engines/sword2/protocol.cpp
aryanrawlani28 4b6976c558 GUI: U32: Reduce number of files changed and fixes
Up until last commit, everything was working fine but the amount of files changed was too large. This commit tries to reduce the changes.

- Add a fake constructor to Keymap, text-to-speech, setDescription (save-state)
- Redirecting functions for PopUpWidget::appendEntry, ButtonWidget::setLabel, GUIErrorMessage
- Use the above functions and constructors to reduce changes in Engines
- Fix warnings being in unicode. Only output english text in - Warnings, Errors, etc.
- Mark some strings as "translation" strings. (Not yet added to POTFILES)
- Remove some CP related things from po/modules.mk
- Previously used some Common::convertToU32 where it was not necessary, replace this with u32constructor
2020-08-30 14:43:41 +02:00

449 lines
13 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "common/file.h"
#include "common/endian.h"
#include "sword2/sword2.h"
#include "sword2/header.h"
#include "sword2/resman.h"
#include "sword2/logic.h"
namespace Sword2 {
/**
* Returns a pointer to the first palette entry, given the pointer to the start
* of the screen file.
*/
void Sword2Engine::fetchPalette(byte *screenFile, byte *palBuffer) {
byte *palette;
if (isPsx()) { // PSX version doesn't have a "MultiScreenHeader", instead there's a ScreenHeader and a tag
palette = screenFile + ResHeader::size() + ScreenHeader::size() + 2;
} else {
MultiScreenHeader mscreenHeader;
mscreenHeader.read(screenFile + ResHeader::size());
palette = screenFile + ResHeader::size() + mscreenHeader.palette;
}
// Always set color 0 to black, because while most background screen
// palettes have a bright color 0 it should come out as black in the
// game.
palBuffer[0] = 0;
palBuffer[1] = 0;
palBuffer[2] = 0;
for (uint i = 4, j = 3; i < 4 * 256; i += 4, j += 3) {
palBuffer[j + 0] = palette[i + 0];
palBuffer[j + 1] = palette[i + 1];
palBuffer[j + 2] = palette[i + 2];
}
}
/**
* Returns a pointer to the start of the palette match table, given the pointer
* to the start of the screen file.
* It returns NULL when used with PSX version, as there are no palette match tables in
* the resource files.
*/
byte *Sword2Engine::fetchPaletteMatchTable(byte *screenFile) {
if (isPsx()) return NULL;
MultiScreenHeader mscreenHeader;
mscreenHeader.read(screenFile + ResHeader::size());
return screenFile + ResHeader::size() + mscreenHeader.paletteTable;
}
/**
* Returns a pointer to the screen header, given the pointer to the start of
* the screen file.
*/
byte *Sword2Engine::fetchScreenHeader(byte *screenFile) {
if (isPsx()) { // In PSX version there's no MultiScreenHeader, so just skip resource header
return screenFile + ResHeader::size();
} else {
MultiScreenHeader mscreenHeader;
mscreenHeader.read(screenFile + ResHeader::size());
return screenFile + ResHeader::size() + mscreenHeader.screen;
}
}
/**
* Returns a pointer to the requested layer header, given the pointer to the
* start of the screen file. Drops out if the requested layer number exceeds
* the number of layers on this screen.
*/
byte *Sword2Engine::fetchLayerHeader(byte *screenFile, uint16 layerNo) {
#ifdef SWORD2_DEBUG
ScreenHeader screenHead;
screenHead.read(fetchScreenHeader(screenFile));
assert(layerNo < screenHead.noLayers);
#endif
if (isPsx()) {
return screenFile + ResHeader::size() + ScreenHeader::size() + 2 + 0x400 + layerNo * LayerHeader::size();
} else {
MultiScreenHeader mscreenHeader;
mscreenHeader.read(screenFile + ResHeader::size());
return screenFile + ResHeader::size() + mscreenHeader.layers + layerNo * LayerHeader::size();
}
}
/**
* Returns a pointer to the start of the shading mask, given the pointer to the
* start of the screen file.
* If we are non PSX, this will return NULL, as we don't have shading masks.
*/
byte *Sword2Engine::fetchShadingMask(byte *screenFile) {
if (isPsx()) return NULL;
MultiScreenHeader mscreenHeader;
mscreenHeader.read(screenFile + ResHeader::size());
return screenFile + ResHeader::size() + mscreenHeader.maskOffset;
}
/**
* Returns a pointer to the anim header, given the pointer to the start of the
* anim file.
*/
byte *Sword2Engine::fetchAnimHeader(byte *animFile) {
return animFile + ResHeader::size();
}
/**
* Returns a pointer to the requested frame number's cdtEntry, given the
* pointer to the start of the anim file. Drops out if the requested frame
* number exceeds the number of frames in this anim.
*/
byte *Sword2Engine::fetchCdtEntry(byte *animFile, uint16 frameNo) {
#ifdef SWORD2_DEBUG
AnimHeader animHead;
animHead.read(fetchAnimHeader(animFile));
if (frameNo > animHead->noAnimFrames - 1)
error("fetchCdtEntry(animFile,%d) - anim only %d frames", frameNo, animHead->noAnimFrames);
#endif
return fetchAnimHeader(animFile) + AnimHeader::size() + frameNo * CdtEntry::size();
}
/**
* Returns a pointer to the requested frame number's header, given the pointer
* to the start of the anim file. Drops out if the requested frame number
* exceeds the number of frames in this anim
*/
byte *Sword2Engine::fetchFrameHeader(byte *animFile, uint16 frameNo) {
// required address = (address of the start of the anim header) + frameOffset
CdtEntry cdt;
cdt.read(fetchCdtEntry(animFile, frameNo));
return animFile + ResHeader::size() + cdt.frameOffset;
}
/**
* Returns a pointer to the requested parallax layer data.
*/
byte *Sword2Engine::fetchBackgroundParallaxLayer(byte *screenFile, int layer) {
if (isPsx()) {
byte *psxParallax = _screen->getPsxScrCache(0);
// Manage cache for background psx parallaxes
if (!_screen->getPsxScrCacheStatus(0)) { // This parallax layer is not present
return NULL;
} else if (psxParallax != NULL) { // Parallax layer present, and already in cache
return psxParallax;
} else { // Present, but not cached
uint32 locNo = _logic->getLocationNum();
// At game startup, we have a wrong location number stored
// in game vars (0, instead of 3), work around this.
locNo = (locNo == 0) ? 3 : locNo;
psxParallax = fetchPsxParallax(locNo, 0);
_screen->setPsxScrCache(psxParallax, 0);
return psxParallax;
}
} else {
MultiScreenHeader mscreenHeader;
mscreenHeader.read(screenFile + ResHeader::size());
assert(mscreenHeader.bg_parallax[layer]);
return screenFile + ResHeader::size() + mscreenHeader.bg_parallax[layer];
}
}
byte *Sword2Engine::fetchBackgroundLayer(byte *screenFile) {
if (isPsx()) {
byte *psxBackground = _screen->getPsxScrCache(1);
// Manage cache for psx backgrounds
if (psxBackground) { // Background is cached
return psxBackground;
} else { // Background not cached
uint32 locNo = _logic->getLocationNum();
// We have a wrong location number at start, fix that
locNo = (locNo == 0) ? 3 : locNo;
psxBackground = fetchPsxBackground(locNo);
_screen->setPsxScrCache(psxBackground, 1);
return psxBackground;
}
} else {
MultiScreenHeader mscreenHeader;
mscreenHeader.read(screenFile + ResHeader::size());
assert(mscreenHeader.screen);
return screenFile + ResHeader::size() + mscreenHeader.screen + ScreenHeader::size();
}
}
byte *Sword2Engine::fetchForegroundParallaxLayer(byte *screenFile, int layer) {
if (isPsx()) {
byte *psxParallax = _screen->getPsxScrCache(2);
// Manage cache for psx parallaxes
if (!_screen->getPsxScrCacheStatus(2)) { // This parallax layer is not present
return NULL;
} else if (psxParallax) { // Parallax layer present and cached
return psxParallax;
} else { // Present, but still not cached
uint32 locNo = _logic->getLocationNum();
// We have a wrong location number at start, fix that
locNo = (locNo == 0) ? 3 : locNo;
psxParallax = fetchPsxParallax(locNo, 1);
_screen->setPsxScrCache(psxParallax, 2);
return psxParallax;
}
} else {
MultiScreenHeader mscreenHeader;
mscreenHeader.read(screenFile + ResHeader::size());
assert(mscreenHeader.fg_parallax[layer]);
return screenFile + ResHeader::size() + mscreenHeader.fg_parallax[layer];
}
}
byte *Sword2Engine::fetchTextLine(byte *file, uint32 text_line) {
TextHeader text_header;
static byte errorLine[128];
text_header.read(file + ResHeader::size());
if (text_line >= text_header.noOfLines) {
sprintf((char *)errorLine, "xxMissing line %d of %s (only 0..%d)", text_line, _resman->fetchName(file), text_header.noOfLines - 1);
// first 2 chars are NULL so that actor-number comes out as '0'
errorLine[0] = 0;
errorLine[1] = 0;
return errorLine;
}
// The "number of lines" field is followed by a lookup table
return file + READ_LE_UINT32(file + ResHeader::size() + 4 + 4 * text_line);
}
/**
* Returns a pointer to psx background data for passed location number
* At the beginning of the passed data there's an artificial header composed by
* uint16: background X resolution
* uint16: background Y resolution
* uint32: offset to subtract from offset table entries
*/
byte *Sword2Engine::fetchPsxBackground(uint32 location) {
Common::File file;
PSXScreensEntry header;
uint32 screenOffset, dataOffset;
uint32 totSize; // Total size of background, counting data, offset table and additional header
byte *buffer;
if (!file.open("screens.clu")) {
GUIErrorMessage("Broken Sword II: Cannot open screens.clu");
return NULL;
}
file.seek(location * 4, SEEK_SET);
screenOffset = file.readUint32LE();
if (screenOffset == 0) { // We don't have screen data for this location number.
file.close();
return NULL;
}
// Get to the beginning of PSXScreensEntry
file.seek(screenOffset + ResHeader::size(), SEEK_SET);
buffer = (byte *)malloc(PSXScreensEntry::size());
file.read(buffer, PSXScreensEntry::size());
// Prepare the header
header.read(buffer);
free(buffer);
file.seek(screenOffset + header.bgOffset + 4, SEEK_SET);
dataOffset = file.readUint32LE();
file.seek(screenOffset + header.bgOffset, SEEK_SET);
totSize = header.bgSize + (dataOffset - header.bgOffset) + 8;
buffer = (byte *)malloc(totSize);
// Write some informations before background data
WRITE_LE_UINT16(buffer, header.bgXres);
WRITE_LE_UINT16(buffer + 2, header.bgYres);
WRITE_LE_UINT32(buffer + 4, header.bgOffset);
file.read(buffer + 8, totSize - 8); // Do not write on the header
file.close();
return buffer;
}
/**
* Returns a pointer to selected psx parallax data for passed location number
* At the beginning of the passed data there's an artificial header composed by
* uint16: parallax X resolution
* uint16: parallax Y resolution
* uint16: width in 64x16 tiles of parallax
* uint16: height in 64x16 tiles of parallax
*/
byte *Sword2Engine::fetchPsxParallax(uint32 location, uint8 level) {
Common::File file;
PSXScreensEntry header;
uint32 screenOffset;
uint16 horTiles; // Number of horizontal tiles in the parallax grid
uint16 verTiles; // Number of vertical tiles in parallax grid
uint32 totSize; // Total size of parallax, counting data, grid, and additional header
byte *buffer;
uint16 plxXres;
uint16 plxYres;
uint32 plxOffset;
uint32 plxSize;
if (level > 1)
return NULL;
if (!file.open("screens.clu")) {
GUIErrorMessage("Broken Sword II: Cannot open screens.clu");
return NULL;
}
file.seek(location * 4, SEEK_SET);
screenOffset = file.readUint32LE();
if (screenOffset == 0) // There is no screen here
return NULL;
// Get to the beginning of PSXScreensEntry
file.seek(screenOffset + ResHeader::size(), SEEK_SET);
buffer = (byte *)malloc(PSXScreensEntry::size());
file.read(buffer, PSXScreensEntry::size());
// Initialize the header
header.read(buffer);
free(buffer);
// We are fetching...
if (level == 0) { // a background parallax
plxXres = header.bgPlxXres;
plxYres = header.bgPlxYres;
plxOffset = header.bgPlxOffset;
plxSize = header.bgPlxSize;
} else { // a foreground parallax
plxXres = header.fgPlxXres;
plxYres = header.fgPlxYres;
plxOffset = header.fgPlxOffset;
plxSize = header.fgPlxSize;
}
if (plxXres == 0 || plxYres == 0 || plxSize == 0) // This screen has no parallax data.
return NULL;
debug(2, "fetchPsxParallax() -> %s parallax, xRes: %u, yRes: %u", (level == 0) ? "Background" : "Foreground", plxXres, plxYres);
// Calculate the number of tiles which compose the parallax grid.
horTiles = (plxXres % 64) ? (plxXres / 64) + 1 : plxXres / 64;
verTiles = (plxYres % 16) ? (plxYres / 16) + 1 : plxYres / 16;
totSize = plxSize + horTiles * verTiles * 4 + 8;
file.seek(screenOffset + plxOffset, SEEK_SET);
buffer = (byte *)malloc(totSize);
// Insert parallax resolution information in the buffer,
// preceding parallax data.
WRITE_LE_UINT16(buffer, plxXres);
WRITE_LE_UINT16(buffer + 2, plxYres);
WRITE_LE_UINT16(buffer + 4, horTiles);
WRITE_LE_UINT16(buffer + 6, verTiles);
// Read parallax data from file and store it inside the buffer,
// skipping the generated header.
file.read(buffer + 8, totSize - 8);
file.close();
return buffer;
}
// Used for testing text & speech (see fnISpeak in speech.cpp)
bool Sword2Engine::checkTextLine(byte *file, uint32 text_line) {
TextHeader text_header;
text_header.read(file + ResHeader::size());
return text_line < text_header.noOfLines;
}
} // End of namespace Sword2