mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 09:49:11 +00:00
258901bab9
svn-id: r28966
225 lines
6.3 KiB
C++
225 lines
6.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1994-1998 Revolution Software Ltd.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*/
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#include "sword2/sword2.h"
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#include "sword2/header.h"
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#include "sword2/resman.h"
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namespace Sword2 {
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/**
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* Returns a pointer to the first palette entry, given the pointer to the start
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* of the screen file.
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*/
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byte *Sword2Engine::fetchPalette(byte *screenFile) {
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MultiScreenHeader mscreenHeader;
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mscreenHeader.read(screenFile + ResHeader::size());
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byte *palette = screenFile + ResHeader::size() + mscreenHeader.palette;
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// Always set colour 0 to black, because while most background screen
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// palettes have a bright colour 0 it should come out as black in the
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// game.
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palette[0] = 0;
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palette[1] = 0;
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palette[2] = 0;
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palette[3] = 0;
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return palette;
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}
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/**
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* Returns a pointer to the start of the palette match table, given the pointer
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* to the start of the screen file.
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*/
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byte *Sword2Engine::fetchPaletteMatchTable(byte *screenFile) {
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MultiScreenHeader mscreenHeader;
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mscreenHeader.read(screenFile + ResHeader::size());
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return screenFile + ResHeader::size() + mscreenHeader.paletteTable;
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}
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/**
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* Returns a pointer to the screen header, given the pointer to the start of
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* the screen file.
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*/
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byte *Sword2Engine::fetchScreenHeader(byte *screenFile) {
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MultiScreenHeader mscreenHeader;
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mscreenHeader.read(screenFile + ResHeader::size());
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return screenFile + ResHeader::size() + mscreenHeader.screen;
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}
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/**
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* Returns a pointer to the requested layer header, given the pointer to the
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* start of the screen file. Drops out if the requested layer number exceeds
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* the number of layers on this screen.
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*/
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byte *Sword2Engine::fetchLayerHeader(byte *screenFile, uint16 layerNo) {
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#ifdef SWORD2_DEBUG
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ScreenHeader screenHead;
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screenHead.read(fetchScreenHeader(screenFile));
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assert(layerNo < screenHead.noLayers);
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#endif
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MultiScreenHeader mscreenHeader;
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mscreenHeader.read(screenFile + ResHeader::size());
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return screenFile + ResHeader::size() + mscreenHeader.layers + layerNo * LayerHeader::size();
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}
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/**
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* Returns a pointer to the start of the shading mask, given the pointer to the
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* start of the screen file.
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*/
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byte *Sword2Engine::fetchShadingMask(byte *screenFile) {
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MultiScreenHeader mscreenHeader;
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mscreenHeader.read(screenFile + ResHeader::size());
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return screenFile + ResHeader::size() + mscreenHeader.maskOffset;
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}
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/**
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* Returns a pointer to the anim header, given the pointer to the start of the
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* anim file.
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*/
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byte *Sword2Engine::fetchAnimHeader(byte *animFile) {
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return animFile + ResHeader::size();
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}
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/**
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* Returns a pointer to the requested frame number's cdtEntry, given the
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* pointer to the start of the anim file. Drops out if the requested frame
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* number exceeds the number of frames in this anim.
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*/
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byte *Sword2Engine::fetchCdtEntry(byte *animFile, uint16 frameNo) {
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#ifdef SWORD2_DEBUG
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AnimHeader animHead;
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animHead.read(fetchAnimHeader(animFile));
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if (frameNo > animHead->noAnimFrames - 1)
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error("fetchCdtEntry(animFile,%d) - anim only %d frames", frameNo, animHead.noAnimFrames);
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#endif
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return fetchAnimHeader(animFile) + AnimHeader::size() + frameNo * CdtEntry::size();
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}
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/**
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* Returns a pointer to the requested frame number's header, given the pointer
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* to the start of the anim file. Drops out if the requested frame number
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* exceeds the number of frames in this anim
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*/
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byte *Sword2Engine::fetchFrameHeader(byte *animFile, uint16 frameNo) {
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// required address = (address of the start of the anim header) + frameOffset
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CdtEntry cdt;
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cdt.read(fetchCdtEntry(animFile, frameNo));
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return animFile + ResHeader::size() + cdt.frameOffset;
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}
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/**
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* Returns a pointer to the requested parallax layer data.
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*/
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byte *Sword2Engine::fetchBackgroundParallaxLayer(byte *screenFile, int layer) {
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MultiScreenHeader mscreenHeader;
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mscreenHeader.read(screenFile + ResHeader::size());
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assert(mscreenHeader.bg_parallax[layer]);
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return screenFile + ResHeader::size() + mscreenHeader.bg_parallax[layer];
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}
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byte *Sword2Engine::fetchBackgroundLayer(byte *screenFile) {
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MultiScreenHeader mscreenHeader;
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mscreenHeader.read(screenFile + ResHeader::size());
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assert(mscreenHeader.screen);
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return screenFile + ResHeader::size() + mscreenHeader.screen + ScreenHeader::size();
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}
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byte *Sword2Engine::fetchForegroundParallaxLayer(byte *screenFile, int layer) {
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MultiScreenHeader mscreenHeader;
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mscreenHeader.read(screenFile + ResHeader::size());
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assert(mscreenHeader.fg_parallax[layer]);
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return screenFile + ResHeader::size() + mscreenHeader.fg_parallax[layer];
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}
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byte *Sword2Engine::fetchTextLine(byte *file, uint32 text_line) {
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TextHeader text_header;
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static byte errorLine[128];
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text_header.read(file + ResHeader::size());
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if (text_line >= text_header.noOfLines) {
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sprintf((char *)errorLine, "xxMissing line %d of %s (only 0..%d)", text_line, _resman->fetchName(file), text_header.noOfLines - 1);
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// first 2 chars are NULL so that actor-number comes out as '0'
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errorLine[0] = 0;
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errorLine[1] = 0;
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return errorLine;
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}
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// The "number of lines" field is followed by a lookup table
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return file + READ_LE_UINT32(file + ResHeader::size() + 4 + 4 * text_line);
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}
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// Used for testing text & speech (see fnISpeak in speech.cpp)
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bool Sword2Engine::checkTextLine(byte *file, uint32 text_line) {
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TextHeader text_header;
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text_header.read(file + ResHeader::size());
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return text_line < text_header.noOfLines;
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}
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} // End of namespace Sword2
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